Posted by on February 28th, 2006, 6:04 am Today we ve got a quick Q A with Zandro Chan, Senior Producer at , about , the upcoming Sci-Fi shooter in development at .
Gamingnext: Gamers know that WarPath is about three races at war with each other. Can you give us a little more detail behind the singleplayer storyline?
Zandro Chan: Well, the story takes place on the planet Kaladi, an extremely rich world in terms of resources and climate which the three races are fighting over. Basically you have your bad guys, the Ohm - half man, half machine - and they just want to bleed the planet dry of its resources to fuel themselves. Then you have the House of Kovos, neither good nor bad, who are protecting the planet because it’s a holy place for them.
Then lastly you have the Humans, your good guys, who are unwittingly caught in the middle of a conflict they never saw coming and are basically just trying to survive.
As players near the end of the game the story takes a twist and a new enemy is introduced - ultimately it culminates in a unique ending for each of the races.
GNX: What did you learn from Pariah that’s going to help you in developing WarPath?
ZC: With Pariah we saw an extremely positive response toward the multiplayer component of the game, we wanted to tap into that same vein and really turn it up a notch. If Pariah showed us anything, it was that players can’t get enough of taking the battle online against other players.
GNX: What’s the scoop on multiplayer?
I assume deathmatch and CTF will be there; any new MP types for gamers to look forward to? Will the singleplayer storyline affect multiplayer in any way?
ZC: Deathmatch and CTF will of course be there plus a few others to fill out the multiplayer experience.
As for the singleplayer, beyond the story and turn based strategy elements, it will be a much needed training ground for players to fine tune their skills for the online battles.
ZC: WarPath is going to have an unmatched level of speed and intensity rarely seen previously on any console. Players will be able to run faster, jump higher, fly farther, that coupled with a diverse set of upgradeable weapons allowing for an extremely wide range of play styles is really going to knock gamers for a loop.
GNX: When can we expect to see WarPath make the jump to next-gen consoles?
ZC: There were a number of features that we wanted to have make it into the final game, but like all projects certain things get dropped along the way, some for the better, and others… Well, let’s just say there are places we’d love to take WarPath and one of them is to the 360, there is still plenty left to explore there.
GNX: What’s rockin’ your iPod right now?
ZC: Right now I’ve got “Air-Moon Safari” from France, “Tomoyasu Hotei - Electric Samurai” from Japan and Robert Rodriguez’s “Sin City” soundtrack from the US in the rotation.
Be sure and check out for some in-game footage as well.
Posted by on February 25th, 2006, 9:30 pm My first official blog post here at our temporary home.
Just in case you re one of the publishers or developers we work with, snooping around trying to find out what s going on, here s the scoop:
We re getting ready to move to new hosting and get our new CMS installed (which will be based on Wordpress) so, in the interim, we ve simply grabbed some temp hosting here at Wordpress.com. Over the coming days our old review database will be imported into this one (we ve got goods dating back to 2002!
) so all of our articles should be online within a week. We ll then start focusing on our new direction (check out the link for more details) but we ll keep posting up product reviews as we always have, so no worries there.
We ve got some talented people working behind the scenes (and in front of the scenes as well, if that s how it s put), so I m looking forward to moving onward and upward.
As always, should you wish to contact us, feel free to do so by heading over to our contact page.
So, what s on the immediate horizon for us? A couple Q A s and a review of the Saitek Red Eclipse keyboard (which I m using right now to type this up; I know you were dying to know that).
Stick around, things are just about to get interesting.
(I use parentheses alot, don t I?) As you recall, back in December, we announced plans to incorporate Punkbuster, as well as offer some MP maps to the PC version for Call of Duty 2.
We’re happy to report that this PC update is currently in testing and all is going well. In fact, we are testing these now and will be releasing them soon, so stay tuned. With regards to the update, here are a few things to look forward to:
* Two new multiplayer maps.
* HTTP redirect in multiplayer, which adds an option for modders to send players to an external website to download their maps and mods.
We’re also putting finishing touches on the map editing tools for the game and will have those out very soon as well.
On the Xbox 360 side, we re also happy to tell you that we re very close to releasing our second Title Update, improving the Xbox Live multiplayer functionality.
Here s what s coming in that update:
1. Player Lag has been addressed
3. Enable Live Host to set custom game options
5.
Post Game Lobbies (players at end of match will return to lobby)
8. Lobby Game Type, Map and Host Notification
Again, thank you for your support…and stay tuned for future updates!
Posted by on February 24th, 2006, 6:01 am
Some new information regarding the weapons in the upcoming FPS has been revealed, so read on to check out some screens and details.
This small caliber one-handed pistol has excellent accuracy at all distances in primary fire mode. The primary mode shoots individual bullets with a zero blast radius and medium shot power. The ammo cartridges are small, so frequent reloading is required.
Due to the small size of the cartridges, you can carry a large amount of spare ammunition. Alt-fire mode is rapid but less accurate and uses ammunition much more quickly than the primary mode.
This weapon uses energy cells to shoot concentrated projectiles of magnesium.
The two modes of fire utilize the same energy source, but have very different effects. The primary mode shoots projectiles at a medium rate of fire and is highly accurate up to medium range. The shot power is medium and the blast radius is small.
This mode of fire is useful in combat situations against large numbers of mid to small-range opponents. The weapon allows for an average amount of shots before reloading. The alt-fire mode creates an extremely powerful projectile with a large blast radius.
In this mode the weapon utilizes a significant portion of the internal energy cell for one shot. It is slow to fire and is best used against slow moving opponents, to pierce armor or break objects. The range of the alt-fire is considerably greater than that of the primary mode of attack.
This shoulder-mounted rocket launcher has two unique modes of fire. The primary mode fires rockets that are effective at long range, cause high damage and have a high blast radius. The Bloodhound can only hold a small number of rockets, so you ll want to conserve ammunition and use it only against the toughest opponents.
Alt-fire mode launches a guided rocket that you can aim as it flies toward its target.
This double-barreled shotgun is extremely effective at close range. It shoots multiple pellets that spread out quickly, so its effectiveness at medium distances is limited, and at long range it is essentially useless.
It has a zero blast radius, so you will not incur damage by using it at close range. This weapon reloads relatively slowly, so it is important to shoot accurately and to have room to maneuver after each shot. The Gearmaster carries a medium amount of ammunition.
Alt-fire mode shoots both barrels, employing twice as many pellets for twice the damage at close range.
This weapon shoots energy projectiles that penetrate an opponent or armor and detonates immediately. The projectiles fly at a medium-fast rate of fire and have a medium blast radius.
This weapon holds a medium amount of ammunition, and requires frequent reloading. The KrossBow is extremely accurate at short to medium distances, but it will deteriorate in accuracy at greater distances. The KrossBow s alt-fire mode is as a sniper weapon.
Its zoom lens allows you to target opponents from medium range.
This weapon is a single-shot sniper rifle. It possesses 8x zoom capabilities in alt-fire.
The gun shoots large caliber projectiles that are extremely powerful and effective at long range. The weapon must be reloaded after every third shot and has a relatively lengthy reload time. The Echo Rifle is most effective in picking off opponents from a distance.
It is best used against slow-moving or stationary opponents because of the difficulty in aiming in zoom mode. It is also easier to use the weapon from a stationary position and is thus not particularly useful in fast-paced combat situations.
This uzi-style weapon shoots incendiary bullets.
Its alt-fire mode provides you with a close-range flamethrower. While the flames are less damaging than a bullet-burst, they are faster, have no recoil, and sow confusion and terror on groups of enemies.
This automatic rifle fires powerful bullets at a high rate of fire and is extremely accurate at long distances.
It has limited ammunition per cartridge and requires relatively frequent reloads. The alt-fire mode is a grenade launcher.
This is your most powerful weapon, firing an energy charge that latches onto any enemy it comes in contact with and disintegrates them instantly.
In alt-fire mode, the Surge Gun generates a massive pulse of energy that builds up until it fires and annihilates any enemy (or destructible object) in its vicinity.
Clutch grenade adheres to enemies, using electro magnetic energy.
These grenades are actually miniattack drones.
When thrown, these drones deploy in the air and hover in place while firing electricity bolts at nearby opponents.
In addition to the handheld weapons and grenades you will also find static turrets in some levels of the game. Turrets can be used by you and your opponents.
They are extremely lethal, and you are advised to use the TIME SHIFTING functions of your Quantum Suit to avoid their fire, or even to back an opponent out of a turret that he has recently mounted. The TimeShift world is populated by a host of opponents each with its own unique mode of attack and behavior.
Posted by on February 23rd, 2006, 9:07 pm
The six game modes that will be featured in the have been revealed and they sound great!
Check it out:
# Touch: This unique take on Tetris really shows off the touch-screen capability of Nintendo DS. Players use a stylus to drag and move Tetriminos in a giant stack to make them fall into horizontal lines. In early levels, they can tap Tetriminos to spin them just the way they need them.
Players have as much time as they need to carefully plan their moves, so it plays very differently from the other frantic modes.
# Standard: This Mario-themed mode features the same addictive game play that made the original Tetris so wildly popular. Players guide falling Tetriminos and form horizontal lines to clear them away.
Mario runs around Super Mario Bros. levels in the background.
# Catch: In this Metroid-themed mode, players guide a flying block through Metroid-infested levels and seek out falling Tetriminos.
Players can spin and maneuver their block to catch falling Tetriminos and create a 4 4 square. Once they do that, the block will explode in all directions and earn points.
# Puzzle: Players solve tricky Tetris puzzles at their own pace using just the Tetriminos provided.
Players tap the orientation they want to use and then the Tetrimino will automatically fall into place. There are more than 50 puzzles for players to complete in all.
# Push: The goal of this mode is to clear two lines at a time to move the screen down and push opponents into the red zone.
Players just can t let their own blocks build up too high, or it s game over. Players also can play this mode with another player using DS Download Play.
# Mission: In this Legend of Zelda®-themed mode, players have to complete the missions that appear on the top screen before time runs out.
If they don t complete it before time runs out, a heap of new blocks will appear on their screen. If they let blocks stack up to the top of the screen, the game is over. Posted by on February 23rd, 2006, 3:53 am
What s WarPath you ask?
Check it out, and get some hot trailer action (and some linkage) after the jump!:
Three distinct races have converged in a virtual Eden, in the outermost reaches of the galaxy, each with a unique reason for settling this new world. Conflict is inevitable, victory is not.
WarPath is a fast-paced FPS game featuring a unique single player mode that allows gamers to battle for control of different territories, with each providing distinct strategic advantages. Once players have honed their skills in the single player missions, they can jump online and let the real action begin. WarPath features:
Three different races to choose from, each with their own unique weapon load-out and appearance.
- Eight weapons: the Wolverine, Tyrant, Long Bow, Judge, Vanguard, Vibro Blade, and EMAC, allowing for a highly diversified range of play styles.
- Up to 32 bots in single player practice mode for an adrenaline-filled multiplayer simulation.
- Four modes of high-speed, intensely addictive multiplayer action – Death Match, Team Death Match, Capture the Flag, and Frontline Assault.
- Support for two to 16 players via LAN or Online, allowing battles to be intimate grudge matches, or all out clan carnage!
Experience the frenetic excitement of the ultimate multiplayer first-person shooter with WarPath from . Designed to quicken the heart of the true FPS fan, WarPath lets players run and jump farther than ever before to perform never-before-seen aerial acrobatics.
The first WarPath trailer provides a glimpse into the blistering action, varied weapons, and physics-rich visual effects coming to the Xbox and PC.
You can to check out the trailer.
