Gamefront: Weekly Network Update 17 (week 08, 2011) - News - FileFront News Posted by: Danny on 02-27-2011 @ 16:00
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Here it is the seventeenth version of the Weekly Gamefront Network News Update, the news part of the update covers the news side of the Network and the Gamefront Main site over the past week. There has been a fair bit of news from the Main site including a lot of trailers, reviews, previews and a lot more - some of this has been included below including a trailer for Battlefield 3. Also of course there is the news from the Network Sites not as much as the main site but still just as important!
Lots more news can be found from Gamefront News - Here
We would love to hear any suggestions that you have; if you see something that you would like to be added to the Weekly Network Update, or you have any suggestions that you think may improve the Network Update then simply drop me an email at Danny[at]filefront[dot]com (please put "Network Update" as the subject though ).
Also If you like the Network Update please feel free write a comment as I would love to hear any critism, or support (constructive though please as this is the only way that I know how good or bad the insider is and it would help me to improve this further).
G A M E F R O N T N E W S
Gamefront News: First Battlefield 3 In-Game Footage is Jaw-Dropping
Over on the official Battlefield 3 site, they’re showing off the very first in-game footage from Battlefield 3.
To be blunt, it looks amazing, especially to someone who cut their Battlefield teeth on the original game. Of course, this trailer doesn’t purport to be ‘gameplay,’ only ‘in-game.’ Still, it’s an impressive first look at the shooter that’s slated to be released this fall.
Says the official description, “See the first glimpse of in-game footage from Battlefield 3 as a U.S. Marine squad engages hostile PLR forces in Iraqi Kurdistan.”
Microsoft is having a press event in San Francisco right now, and among the Gears of War 3 beta talk and announcement of a new map pack for Halo: Reach, the company confirmed teat Angry Birds is heading to Windows Phone 7.
It’s a bit of a no-brainer, but there it is. Microsoft is working hard to become a reasonable third contender in the smartphone race, but right now lags way behind Google’s Android operating system and Apple’s iOS. Last I heard, Windows Phone 7 commanded a single-digit percentage of market share. Microsoft’s OS only moved on 3.1 million phones last year, compared to about 33 million Android phones and 19 million iPhones.
So Microsoft is looking to shore up its competition. It recently inked a deal with Nokia to provide Windows Phone 7 as the company’s primary smartphone operating system, and Microsoft really wants to push the gaming angle with connectivity to Xbox Live, providing achievements for all Windows Phone 7 games.
Guess what, mobile gamers? Just as all the rumors had predicted, Apple’s got some kind of iPad-related press event going on next Wednesday, May 2. The image above is from the press invite.
There are all kinds of rumors flying around about what the actual machine will be like, but the Internet figures it’ll be pretty similar to the current iPad. Same size screen, slightly smaller unibody construction, better speakers.
Still, if you’re considering buying an iPad, like, right now, you might want to wait a bit.
Check back here on Wednesday, when actual facts will be available. Game Front will have boots on the ground in San Francisco for GDC 2011 and get the skinny on the iPad event that’s happening there, too.
Like just about every AAA game these days, Killzone 3 has a “the story will continue…”-type ending, because of course Sony will make another Killzone game if it’s financially viable. They aren’t even waiting to see if KZ3 is a success, really, because they’re putting a Killzone game together for the NGP.
Anyway, GamingBolt had a fella at the KZ3 launch party in India, and they asked the Sony India honcho about the possibility of Killzone 4 happening. Not surprisingly, he said absolutely nothing of substance:
Killzone is a franchise we have invested in, it is a franchise we know does wonders for us, and therefore it’s a franchise that we’ll always back up.
Strewn about Bulletstorm’s ravaged environments are a variety of Newsbots, little mechanical critters that spout headlines made long obsolete by the departure of civilization. Destroying each one of these R2-D2-like bots will earn you 500 points, no mean addition to your skillshot-derived gains. The real reward, however, lies in destroying a healthy portion of them; 50% will net you the “Major Malfunction” trophy/achievement (Bronze/10G); get them all, and you’ll unlock “Total Malfunction,” (Silver/20G)
Some of the newsbots are easy to find, but some are not. Check out our list of all the locations, so you can concentrate on carnage, not collectibles, while you’re playing. You might also be interested in our full trophies and achievements list, our text and video walkthrough, or our Cheats page, which collects all kinds of useful Bulletstorm information.
It’s Friday! There was much rejoicing here in the top secret GameFront volcano lair this morning, mostly because it’s almost the weekend.. We also found all this stuff in our forays onto the interwebs. Enjoy!
Old Men in a Lightsaber Duel (Break)
12 Things That Look Like Darth Vader (Walyou)
Free Online Game: House of Dead Ninjas (Adult Swim)
Charlie Sheen’s Addictions Could Keep Him Out of Major League 3 (Screen Junkies)
Top 10 Greatest Dead Girlfriends in Video Games (Ranker)
The story of Adam Jensen changes drastically between when players plug in the Deus Ex: Human Revolution disc and when the opening credits finally roll. After the attack on Sarif Industries, which we detailed in our First Look earlier this week, Jensen was pretty much dead — except Sarif saved him.
Jensen was previously on the fence about human mechanical augmentation, but in order to survive his injuries, he had to be rebuilt, Robocop-style. A bullet to the head means a portion of his skull was replaced; his arms appear wholly mechanical; and mechanisms can be seen under his skin and, in some places, coming through.
Three months have passed since Jensen nearly lost his life during the terrorist attack at Sarif’s Detroit headquarters, and a number of other people involved in the attack did die. Among them is Jensen’s former girlfriend, the brilliant Sarif scientist Megan Reed, and the loss of her and others has created a palpable change in the people of Sarif Industries, especially its leader, David Sarif.
As she addresses a roomful of journalists preparing to play a three-hour demo of Deus Ex: Human Revolution, the game’s lead writer lays down a few items to set the mood — a series of quick hits that distill the essence of the game and set up its context and its main character, Adam Jensen.
“Mankind’s humanity is changing,” DeMarle says, explaining the rapidly changing world of 2027, Human Revolution’s setting. “There are multiple paths and solutions in the game based on play style. The player is choosing how Adam Jensen is evolving, and that will have an effect on how humanity will evolve.”
Despite the fact that these are the same points about Human Revolution that have been used to explain it for quite a while, much of what DeMarle is saying could be considered somewhat profound. Human Revolution might be about conspiracy, and it might be about shooting guys and modifying your body, but it’s also about a future in which humanity is figuring out exactly what it means to be “human.” There are interesting concepts at play here, and it’s hard not to be struck by the subtle ambition of the project.
Add Parasite Eve to your list of awesome old PSOne games to download on the Playstation Network.
Apparently, the ESRB has cleared the action-RPG, to which Square Enix’s upcoming PSP title, The 3rd Birthday, is…some kind of successor. It features the same main character, anyway. But as I can’t make sense of a single trailer I’ve seen for the game, I hesitate to call it the third game in the Parasite Eve series.
No real details just yet about the release, but that makes PE the third awesome PSOne game to supposedly be heading to the North American PSN. Xenogears dropped this week, and Vagrant Story is floating around out there, somewhere.
Destiny of Velious, released February 22, is the eighth expansion for EverQuest II, featuring more than 1,000 new weapons and items, over 300 new quests, and the introduction of flying mounts–to name just a few of this expansion’s trove of features. As if that wasn’t enough content, Destiny of Velious comes in a compilation pack that includes all seven previous expansions and three adventure packs.
I had the opportunity to join in on a roundtable interview with Senior Producer Dave Georgeson as he fielded some questions about Destiny of Velious and the future of MMOs.
Read on for some insight from one of the big names in the business.
What has been the player response so far to Destiny of Velious?
Dave Georgeson : Velious has been extremely well-received. The stats speak for themselves–it’s the best-selling expansion we’ve ever put out. We have record-setting pre-orders. Over 40% of our playerbase pre-ordered Velious.
The only controversy we’ve encountered concerns the big changes made to itemization. We didn’t just want to simplify the system, but to make it more fun and understandable, and it may take veteran players some time to adjust.
Those still looking to get mileage out Fable III will get their chance this spring, when the Fable III DLC “Traitor’s Keep” launches on March 1st on Xbox LIVE, for 560 MS points ($7). Players will return to Albion at the behest of a mysterious prisoner, who will introduce them to three new areas to explore, all with enticing names. Ravenscar Keep, Clockwork Island, and the Godwin Estate (where everything, presumably, is compared to the Nazis) will provide additional hours of Peter Molyneux and Lionhead’s distinctive brand of customizable, action-RPG entertainment.
Also emanating from Microsoft’s February Game’s Showcase is the news that Fable III will finally appear on the PC, appearing May 17th in North America and May 19th everywhere else. If you’re a PC user with a burning desire to rule a fictionalized version of Britain, or if you want to dress up a corn-rowed man wielding a blunderbuss in a steampunk-inspired take on late-Georgian drag, your wait will soon be over.
Gears of War 3 hits shelves in September, but you won’t have to wait nearly that long to get a taste, because the online Gears 3 beta is going to start in “mid-April,” MS announced at the Xbox Showcase in San Francisco today.
The beta will feature three game modes on four maps, and y’all can actually vote on which maps will take up two of those slots. Head over to Facebook for that.
And that is that. We’ll have more updates from the Showcase throughout the day.
Gears fans — hello and please listen to me: in “mid-April” the recently announced public beta will launch. It will run for an as-yet-undetermined length of time. To get in, do one of two things: a) Buy Bulletstorm to guarantee access (yeah…deal with it) or b) Wait for a different, not-yet-announced method, which Executive Producer Rod Fergusson told me would exist. He wasn’t more specific than that.
Either way, within the beta you’ll find three gameplay modes: Team Deathmach, Capture the Leader, and King of the Hill — playable on four maps. Two of those maps are locked in — Smashbowl, Checkout — and two others are up for community vote. Be sure to cast your vote over at the Epic Facebook page.
Mid-April is over a month out, however, and you’re hungry now. So, on with the preview.
Gears of War 3 is deceptively simple. On the surface, it carries itself with that same signature Gears pace and heft. The pop-and-cover gameplay is intact, and it definitely feels like Gears. Slowly, though, you’ll discover a much more nuanced, strategic, gorgeous, rewarding, and all around bad-ass gaming experience. I got a chance to play a whole lot of Team Deathmatch on six different maps yesterday, and it got better and better as I explored. Here’s what stood out to me.
The previously announced Defiant Map Pack for Halo: Reach is no longer floating in the void; it’s actually on the move and will arrive in a couple of weeks. Coming out of the SF Xbox Showcase is the news that it’ll hit Xbox Live on March 15, just in time for, uh, spring break? Do they still do that? OK, Google says they do. Cool. So if you’re not at the beach taking part in an orgy, you’ll have something to keep you occupied.
Just a reminder: the pack will come with three maps and will cost 800 MS points.
After CnC 4 concluded the Tiberium saga, it seemed only natural to assume EA would let the franchise die, seeing that the market for RTS on consoles is pretty small. Apparently, though, our second-favorite dead RTS franchise is not, in fact, dead. VE3D spotted a new CnC website outing a new entry in the franchise. The site, cncstage.com, has been taken down, but VE3D and other sites pulled some deets before that happened.
The new CnC title will come from new EA studio Victory Games. No explanation of what the CnC game is, but perhaps more interesting that a plot description is what Victory GM Jon Van Canegham said, on the site, is the purpose of the new studio:
Victory Games was created to be the focal point for the creation of strategy games for the Games Label at EA. Our current focus is making a AAA Command & Conquer game, which I am very excited to be working on. I’ve always been a big Command & Conquer fan.
EA wants to make a push into the strategy genre? Really? Wow. I find it hard to believe that EA would do that unless they found some new way to make the genre work on consoles, and so I think I’ll have to stay tuned to this developing story. Jersus.
Last week, Bizarre Creations closed its doors for good. Shuttered in the wake of some changes at Activision, the studio let go veterans of such titles as Blur, Geometry Wars, and Project Gotham Racing.
Talent that good won’t sit idle for long, so it was no surprise to learn that a brand new studio was forming that would incorporate some of that talent. Lucid Games is the new studio that will be based in the northwest of England.
Pete Wallace, who was a senior manager at Bizarre, is now managing Director of Lucid Games. Regarding the new studio, he said,
With the great history of Bizarre behind us, we are proud to be part of Lucid and are committed to the UK game development community. We plan to build a studio which encourages open communication with its partners, customers and other developers. Our approach is to create for fun, quality and simplicity – it’s how our games make you feel that matters to us. We are committed to hiring character, hiring talent and training skill.
According to Mojang folks (here and here), the PC sensation Minecraft is looking to expand its user base by creating iOS (both iPhone and iPad) and Android versions of the game/thing. This is a slap-your-forehead moment for observers because neither platform requires any sort of outside supervision and is thus the natural next step for Minecraft; how the hell it would work on those platforms is another question, but those mothers don’t have millions of euro in the bank because they aren’t smart.
That brings me to the money thing. By PC game standards, Minecraft is purty cheap at 15 euro a pop, but the mobile market doesn’t like that price point when they’ve been getting endless entertainment in the past for considerably less cash, and I doubt folks would change their tune even for what will probably be a deeper experience than anything else on those platforms.
Expect these new versions to hit “later this year.” Whatever that means.
Remember how all the old cartoons would show your good and evil side as a little devil on one shoulder and an angel on the other? Infamous 2 is going to be kind of like that, except that your good and evil sides are now fully grown women.
There’s plenty of cool footage here, including some new powers and abilities that let you cause some serious mayhem.
I’ve been on the fence about picking up one of those $99 OnLive systems, on account of my PC is crap and it’d be nice to be able to play PC games — but console-style, since I hate playing games on my PC most of the time. Yes, I’m that guy.
So OnLive’s current monster promotion piqued my interest, and it may pique yours — preorder Homefront through the service now until March 14 (the day before release), and you’ll get a free OnLive streaming game system to plug into your TV. Not enough? You also get a promo code for Metro 2033. Hooray for free things.
The Homefront preorder will run you $49.99 right now, and the streaming consoles are only being dished out “while supplies last.” I just got a confirmation of my preorder and my OnLive console, so they apparently have them in supply now.
Upon firing up the Total War: Shogun 2 demo, I beelined immediately for the Historical Battle it included. My Shogun 2 Preview focused entirely on the singleplayer tutorial, which takes place largely on the campaign map, so I wanted to test out the game’s ability to convincingly render an epic historical throwdown. The available battle is called “Sekigahara,” and it recreates a key turning point in Japanese history. Even the most academically-disinclined strategy gamer has heard of Tokugawa Ieyasu; Sekigahara was the battle that enabled him to consolidate his power over the land of the Rising Sun and usher in a long period of peace, beginning in 1600 C.E. The game casts you on the wrong side of history as Ishida Mitsunari, Tokugawa’s main adversary on the day. According the brief introduction provided, both armies were maneuvering under cover of a deep fog; when that fog burned away, they suddenly and unexpectedly clashed.
Almost immediately, this circumstance puts you at a disadvantage. It is unclear whether Creative Assembly’s intended this to be the case, but the fact remains: the battle of Sekigahara is extremely difficult to win, even for an experienced Total War player like myself. Its function seems analogous in some ways to the abominable snowman in Ski Free — even if you do a particularly good job avoiding him for a while, eventually you get run down and eaten. Though its not uncommon for a game demo to have a sort of inviolable cap on the amount of content you can experience, Shogun 2′s historical battle has a unique approach. “Want to play some battles in which you don’t get thoroughgoingly routed?” it seems to say. “Buy the full version on March 15th.”
If you’ve been holding off on buying a PSP-3000, your patience has just been rewarded with a new, lower price.
Sony announced this morning that they will lower the PSP’s price to $129.99 on February 27. This price cut will only be for the US at this time, as a Sony Europe rep has told VG 247, “We have nothing to say at this time regarding the price of PSP within the SCEE region.”
Obviously, this doesn’t preclude the cut coming to Europe as well, it just means that if you’re across the pond, you may want to hold off on buying that new PSP for a little bit. This price cut will also affect the PSP entertainment packs, which will now run you $159.99 (instead of the previous $199.99). Now’s the time to see if you can find that God of War: Ghost of Sparta entertainment pack.
Here’s what you need to know about StarFront: Collision — it’s basically mobile StarCraft, for all the good and bad that statement entails. While Gameloft has more or less ripped off borrowed the entire concept of Blizzard’s RTS powerhouse right down to the mix of races, the game is also extremely well-polished and designed.
Gameloft has given us StarCraft on the iPhone, and it has done a really great job of it.
There’s a plot to StarFront, but good luck making sense of it. Basically, it amounts to two planets being close together and one disintegrating, throwing meteorites of a super-valuable and useful mineral at the other. These meteorites are the primary resource for three different groups: the human mining Consortium, the zerg-like hive-minded Myriad, and the robotic Protoss stand-ins known as the Wardens. So they go to war in a top-down strategy game the likes of which you’ve seen before.
The campaign gives you a taste of all three races in various situations and with several different kinds of missions, amounting to 20 in all. There’s a disproportionate emphasis on the human campaign, which stacks up to eight missions total. Five more go to the Myriad, and the final four concern the Wardens, with three levels left for tutorials.
Early today, Blizzard released the patch notes for StarCraft II’s upcoming patch 1.3.0, which is currently in development and available for testing on the Public Test Region. Although this patch contains welcomed interface improvements and bug fixes, the balance adjustments have been met with controversy among the player base.
All three races have received some form of nerf, from an increase in stimpack research time, to the removal of the High Templar Khaydarin Amulet upgrade, to a decrease in Infestor Fungal Growth stun duration. The result? A trifecta of upset fans.
And in true StarCraft fan fashion, the forums are exploding with conflicting arguments and complaints. If there’s one thing you can count on from StarCraft fans, it’s to flare up in anger anytime their favorite race is nerfed–or another race receive buffs.
I usually like to be the guy who gets up on his soapbox to bitch about the internet rumormongers in our industry who like to spread totally unsubstantiated info, and so I find myself having some trouble figuring out how to become one of those rumormongers. I’ve got right here a new, probably-totally-insubstantial bit of speculation based on the immediate gut reaction of one of my GF bros to a probably-innocuous sentence on the Dead Space 2 Facebook page that I oh so desperately want to share with my gamer brethren, because every thought that pops into our heads is totally way important and could absolutely mean something and absolutely MUST be heard by the world at large, damn it, but I’m not sure how to turn this into a legitimate-sounding story.
It might be that I’m struggling with this not because I don’t know how to do it, but rather because I feel some moral or ethical obligation to not be a rumormonger. There really is nothing at all to this story, and it absolutely should not by any journalistic standard be reported as news, because as is the case with most people, the folks who run DS2′s Facebook may not have thought about exactly how people would interpret their words and would never have expected someone to look at it the way we did. But we’ve got to run it, right, because what if we’re right, man? Right?
The entire games industry is built on one company one-upping the other, whether through improved visuals or more violence or more pretension. This Onion SportsDome report details how Madden NFL 12 will one-up both every sports game ever and the Painstation.
The city of Vergen spreads out before Geralt of Rivia, looking a little like someone dug half a quarry out of the side of a mountain, then got bored and dropped a town in it. Some buildings are hewn right into the rock — some are crafted from shacks in the middle of open areas. The whole thing gleams in the afternoon sun, casting long shadows as rocks and spires rise into the air around it.
It’s a dwarf city, and you know dwarves — they like rocks, digging, gold, beards, drinking, fighting, Scottish accents and generally being tough-as-nails. They’re represented in The Witcher 2: Assassins of Kings in all their gruff glory, and Vergen is full of them.
“You can head down to the tavern and get a quest,” CD Projekt Red Senior Producer Tomasz Gop tells me, and I nod — but I guide Geralt in another direction altogether. I want to wander through Vergen before committing to the odd job that’s the focus of the hands-on demo.
Witcher 2 is still in pre-alpha development, but that doesn’t stop the game from being visually impressive. Lighting is obviously something that has gotten a lot of attention, with the interplay between sunlight and shadow creating a wealth of high and lowlights spread across Vergen. After wandering the town and seeing a mix of characters manning merchant stands and going about their lives, I head back to the tavern set in the mountain, lest I get lost — it’s a big, pretty place, and the scenic vistas have a tendency to steal your attention.
PC gamers can get a taste of Crysis 2′s multiplayer mode starting next week, although Playstation 3 players will still be waiting. How long, EA hasn’t said yet.
But if you’ve got a PC to play on, you can enjoy a look at two of Crysis 2′s multiplayer maps, Skyline and Pier 17. On those maps, you can access two of the game’s six multiplayer modes: “Team Instant Action,” and “Crash Site.”
There’s also that Nanosuit your character will be wearing, which Crytek (and others) are touting as something pretty stellar.
Killzone 3 is out this week, and long-time fans (such as myself) will note a number of tweaks, improvements and overhauls. Chief among these changes is the removal of Killzone 2′s controversial “input lag”, a deliberately slowed response that gave the game a tremendous sense of weight and heft. Following complaints from gamers who didn’t enjoy the sluggish feeling, Guerrilla sped things up. Moving, aiming and running all feel more responsive and fluid, and I think it worked out quite well. However, some gamers are unhappy with the changes, noting that they liked the weight. As someone who had no issue with Killzone 2′s controls and wouldn’t have minded seeing them return, I have to say that I sympathize — in fact, the arguments against Killzone 2′s controls smack of a wider-reaching problem — our desire to have all games be the same.
Somehow, Guerrilla was able to keep the sense of weight and “belonging” to the game’s world with Killzone 3. It’s probably a trick of the animation, but I feel the studio did a tremendous job in compromising between those who liked the meaty feel of the input and those who needed speed. It easily could have been a lot less successful, however, because it seems to me that what a lot of gamers really wanted was another Halo. Personally, I dislike Halo for a variety of reasons, and one of my biggest issues is how “floaty” it feels. A lot of shooters have this problem, where you feel like a disembodied spirit, gliding disconnected from the world around you. The fact that Killzone 2 added some realistic sense of sluggishness to the controls was, in my opinion, rather commendable. You actually felt like a beefy soldier in heavy body armor, lugging a firearm composed largely of thick steel. It felt different, and it actually felt good. However, if all you want to do is play another Halo, you’re not going to appreciate that.
(There is a lot more to this one - Click below for more!)
CnC 3: EA Announces the Formation of a New RTS Studio
Electronic Arts announced today the formation of a new strategy studio called Victory Games. The head of that studio, Jon Van Caneghem discusses the formation of that studio with the new Global Community Manager, Eric Krause.
Quote:EA Starts New Strategy Studio: Victory Games
Eric, Global C&C Community Manager, interviews Jon Van Caneghem, Vice President Strategy Games. Jon joined Electronic Arts in 2009 after nearly three decades in the electronic entertainment industry. He is renowned for founding New World Computing and creating the best-selling franchises Heroes and Might & Magic.
Eric: I am here with Jon Van Caneghem, the GM of Victory Games. Today you announced the name of your new studio as Victory Games – can you talk about what that means?
JVC: Sure. Victory Games was created to be the focal point for the creation of strategy games for the Games Label at EA. Our current focus is making a AAA Command & Conquer game, which I am very excited to be working on. I've always been a big Command & Conquer fan.
Eric: A new Command & Conquer game? What can you tell me about it?
JVC: I can tell you it's a Command & Conquer game for the PC, but we're not yet at a stage where I can go into any details—we'll be prepared to make a more formal announcement later in the year. We're not just working on a game, though. Our general focus is on the future of Command & Conquer. That means updating a lot of the core technology to create a stable base for future development, and leveraging that work on this first game.
Eric: Sounds like you're very busy, and I'm looking forward to that announcement. Back to the studio, why "Victory Games?"
JVC: The initial idea came from the obvious parallel of winning in a strategy game, where the word "Victory" often ends up on your screen. The reason I think it fits so well is when you look at how to be successful in strategy games: it's the ability to anticipate, plan, and react. This is no different when it comes to the gaming industry – you must anticipate the direction of the genre and marketplace, plan for what the consumers are looking for, and stay nimble enough to react to environmental changes.
Eric: Where is Victory Games located?
JVC: We have offices in Los Angeles, CA; Austin, TX; and Shanghai, China. It almost feels like one location though, as we have video conferencing systems setup 24/7 which offers us a stronger and more personal level of communication between offices.
Eric: You re-launched the Command & Conquer website today – can you talk about that?
JVC: Yes, you will notice a few key upgrades on http://www.commandandconquer.com today. We've got a new look and feel, new and improved forums, and a much cleaner interface. Luckily we've hired a talented new community manager to help support all of these initiatives.
Eric: Why thank you! What else can you tell us about the people behind Victory Games?
JVC: We've put together a team made up of some of the best talent from previous Command & Conquer games along with a great mix of quality industry veterans. Everyone that we've brought on board is very passionate about making strategy games.
Eric: That sounds great. What strategy games do you play?
JVC: I play almost every strategy game that comes out, with the two most recent games being Civilization V and Starcraft 2. I still have all the Command & Conquer and Heroes of Might and Magic games on my machine and play them regularly as well.
Eric: What's your favorite Command & Conquer memory?
JVC: The original Command & Conquer released the same month as the original Heroes of Might and Magic game that I created at New World Computing. Right after we shipped Heroes, we were hard at work getting a Win95 version ready. We were also starting work on Heroes II, but every day work stopped a little bit earlier and earlier and earlier as everyone was jumping into LAN games of Command & Conquer. After months of working on a game that featured classical music and fantasy sound effects, it was an experience to have the office filled with the sounds of combat, explosions, and "Got a present for ya!" That's what makes this so exciting for me, to appreciate the franchise as both a game maker and a game player and to have the opportunity to bring back the magic that made the Command & Conquer games so great over the last fifteen years.
Eric: In closing, do you have anything you'd like to say to the fans?
JVC: Absolutely! I want the fans to know that Victory Games is committed to bringing Command & Conquer back to the forefront for the next ten years and beyond. We'll be announcing our first new game later this year, check out http://www.commandandconquer.com for new updates and information!
Since July of last year, we at The Last Outpost have striven to bring you the best SRPs, events, and roleplays of all kind. We believe that, largely, we've succeeded in that mission thus far. But we know that that's not enough - the RPG-X community demands and deserves more. We want to bring RPG-X back into the spotlight, and we know that with fewer people playing Elite Force, fewer places to buy it, and more complications in the setup process than ever before, it's not easy. But we also know that it's something which must be done if we are to keep RPG-X alive, and we think it's more than worth keeping.
Therefore, The Last Outpost is proud to present Project Retool - a complete change in our website and forums geared towards gaining new members, bringing old ones back into the fold, and making RPG-X an easier, more pleasant experience for everyone. Today, we start what we hope will be a complete change in how RPG-X and its community evolves, beginning with our very own site.
An All New Website
We started by going back to the drawing board with our site. While our forum system has served us well in the past, it can't do everything - we wanted to create a custom-tailored site that would provide visitors with everything they need to know about us and what we do, no signup necessary! To that end, we've completely redesigned our homepage at http://www.last-outpost.net/, creating a new splash page with easy, readable guides and images. In the future, we may add even more to this new site, including content for both new members and old alike.
An All New Forum
Along with our newly redesigned homepage and guides comes a big change in how our forum is organized. First, we've consolidated all of our guides and information into one big forum, http://last-outpost.net/forum/index.php?board=7.0 - The Infosphere. This new information board will have not only basic information on how to get connected to our server and setup with RPG-X, but also advanced guides, Academy lessons and all manner of information on a vast variety of topics. All the guides and threads formerly spread out throughout our site are now compiled here, so all the info you need is in one convenient place.
In addition, we've made several smaller changes to our forums to make things more convenient. We've also completely updated our write and post their own roleplaying guides - plus, some new guides are already there for your perusal!
Be sure to go and check them out if you are curious to see what you missed! Also, thanks to whoever the tech guys were who fixed this rather annoying problem! We now can get back to uploading POTD's and files at full speed!
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