Author - Jerry Paxton

Starlancer: The Sol War Interview

We got the chance to interview ‘SWAT_OP-R8R’, founder and project leader for the Swat Development Group, which is currently working on a new Starlancer game developed using the FS2 Open game engine. This is a fan-made project, and will be free to obtain once it is finished. We would like to thank SWAT_OP-R8R and the rest of the SDG for their hard work. We can’t wait to play Starlancer: The Sol War….

GS:
So, tell us a little about Starlancer: The Sol War and what it was about the original Starlancer that drew you guys to work on this particular project?
SWAT: Starlancer: The Sol war is being developed by the SWAT Portal, a big Lancer community, and the original Starlancer was the first game we ever covered at SWAT. That was many years ago but we still loved to remember the old times and played the original Starlancer long after Microsoft made the decision to close the game rooms. We thought it would time to bring this great game back to life and so The Sol War Project was started. First we the plans for this new game looked a bit different… a different engine and just one campaign… no multiplayer. But fortunately these plans did change very soon an so we switched to a game engine that allows everything that we need for this new Starlancer game. We also decided that we want to tell more than just the original Starlancer story. Since the release of Freelancer in 2003 is known that the war between alliance and coalition did last almost 100 years so we decided to tell a story with 3 campaigns showing how this war actually developed from the view of the alliance. So we practically cover 3 different time lines showing how the war did start, how the alliance managed to win important fights and finally how the Freelancer sleeper ships have been build before the alliance had to leave to the Sirius sector. One of our developers also came up with the idea of a prequel that is meant to learn how to play and to tell a mini-story about what happened in the few weeks before the great war.

GS: How many people are on your development team and are any currently working in the industry?
SWAT: Starlancer: Sol War is a pure fan project and our development team is pretty small. We have a coder working on game engine, a few modelers for the ships and stations and a bunch of mission designers. Many members of the SWAT community already volunteered to help with the voice recording so basically even though we are not many we still can cover the necessary work. It just takes a bit longer.

GS: Which game engine are you modifying for use in the game? Also, are your in-game models being re-used from the original Starlancer or has the team recreated them? If so, which 3d modeling program are your modelers using?
SWAT: We decided to use the FS2open engine as it is still one of the best after all those years and since Volition made the source code public we easily can modify it to our needs. Since the original Starlancer is already pretty old the original ships wont be used as they are. We only use them as a base to rebuild them in a higher detail grade. In the end we want to create a game that looks better than the original one. Well I noticed that we modelers have different preferences as to which tools we use. That is very likely because we have been working on other games before and everyone of us learned to model with a different tool. Personally I don’t see a big problem in that since nowadays you can include the different files in almost every modeling tool.

GS: As this is a whole new game engine, your possibilities are much greater than if you just modded the original game. Is there any chance of walking around your capital ship in first-person before getting to the space-combat?
SWAT: We concentrate our work on the playing and fighting factor. It is not planned to have a sightseeing tour on the Yamato or the Reliant. But cut scenes will give players and impression about those locations. The player mostly will deal with the Starlancer ITAC where he can do training missions, get info about ships, weapons or pilots and plan campaign missions. Even though we have a new engine and basically a completely new game we still try to use elements of the original game so the player can identify with it.

GS: Will your standalone game feature cut-scenes as well as in-game voice acting? If so, will your voice actors come from the team or are you planning to hold auditions?
SWAT: The game will of course contain cut scenes. Those are simply necessary to create a deep gameplay and keep the players interested. And yes we are going to work on voice acting. The SWAT Portal which meanwhile is a big Scifi Game community will help with this.

GS: Will you be implementing support for Force Feedback® enabled joysticks?
SWAT: Of course!!!! That is a must.

GS: Speaking of controller-related items, will you have integrated support for the Track-IR head-tracking system?
SWAT: Honestly we have not thought about that possibility yet but now that you mention it we will see what we can do.

GS: Will there be a co-op campaign option for players to rally and take on the story together?
SWAT: The Multiplayer will cover a co-op mode with the 3 main campaigns and a deathmatch mode. You can play the missions together with friends if you want.

GS: Is an official project website in the works as of yet, and if so, where can our readers find it? If not, where is your project information located now?
SWAT: There was an official website for this project but unfortunately the site was attacked by a hacker. We have not rebuilt it and due to all our other projects (in total 10 Lancer related projects) we have not much time working on it at the moment. Once I have a few days free I will try to bring the official project site back online. For now the project can be found on our forum at www.swat-portal.com. Under ‘SWAT Projects Gallery’ on our main site you can also find screenshots of an early version.

GS: And finally, is there anything else you would like our readers to know?
SWAT: Yes. Starlancer is not dead yet! ^^

You can find the Swat Development Group website here.

Images After the Break!

Microsoft Zune Marketplace Gets TV Shows from NBC

Finally, Microsoft has penned a deal to get some videos to the Zune Marketplace. In this case, they have signed with NBC, Comedy Central, and more to get shows such as The Office, South Park, and Heroes on the service. Each telivision show will be priced at $1.99 an episode however pricing packages will be announced later on as the service moves towards its scheduled Fall release.

Via Microsoft

STALKER Clear Sky North American Release

S.T.A.L.K.E.R.: Clear Sky will be officially released in North America on August 29th, 2008. If you haven’t had the opportunity to play the original game, I highly recommend it. It is a very cool first-person shooter with plenty of action, open-ended adventure, and chills to go around.

You can find the official game website here.

Official Release:
Deep Silver, Inc, a publisher of interactive entertainment for PC and consoles, today announced they will publish the highly anticipated PC title S.T.A.L.K.E.R.: Clear Sky in North America. The game is expected to be available worldwide on August 29, 2008 and is developed by GSC Game World, a leading computer games developer.

S.T.A.L.K.E.R.: Clear Sky is a survival FPS game for PC based on a ‘what-if’ scenario of the second Chernobyl Nuclear Power Plant accident. The game is created as a warning to mankind against mindless play with technologies. S.T.A.L.K.E.R.: Clear Sky is the official prequel to the renowned S.T.A.L.K.E.R. game by the Ukraine-based GSC Game World studio. The game is set in 2011and brings forth the events to have preceded the third campaign of Strelok to the Zone center. S.T.A.L.K.E.R.: Clear Sky introduces an alternative look onto the events of the original game and offers the player to try himself out as a mercenary s.t.a.l.k.e.r. in search of his own path in the world of S.T.A.L.K.E.R.

Overclocked: A History of Violence Demo

The demo for Overclocked A History of Violence has been released from Lighthouse Interactive and dtp Entertainment today. We reviewed the game here and thought it was a very goof adventure game – definitely worth checking out.

You can find the demo as well as game info here.

Official Release:
Lighthouse Interactive and dtp Entertainment today released a compelling playable demo for the psychological thriller adventure game, Overclocked: A History of Violence. Created by award-winning developer, House of Tales Entertainment, players will delve into the world of Overclocked to explore the deranged minds of three of the five patients admitted to the Staten Island Forensic Hospital. This highly anticipated adventure game on PC DVD-ROM was released in the UK on May 2 and is available in stores now.

Overclocked explores violence, an archetypical, yet actual condition of mankind. Players will become engrossed in a world where memories and illusions; dreams and reality; perpetrators and victims… collide. Overclocked: A History of Violence is Windows® Vista™ compatible.

Prototype Pushed Back Until 2009

Unless this is a VERY early April Fool’s joke for next year, the shape-shifting, third-person action game Prototype has been pushed back until April 1st, 2009. This, according to IGN as well as the Gamestop website. Prototype is being developed for the PC, Xbox 360, and Playstation 3 platforms.

A Sierra spokesperson had this to say:
‘Since its announcement, Prototype has been regarded by many as groundbreaking and taking the open-world genre in new directions, and in the simplest explanation possible, we need more time to deliver the game the team initially set out to create.’

That kind of proactive policing on the part of a video game publisher and developer is refreshing and welcome in an industry where more often than not, games are rushed out the door unfinished.

Iron Man Sequel Greenlit for 2010

Grossing over $100 million in its first weekend, Marvel has already greenlit a sequel to Iron Man due in 2010. Also coming shortly after the sequel’s release in 2010 is a movie adaptation of Thor.

From the article:
Marvel plans to launch its 2010 film slate with the release of the sequel, Iron Man 2, on April 30, 2010, followed by the launch of Thor on June 4, 2010. Additionally, Marvel is planting its feature film stakes for summer 2011 with an Avengers-themed summer – a two-picture project which will debut on May 6, 2011 with The First Avenger: Captain America (working title), followed by The Avengers in July 2011.

Via Yahoo Finance

Sudden Strike III: Arms for Victory Review

The Sudden Strike games are definitely unique amongst real-time strategy games. With an emphasis on throwing your troops towards the enemy lines and a lack of resource gathering, they fill a unique void in the genre. Fireglow’s latest in the series, Sudden Strike III: Arms for Victory, is no exception. If you think you have seen huge battles in an RTS game before, prepare yourself as you haven’t seen anything yet…

It seems as though that thing Fireglow has attempted to really capture and focus on in this title are epic-sized battles. Even the view is farther away from your units than in most RTS games. It appears as though you are looking down on the battlefield from an observation balloon for most of the time. Missions can last anywhere from thirty minutes to a couple hours if you really take your time.

This is very different from most RTS games which try to focus on quick missions and giving the player the ability to zoom in nice and tight on individual units. In SSIII, the focus is on battalion-level and above control. What this means is that you generally have to click and drag around a bunch of units at a time and issue them orders as selecting individual units is a bit clunky in the midst of all the chaos going on around them. Unlike its predecessors, however, where you essentially had to ‘throw’ hordes of your units against the enemy and hope they can pull it off, this sequel requires alot more attention to strategy to accomplish mission goals.

Unfortunately, all of this epic-scale can work against the game at times. Things get extremely chaotic trying to manage troops in multiple areas of the gigantic maps on which they fight. Units can be set to act aggressively, cautiously, or defensively which does help somewhat, but we were often left with a sense of feeling overwhelmed by the sheer amount of information we were keeping track of. Additionally, unit path-finding definitely needs some work as if you do not group and direct them carefully, they can end up getting lost fast. That, or some of your units will just take the long way while others arrive early and without the support of their lost brethren.

This does not mean the game is bad, not at all, just that enhancing the controls/interface somehow to allow smoother control of units across the field of battle would be welcome. In fact, when everything comes together the game is a lot of fun with tons of stuff going on at once. At its best it appears you are watching an actual historic battle unfold from your perch on high. Additionally, terrain now plays an important role in combat, giving modifiers to your unit’s attack and defense depending on factors such as cover and elevation.

Graphically speaking, this is the best looking Sudden Strike game to date, with crisp units, terrain, and effects thanks to the new Next7 graphics engine. The score is average, with the standard WWII game fare but it does the job.

Conclusion: While Sudden Strike III has its issues, the game is easily the best of the series thus far and shouldn’t be missed by fans of the franchise or large-scale RTS games in general. It may, however, be a bit overwhelming for new gamers.

Microsoft Withdraws Yahoo Bid

According to CNN Money, Microsoft has officially withdrawn its bid to buy Yahoo today. Microsoft had apparently increased their buyout offer to $33 dollars a share, which is roughly 70% above its original offer despite declining stock prices of both Microsoft and Yahoo.

Microsoft CEO Steve Ballmer had this to say:
‘After careful consideration, we believe the economics demanded by Yahoo do not make sense for us…’