Tlie screen goes blank and Tin left with a grin that still hasn't faded, and the phrase, Where do they get those wonderful toys?' Echoing around my head.As I stumble out of the Splash Damage office, idiotically slapping Wedgwood and Cloud on the back like a drunk tumbling out at closing time and spewing out an endless stream of superlatives, I realise I'm really rather excited.Not only is Quake Wars looking like an excellent team-based shooter, it has the potential to take the genre to the next level, one where players are genuinely encouraged to work as a team and are rewarded whenthey do. We didn't want a situation where you're having fun controlling a vehicle, then suddenly another player jumps in and takes over one of the weapons, so we have a consent system whereby you can choose whether you want to work with another player.' Wait, Come Back!And then, suddenly, swiftly and brutally, it's all over. And that of course means that well all be able to enjoy its ace-ness without shelling out for a quad-processor supercomputer. 'We're using brand new technology called the MegaTexture,'It was first devised by John Carmack at id and Even as I type these words, I still can't quite believe it Quake Wars is set to run on the same spec machine as Doom 3.1 shit you not That's what the men say. While we wait, Quake Wars'executive producer Kevin Cloud (from id) reveals the secret of the game's stunning visuals. Mega-ImpressedArriving in a flustered, sweating state', Paul Wedgwood (managing director of Splash Damage) sits me down, pours me a drink and fires up a level. What's more, given its predominantly outdoor locations, it's somewhat, ironic to note that, when development started, Quake Wars utilised the same core technology as Doom 3, the very same core technology tlbit so many lambasted as being an indoor-only, shadow simulator that handled outdoor environments with the aplomb of an agoraphobic.
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March 2023
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