We have been hearing rumours of a 480 stream processor equipped card from ATi for a while now. Featuring crazy capacities of GDDR5 memory and even coming with its own cold fusion generator which glows red and pats you on the ass periodically telling you ‘Well done my pet, now worship me’ ….
Ok, so most of that is not true, but some is! ATi have announced in the last few days two flagship cards from the new R700 range - the 4870 and the budget 4850. Rather than the 480 stream processors, both cards feature an even more impressive number - 800 (!) clocked at 750Mhz and 625Mhz respectively. A good preview and very promising benchmarks can be found over at gamespot. Its great to see ATi finally bringing out products to be excited about, rather than the recent damp squibs like current generation Phenom and the R600 series graphics cards.
Randomly came across this great map for Quake 3. Its an excellent remake of the Simpson home for all your fragging needs. The level of detail is astonishing, from the excellent textural work to the scale that says 230 pounds when stepped on. Genius
I am in the process of building a new gaming PC. Well, I should come clean, I have been in the process for almost 5 months now - I am mostly decided on the specifications but minor incompatibilities / annoyances cause me to stall. When this happens, real life typically takes over and by the time I look at my ‘final’ specification again, I normally rip it up and start from scratch due to new hardware being released or price drops. *exhale* I am finally on the verge of finalising the specification, the only things still holding me back are the graphics card (after news of ATi’s 4xx0 series) and the amount of RAM to put into my machine. The latter is heavily influenced by the Operating System I plan to run.
There are two crucial elements to any computer system which must work in harmony, the software and the hardware. Whilst this hardly an earth shattering announcement, I never cease to be amazed at the backlash in the form of blog / forum posts from people who forget this. Realistically when building (or buying) your next Gaming PC at the moment your choices are limited to Windows XP or Vista. Both Linux and Mac OSX suffer from platform compatibility issues with major new games and whilst the former enjoys fair server support for online gaming, neither really has much traction in the desktop gaming market.
The difference between Vista and XP is far more than cosmetic, whilst many are quick to criticise Vista for a number of reasons, I am actually a fan of Microsoft’s latest Operating System for a variety of reasons. Sure, it is feature-poor compared to initial designs and has it’s own annoyances, but the number of extra features and advances make it decisively the better Operating System. There is a caveat, for Vista to run comfortably for gaming purposes needs at least 1 Gb of RAM for itself. This on its own is no big deal - RAM is extraordinarily cheap at the moment, however the issue of platform (32bit/64bit) is now rearing its ugly head.
64 bit computing is nothing new, infact AMD processors have had 64bit extensions (called x86-64) for a number of years since the K8 platform back in 2003. Intel did not catch up (despite starting earlier than AMD) and produce viable 64bit chips until the Pentum 6xx series (late 2004), having stumbled initially with their IA64(T) specification developed for their Itanium platform.
Given this was four years ago, why are we not all running on 64bit XP or Vista? The answer is simple, in the same way that driver support initially crippled Vista’s adoption, 64bit drivers are fairly few and far between. What this means, is a lot less hardware will run properly under a 64bit Operating System. Given this situation, why do we even care about 64 bit computing? Why is it not relegated to high end computing and server farms? Mathematics.
Unfortunately, with a 32 bit Operating System, there is a mathematical limitation to the amount of memory the system can address. At most, Vista (or XP) in 32bit will only address 4Gb of total RAM. This includes both the graphics card and the main system memory. This brings my point about Vista comfortably using one Gb of RAM all by itself to sharp focus. Whilst Yes, the price of RAM is cheap there is something about me that dislikes buying 4Gb of RAM (to enable dual channel mode) only to have a quarter of it not accessible by the system. I wrote about this in detail in a previous post.
So what is the solution? Whilst I am huge fan of Vista (and have recently bought a Vista laptop) I do not think it is suitable for desktop gaming. With Windows XP, I have had fairly bloated a driver / runtime loaded installs using no more than 300Mb of RAM which realistically enables most PC gamers to get away with 2Gb of system RAM with no perceptible loss in gaming performance. This unfortunately would not be the case for a similar system running Vista and as such, unfortunately scuttles Vista for this market in my humble opinion.
It has an official release date (hopefully concrete), but not a huge amount is definatively known about S.T.A.L.K.E.R. Clear Sky - the official prequel to the amazing STALKER: Shadow of Chernobyl. I have not written about either of these games before, which is surprising given the amount of time I spent playing both single and multiplayer STALKER.
Shadow of Chernobyl was a masterpiece of visceral entertainment, made all the more authentic by it’s Ukrainian development team. Their efforts in representing the lost Soviet city of Prypet, which stands largely intact to this day, along with the areas surrounding the Chernobyl NPP like the Red Forrest are astonishing and deserving of praise. The only real drawback to the game was the overall lack of polish, particularly with the mission scripting which could be a bit hit and miss.
The lack of any online cheat protection and clearly designed multiplayer modes really disadvantaged the online experience. I have played many hours on some of the large maps enjoying the mixture between fast paced battles in Agropom as well as some of the other maps where slow methodical stalking was the best strategy. But in the end I stopped playing do to the imbalanced nature of the action.
It was with great excitement that read a number of months ago about the planned prequel that has been in development, practically since the release of S.T.A.L.K.E.R. Shadow of Chernobyl. For those of you not keenly following the game release sites, the name of this prequel is Clear Sky and it is set in a time before the (fictional) second disaster at Chernobyl. What was it that a wise man once said? To have one containment breach is a tragedy, to have second seems like carelessness?
Rather than unravelling the master quest by searching for the identity of this mysterious Strelok character, instead, you play a free agent in “The Zone” tasked with assassinating Strelok. He really appears to be persona non grata doesn’t he? This is only a small part of the game with the player becoming inextricably embroiled in a multi faction conflict in the zone. What worries me a little is the number of factions rumoured to be in game : NINE!Bandits, Duty, Freedom, Clear Sky, Mercenaries, Internal Troops (Military), Scientists, and Lone Stalkers and the player can choose to align themselves with any of them (although presumably only one at a time). Whilst having multiple factions is a good thing, it promotes diversity and gives a potentially huge degree of replay-ability, with so many factions it is very difficult to make them sufficiently unique and appealing. Especially with the degree of overlap in their motivations and objectives as judged by Stalker Shadow of Chernobyl.
The X-ray engine has received an upgrade to version 1.5 which will include Direct X 10 support as well a variety of particle, textural and AI upgrades. I found a video a few days ago showing the weather system in action. It looks very impressive, from oil black nights to realistic weather effects and shadows. I am very much looking forward to this, and to exploring the expanded / tweaked zone, so what awaits you Stalker, in the zone that changed?
UPDATE: According to wikipedia, the E3 demo was leaked to a variety of torrent sites today. I can only hope this does not impact on the work being done getting the final build ready for the August release date.
Those of you that play Call of Duty 4 online will recognise the name of this map - it is indeed a single player remake this fun map which is done rather well.
You play as a nameless agent in Al-Asaad’s private army trying to repulse an American invasion force. As such, your starting equipment is rather limited by game standard. You have an AKMS with an under-slung grenade launcher and a Beretta M92F pistol. The map immediately puts you in the midst of the action can gently directs you the specific route the map (re)author intends. (spoilers below)
As you work your way around the map clockwise you meet wave after wave of American reinforcements including rooftop snipers and LMG nests which are all well though out and placed. The only criticism I have here is that some of the ’snipers’ barely did anything and stood there like cannon fodder which was a bit disappointing.
As you make your way into the building with the documents you are trying to steal, enemy reinforcements arrive blocking you between a fortified position within the target building and your retreat down the stairs which is both fun and challenging. The briefcase / clipboard suffers from clipping problems but it is only a minor point. You also have a choice of picking up a sniper rifle here which, given your elevated position is not a bad idea.
Once you have seized the documents, you have to make your way around the edge of the map and into the central building. This is a bit of a nightmare as all the doors on the ground floor have all been blocked off so you literally have to go the long way round and jump through a window. Before you get there, in a excellent piece of scripting, you are ambushed by enemy reinforcements in the form of 5-6 troops and a armoured personnel carrier with a high caliber turret. Luckily (and a very worn and cliche way) you find an RPG and healthy supply of rockets right next to this ambush point so dealing with the vehicle is fairly easy.
Once you finally break into the middle building, your troops are not far behind. They kick down the doors as you walk down the stairs. At this point, the enemy forces launch an all out attack on the building and your new objective is to hold for a minute and a half whilst your reinforcements arrive. This is a great touch and there is plenty of fire to be traded with the enemy soldiers who are dropped by Blackhawk onto the neighbouring building. The only bad thing was the soldiers tended to just fire from the buildings they were dropped onto, they did not try to storm the central house the player has to hold.
Once your reinforcements arrive, you rendezvous with Al Asaad who, from somewhere seems to have picked up a prisoner and the mission ends. I was a bit confused by this and can only assume he was captured during the fighting.
It is enjoyable. The map layout is great with good use of obstacles and prefabs but you would expect that given the map was made by Infinity Ward. However, the scripting was excellent making good use of fixed positions and well as surprise attacks and several sections of the map were editing rather well in order to enable a single path to be followed by the player.
All in all, I would give this map 8/10. Had the author made the map himself, I would have given him(or her) a 8.5 or 9. More screenshots from the map can be found on my Xfire page.
I would highly recommend you try it yourself. Download.
UPDATE 17/06/08: It appears the website cod4-maps.com is in the middle of a redesign. The links at the moment are broken, when the resources appear on the new site I will update the links
UPDATE 06/07/08: cod4-maps.com still down, so I found another mirror.
Whilst the title obviously suggests I am talking about Grand Theft Auto, it is not GTA:IV that I am playing at the moment. No, in-fact, I decided to pick up GTA: Vice City Stories for the PSP to give it another go. Prior to this, GTA: Liberty City Stories was the game I had put the most hours into on my PSP and I had thoroughly enjoyed the non-linear (or at least out-of-order mission style) game play and abundance of side quests that the GTA brand is famous for. When I first started playing GTA:VCS, I was underwhelmed. The starting location in the army barracks is not the best due to it being placed almost under the airport which confused the hell out of me when I first started to play. Compared to the well thought out streets of Liberty City, I felt lost and disorientated.
I am glad I picked this game back up last week, for I have just discovered the thrill of empire building! A feature completely missing from Liberty City Stories, you can take over ‘property’ either by buying or creative negotiating (read shooting and pillaging) and establish a variety of businesses in these newly obtained premises. These businesses contribute to your overall empire and pay you periodically giving you a nice cash income for the later stages of the game. But it doesn’t end there, to build up each business, you need to perform side quests which vary from playing cab driver to hookers (for prostitution rackets) to vicious vigilante attacks for protection rackets. That’s not all, there are a few which I have yet to unlock. Overall, if you have not played GTA:VCS on the PSP, I highly suggest you buy a copy (fairly cheap now) and try it out, don’t be fooled by the strange colours and 80s nostalgia theme, they grow on you very quickly! Although I have not yet played GTA:4 (and will hold off posting definitively about it until I do), from what I have been hearing from reliable sources, the story line is weaker than expected with access to other islands being granted too early and a lack of variety in side quests. Still, I highly recommend you try out both games and decide for yourself!
In a somewhat surprising move, ID Software today announced they had begun development of Doom 4. This is not particularly earth shattering in itself given the spate of recent rumours to this effect, however the reason it surprised me was that ID Software are already fairly far into a project named ‘Rage‘ which appears to be a post-apocalyptic vehicle slash first person shooter based on ID Software’s Tech 5 Engine, currently in development. Whilst is would not be unusual to ID to be working on two games at the same time using the same engine (Quake 4 / Doom 3 anyone?), given the rumours circulating about a new Quake game, I didn’t think we would be seeing another Doom game so soon.
Judging by the Careers page, the extra staff ID Software are taking on for this project will be require ‘applicable skills’ for developing for PC, Xbox 360 and PS3 platforms indicating ID Software are looking to make this a multi-platform game in much the same way as Doom 3 which was also released on the Xbox. This is, however, just early supposition on my part at this stage.
Doom 3 was criticised for being too dark, too broody, too linear and having too little variation. I disagree, having found it atmospheric and a lot of fun to play, but what worries me, is where ID takes us from here. Quake 4 didn’t really do it for me, I preferred Doom 3 for a number of reasons. The story was simpler and more elegant as was the environment. Whilst being a colonial marine and interacting with other marines and military equipment was fun in Quake 4; it felt a little over done and I never really bought into the whole Quake universe past Quake 2. There were, however, moments which I genuinely enjoyed not just because they brought something fresh into the ID-style FPS genre but also because they were quite unexpected. (Those that have completed Quake 4 will know of the Hospital section I am referring to!)
Doom 3 really was a no brainer in that it was classic Doom style game play with a modern engine, I will be decisively underwhelmed if ID are planning to just update the graphics for Doom 4.
It is not like me to post massive rants, but over and over again the software that came with my N95 has been a major cause for annoyance. It all started when I went to update the firmware, the PC Suite told me to back up all my data which I did do. As part of that, I told the PC Suite to synchronize all my contacts, calender and text messages. A minute or two later, after assuring me it had completed successfully I performed a firmware update.
This took about ten / fifteen minutes and was followed by a synchronisation to restore my data. It was at this point that I discovered the PC Suite had randomly selected 7 of my contacts (my number being one of them) to save and promptly deleted the others (as well as all text messages and calender entries.) This was frustrating as the last backup prior to this was when I changed from my trusty K800i to the N95 and I was missing three months worth of new numbers (and messages etc.)
What happened today was inexcusable, I had just updated the Nokia PC Suite software (it crashed during a sync and in the process killed my Vista Calender backup of my N95 Calender) and connected my mobile phone. I then told the Nokia PC Suite to re-synchronize my calender entries which is happily did. The problem was, it arbitrarily (and automatically) deleted ALL my calender entries!!! This is completely inexcusable for a PIM utility which is supposed to be aimed at a business market as well. This post is a rant for which I apologise, but I am fuming at the moment.
My friend Nick pointed me in the direction of a video which shows TES:4 Oblivion as rendered using Crytek’s amazing CryEngine 2 (used in Crysis and in the upcoming Farcry 2.) If you have not yet seen this video I would highly encourage it, as it shows the amazing detail and map sizes possible with CryEngine 2.
If the sheer scale was not enough, the video also demonstrates dynamic light change in the form of a sun rise at the end. Simply breathtaking, these stills do not do it justice.
Also, I found this video of a Helms Deep for Oblivion (from LotR universe in case you have not seen the films since 2005) which looks quite detailed.
I was having a long overdue clear-out of my cupboard and I found a few interesting things I have managed to accumulate over the last few years. The one bit that peaked my interest the most was the box for Red Alert: Counterstrike. This was the first (and worst) expansion pack for Command and Conquer Red Alert, still inside the box was the manual and the coded communication. For those of you who do not remember (or never played this game) to the right is a picture of one side of this coded communication.
The encoding was very simple, it was Morse code, if you deciphered it, you would be told how to access the built in (and secret) hidden ant missions which were not alluded to in the actual game. It got me thinking, when was the last time gamers were really challenged with puzzles in mainstream games? RPGs in general almost always feature quite unique and challenging puzzles. The n64 versions of the Legend of Zelda series of games had some of the more varied and fun puzzles but there are many more examples of such games. This is a genre that has Incorporated RPG elements as one of its key gameplay points. How many new RPGs actually utilise puzzles to challenge the player? Most newer RPGs seem to believe NPC or item hunting around the game ‘world’ map to be the height of puzzle solving, whilst this can be fun, it does not even remotely compare to RPGs of old.
Lets take a look at the main genres in PC gaming and see how they are (or are not) innovating.
Real Time Strategy games in general have no puzzle solving within the gameplay. That does not mean they are brainless mass-mindless-click games however, more modern RTS games like Company of Heros or Supreme Commander do require the player to carefully think through their next move rather than rely on tank rush tactics of old. Games like Company of Heros have value added features which require the player to complete each mission whilst meeting some modest requirement (e.g. no less than 5 tank losses or inflict 300 casualties) but these only serve to give the games some limited replay factor, they do not encourage the player to think much. The unfortunate downside to many of the more complex RTS games is they suffer greatly from their own complexity. This is most obvious in Supreme Commander where the great requirement for micromanagement seriously detracts from the fun gameplay.
First Person Shooter games are some of the worst culprits when it comes to innovation. More and more game companies believe that the answer to their next shooter is to build a new engine and rehash gameplay from previous titles. Whilst in a lot of cases produces some excellent games (Crysis, Call of Duty 4, Bioshock etc) in terms of innovating or bringing something new and challenging to the genre, they tend to fall flat. There are a few notable exceptions thankfully and by a strange coincidence they mostly appear to use the early ID engines or Id tech 4 engine. It all started with Quake back in 1997, a (for then) stunning true 3D game which became the most touted reason to buy a (or upgrade your) computer that year for gamers. What it did well is, apart from being an ego shooter, there were secrets which were challenging to find as well as a number of func_triggers that either had to be shot (or touched by the player) in order to allow them to progress in the game. This along with the introduction of pseudo physics gave players a new dimension to think in when playing FPS games and was in stark contrast to pseudo 3D games like the original Doom series.
Doom 3 on the other hand was a different story, featuring a (then) revolutionary FPS engine, it sought not only to stun gamers, but also to add a little bit of uniqueness to the genre. It was a lot of fun to play but in a lot of ways it’s desire to innovate fell short of the mark. Whilst obtaining UAC PDAs was a new take and added to the immersion in the UAC universe (hunting for codes to Supply cabinets was interesting) it didn’t really present any new challenges to the seasoned FPS player.
Prey, a game based on the Doom 3 engine on the other hand had an excellent concept - one of spirituality. Unfortunately this game seemed to have dropped out of the lime light fairly soon after it’s release which is a shame, but it presented a Doom-esque game whilst presenting a fair few challenges. The protagonist is an American Indian who has the ability to move through some objects / force fields with his spirit, which, the player can swap into and then back to his physical form. This coupled with the physics defying walkways gave the game a fairly unique feel seperating it from the realms of the generic Doom shooter clone.
S.T.A.L.K.E.R. is also worth mentioning here because, whilst it does not have any puzzle solving quests in the traditional sense, the game itself can be thought of as an FPS game crossed with a RPG Mystery. It is by no means the first game to have alternative endings and although all seven of them can be broken down into two categories, there was something very fun about unravelling the mystery. It takes effort to go after the side quests in order to achieve this and it is very easy to by pass altogether. This is an example of an FPS story told well, it is a story that unfolds very slowly based on player effort and interpretation. Other games tend to just unravel their stories based on the player’s progression which is by no means as effective (although F.E.A.R is an except to that.) S.T.A.L.K.E.R. could have done so much more though, for example introducing PDA style journals inside their existing system to add atmosphere. The existing system of, you kill someone/find a body and automatically download the information (including stash locations) is a bit too automated. Something like this has to be carefully implemented in order to add to the game rather than give the player reams of pointless prose which they (mostly) will skip like the copious books in Morrowind and Oblivion. A good example of where this journalised PDA system could have been put to good use would be in the X18 lab (With the poltergeist) with all the keypad locked doors. I would have loved to read a paragraph from the dead scientist’s PDA rather than just hearing a brief voice clip telling me the code.
Of course now we come to Portal. The reason behind Portal’s phenomenal success (it was initially viewed as a fun side-mod to Episode 2 by Valve) was that is was completely different. In a way, it was more of a tech demo with a story than a game in itself, but look at the critical response it had from users and reviewers. If nothing else, the amount of fun and enjoyment Portal gave to a wide gaming community speaks volumes for the need for more puzzle elements in modern games.
I wanted to talk about RPG games as well as some other genres, but I can not really find any examples which add greatly add to this discussion. I will however make them the focus of a future post on this topic.
A puzzle does not have to be a scrambled message on an extra bit of paper shipped with the game, it could be far more subtle, it could be a geometric puzzle (wonderful examples in Zelda, Ocarina of Time), it could be a story driven puzzle which gives secondary story arcs (like STALKER) or event a RPG style event driven puzzle. The point I am labouring to make is that there are a huge variety of ways games puzzled and challenged us before graphics became the driving force behind game development. I just hope we will start to see some mainstream games which present more of a fulfilling challenge than we have seen in the last few years.