NEWS HEADLINES




World in Conflict: Soviet Assault - first details

Thursday, March 27, 2008 3:29:28 PM (GMT Standard Time, UTC+00:00)

The latest issue of Czech Official Xbox 360 Magazine imagesports the first details on World in Conflict: Soviet Assault, the postponed console edition of last year's Cold War RTS, which serves also as expansion pack for PC version. New features spotted by OXM: 

  • Brand new campaign with obligatory switching sides and, for the first time, playing on the Soviet side.
  • Among new units a chronoplane, some sort of a boat-ship mix based on an actual prototype model from the '80s (perhaps the Bartini VVA-14?).
  • Camera controls mapped onto both analog sticks (as in a first-person shooter) with the possibility to zoom or pause the game completely.
  • Reinforcements or new units can be called to the battlefield either by using the context menu, or - at this point still a bit tricky - voice communication using the headset, same as in Tom Clancy's EndWar.

  • The same multiplayer maps & mods as in the PC version, plus some new ones. With the maximum number of connected players lowered from 16 to 10 and lacking cross-platform play.
  • The actual conversion (such as fitting the controls onto a joypad) being handled by Swordfish Studios, with Massive Entertainment supplying only new content.
  • New rendered movies and cutscenes.

World in Conflict: Soviet Assault is set to be released on PC, Xbox 360 and PS3 this October, as listed as pre-order on shop Play.com.

Tiscali games

   
Share this post :

Posted by : Jimlad

First open beta test for SAGA launches today.

Tuesday, February 26, 2008 4:56:21 PM (GMT Standard Time, UTC+00:00)

Silverlorde Interactive announced this morning that it has opened its servers to all players for SAGA, the persistent World MMORTS. The first open beta test client can now be downloaded from Strategy Informer.

Press release
The World’s First Collectible MMORTS entered Open Beta testing on Tuesday, February 26th, 2008. All players who sign up at www.playsaga.com will receive accounts, allowing them to create nations on the Beta servers. For the duration of the Beta test, all game features will be unlocked and available to testers. At release, a full unlocked copy of SAGA will cost $19.95; however, promotions will be available during the open beta period to purchase the full version of SAGA at a reduced price.


During the stress test conducted on Saturday, February 23rd, the servers performed excellently, with no crashes or other server issues. The SAGA servers are expected to support up to 20,000 players per realm with thousands of simultaneous users. Should a greater-than-expected number of players attempt to login to the world at the same time, a login queue will be implemented and additional realms will be brought online.
We recently talked with Andrew Grierson about SAGA, you can read that here.
You can download the client here.

News: First open beta test for SAGA launches today - Strategy Informer

   
Share this post :

Posted by : Gunny

'World in Conflict' (X360/PC) Developer Q&A

Sunday, September 16, 2007 11:10:18 AM (GMT Daylight Time, UTC+01:00)

 

Q: How long will the single player campaign be? How many missions?

DP: The single-player campaign reaches over 14 missions in three different acts, so you’ll experience some jumps in time between the different battlefronts.

Q: World in Conflict’s multiplayer is pretty intense, how does the singleplayer match up, was it just added as an afterthought?

DP: Well, we always wanted to have a single-player mode in World in Conflict, but the way this looked changed greatly during development. Initially, we wanted to keep it simple, to have something that could prepare players for the multiplayer – kind of like a very advanced tutorial.

Over time, both we and Vivendi realized that it was a huge waste of the setting, and that we should aim to really tell the story of these events. So we worked out a number of characters and a story line, with the help of Larry Bond, and we ended up with a very moving single-player story that stands very good on its own merits.

Q: Aside from the World in Conflict single player campaign, will there be the skirmish feature?

DP: Yes, we’d be crazy not to!

Q: Will all maps be able to be played in Skirmish mode (offline mode against bots)?

DP: Yup!

Q: Will World in Conflict ship with a map editor? Would I be able to make a Soviet single player campaign?

DP: At the moment, we’re looking to release the mod tools and map editor online just around release. What exactly these tools will contain is still not finalized, so we can’t really comment on that yet.

Q: The storyline is supposed to be based around Seattle, correct? Is this the first invasion point? If so, then will be playing at all in the heart of the city? Like in the World in Conflict videos?

DP: No, the Soviets first attack Europe, and later make a secondary attack overseas on the American west coast, i.e. Seattle. And yes, you will be playing in the very heart of Seattle, with all the familiar landmarks and everything.

Q: How many difficulty settings are there for the single player campaign?

DP: We kept it at three – easy, normal and hard. And hard is quite challenging!

Q: Is it wise to go after the secondary objectives? Will they give you the edge in the mission if you go out of your way to complete them?

DP: The secondary objectives will sometimes give you some very nice rewards in the mission. Sometimes they’ll grant you new units and sometimes it’ll stop some of the Soviet fronts. For the collector-minded player, it’ll also award you specific medals after the mission is cleared. If you want all the medals, you have to finish all the objectives.

Q: Are there time limits in single player? (Like in multiplayer)

DP: That depends entirely on the mission. Some missions have time limits while others don’t. We’ve tried to create a varied single-player campaign with a lot of different approaches and objectives.

Q: Will there be an 'Army Creator' feature where you can create your own faction with your own units in-game, define bonuses etc?

DP: That’s a pretty neat idea, but it’s not something we included in the game. We wanted to keep the multiplayer very balanced between the factions, kind of like letting both sides have the same weapons in an online team shooter, so the factions and their units are fixed.

While it could’ve made for an interesting idea for the single-player campaign, we didn’t want to break away too much from the original multiplayer concept. Whenever you include customization to the game, it instantly gets much more complex and harder to control. So we’ll keep those ideas in mind for future projects instead.

News Source : Here

ToCLogo

BuyWorld in Conflict (PC)
Gunny posted by Gunny

   
Share this post :

Posted by : Gunny

World In Conflict Interview

Wednesday, September 12, 2007 2:30:55 AM (GMT Daylight Time, UTC+01:00)

Thanks to our lovely friends at Vivendi we have an interview for you with World in Conflict composer and sound designer Ola Strand.

Enjoy.

What process does a song go through, from initial idea to the finished song we hear in the game?

I try to write concept music as early as possible in the production process. We often have at least a couple of songs long before the actual design is finished. These serve as a guideline - a reference to what we want, or what we do not want.

Much later, when the design and story of the game is finished, I sit down and write the full score. Because of my early involvement, it usually doesn’t take more than a couple of weeks to write the full score. In the case of World in Conflict, the single-player story was a great inspiration! Our story writer, Christofer Emgård, helped me out with all the twists and turns in the game.

When all the music is done, it’s time to record. I usually need help with arranging and putting together an orchestra. The recording sessions last two to three days, and then it’s back in the studio at Massive to mix everything together. This is where I cut the music into smaller pieces, edit loops and create all the event driven parts for the game.

Are there a lot of limiting factors when composing music for videogames?

I would say that the biggest “limitation” of composing music for games is the virtually endless array of possibilities. To me, it’s important not to get carried away with technological mumbo jumbo, but to concentrate on what is important for the game. Of course there is a huge difference to composing for film - where you always know what’s going to happen in the next frame. Music is linear – gaming is not (with the exception of some FPS games). You cannot be certain of what the player is going to do next. But then again, do you really want the music to reflect every movement of the player or give away that enemy around the corner? To try and make the game experience that cinematic is simply wrong to me. A game is a game, so let it be just that.

How much was made purely in the in-house studio, and how much was recorded at Gula Studion?

Probably around 95% of the music in World in Conflict has something recorded in Gula (strings and brass). They have this amazing sounding room for strings, and some really great microphones. I hope to record there again.

Percussion and woodwinds were recorded at my parents’ farm house. The rest – guitar, bass or pure electronic music – was composed and recorded in Massive’s studio in Malmö.

We already know that there are some licensed songs in World in Conflict, but how many of the tracks are in fact your creations?

That’s a hard question to answer. There are around 30 original songs in the game. But these are then edited and remixed to make up a lot more music. Our sound assistant, Simon Koudriavtsev, helped out making some of the remixes for the action sequences in the game. I think there is around 120 different edits of the score for in-game use. On top of that there is another hour or so of music for menus, cutscenes, cinematics, etc.

What are some of the central themes we can hear on the World in Conflict soundtrack?

There is, of course, a World in Conflict theme. But you will not hear it very often (not even in the main menu). Then there is a piece I wrote simply to back the feeling of a Soviet invasion (Incursio) and another one for the situation in Europe (European march). But most of the music is created around more specific characters and situations.

Has composing and sound designing changed over the years? Have new hardware and software made your job easier, or at least more satisfying?

For every gain in technology you raise the bar. To me it is not more complex, it is simply more.

Tell us a bit about the main theme, “World in Conflict”. Was it always meant to be the main theme and what do you think makes it qualify for such a role?

I never set out to write a main theme for World in Conflict. My experience told me that it’s better to just concentrate on the whole game and see what comes out. Then, if there is a suitable piece of music – fine, let’s call it a main theme. I wanted to have a different approach to what we did in the Ground Control series - where you just grew tired of the pompous music after a couple of plays.

What makes it qualify as a main theme: You’ve just cleared the last level, and this is the music you really want to hear.

“Incursio” seems to be very evolving, with different sections sounding differently. Is this because it was written for a specific scene?

The second half of Incursio started out as something I wrote for an early trailer for World in Conflict. It had different instrumentation and was more electronic sounding, although some people will probably recognize it. When I later needed a theme to back up the Soviet invasion, I tried putting these two in sequence – I just figured they fit well together – and so they were recorded as one single piece. The music is put together in a way that allows me to make different edits for in-game events, so you will probably never hear this exact version of it in the game. Then again, you might.

News Source : Here

ToCLogo

BuyWorld in Conflict (PC)
Gunny posted by Gunny

   
Share this post :

Posted by : Gunny

World in Conflict DX10 Gallery

Saturday, September 01, 2007 5:00:16 PM (GMT Daylight Time, UTC+01:00)

On the off-chance you haven't played the World in Conflict demo yet, here are a whole gaggle of screenshots captured in DX10 mode on a 8800 GTX with everything cranked up to max. Most of them are from the single player demo, although a few are from the benchmark program that comes with it as well. I had vsync enabled, but averaged 32 fps for it, in case you were wondering. So, what does DirectX10 bring to the game? Soft particles, god rays and cloud shadows, oh my!

Check the goodness out for yourself: Click the image below for the Gallery Slideshow.


News Source : Here

ToCLogo

BuyWorld in Conflict (PC)
Gunny posted by Gunny

   
Share this post :

Posted by : Gunny

Command & Conquer 3: Kane's Wrath PC Preview

Wednesday, August 29, 2007 3:02:28 AM (GMT Daylight Time, UTC+01:00)

Since the Command & Conquer series is so popular in Germany, EA used the Leipzig Games Convention to debut Kane's Wrath, the expansion pack to Command & Conquer 3. And it did so in a big way: Not only did EA offer a live demonstration of some of the game's new features and unit additions, Kane himself (Joe Kucan) made an appearance -- much to the delight of showgoers in Germany, where he's actually somewhat of a celebrity.

media2

As the expansion pack's title suggests, the game focuses primarily on the Brotherhood of Nod, of which Kane is the megalomaniacal leader, from its rebirth after the Second Tiberium War through the Third Tiberium War and then beyond. According to EA, the game's exploring of the past actually came as a result of requests from the fans.

media3

One of the nice evolutions for the expansion pack is the Global Conquest mode, which allows you to control and strategize from a global perspective in favor of linear mission progression. You can now build armies and bases and attack enemies on a macro level before actually diving into the action. Of course, it wouldn't be an expansion without new units, and we got to check out some of the new ones for the Global Defense Initiative.

media4

Many of these also came as a direct result of fan feedback. For example, since many complained about having to constantly return to base to reload, the hammerhead is a new gunship that has unlimited ammo (though it's very vulnerable). Additionally, each new faction will now have two different subfactions, each geared toward different play styles.

media5

What's interesting is that an Xbox 360 version of Kane's Wrath will ship simultaneously with the PC one this spring (and will come with C&C3 included on the disc, unlike the PC version which requires the original game).

media6

EALA has also incorporated a new radial interface for the console version, and it looks to alleviate a lot of the difficulties console players have had with previous RTS games.

media 

Kane's Wrath will ship in spring of 2008, and you can be assured we'll be back with more info on the new units and the other voice actors who will appear in the game.

News Source : Here
Technorati Tags: ,

ToCLogo

BuyCommand & Conquer 3: Tiberium Wars (PC)
Gunny posted by Gunny

   
Share this post :

Posted by : Gunny

World in Conflict Demo Impressions.

Monday, August 27, 2007 3:28:41 PM (GMT Daylight Time, UTC+01:00)

I've long been a fan of RTS games, from way back enjoying the original Command & Conquer games, right up to the present day offerings of games like Company of Hero's. Well all I can say is move over, there's a new daddy in town, a new top dog, king of hill. Click the images to below to see the full size versions.

screen0001

This game is simply stunning. Using a familar control system to other RTS games you'll soon feel at ease giving orders, and the visuals and cinematic's are spectacular.

screen0002

The level of polish that has gone into this game is obvious, from camera movement to voice talent, it all just works beautifully.

screen0004

The game worlds are so detailed I often found myself wandering off following a group of helicopters as they went about their business rather that doing what I was supposed to be. Everything in this game is on another level to what we've seen before.

screen0006

Even something as simple as the common airdrop/resupply action is a joy to watch with its movie like cinematic's as the transport galaxy/starlifter transport aircraft swoops in and delivers its payload.

screen0021

It all feels fantastically real, with aircraft seeming to have correct real world physics, and pyrotechnics to rival that of even the most expensive Hollywood blockbusters. 

screen0010

The game feels like a blend of Battlefield 2 meets Command & Conquer, and as you can