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| ►Super Baus Join Date: 12 December 06 Location: The Netherlands
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Xfire: bluezone66 ![]() |
Read more on: : i3D.net Game Forums /main-wolf/28586-info-wolfenstein-3d.html source: Game Informer & GAF
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| ►Super Baus Join Date: 12 December 06 Location: The Netherlands
Posts: 23,052
Downloads: 1914 Uploads: 1804
Xfire: bluezone66 ![]() | VE3D Video for Wolfenstein (PC) - E3 2008 Trailer From id Software’s critically-acclaimed and multi-million unit selling Wolfenstein universe, which pioneered and defined the first-person action genre, comes the ultimate supernatural thriller. Set within a near-fictional, historical WWII setting, players take on the role of the heroic OSA agent BJ Blazkowicz as they are thrust into the unknown and unexpected to battle against combat troops, otherworldly forces, and the dark science created by a supernatural Nazi force hell-bent on world domination. Wolfenstein offers players an action-packed experience as they investigate the powers of a dark parallel dimension, join with resistance forces, and employ an arsenal of conventional and otherworldly weapons in attempts to annihilate the Nazi war machine. Ensuring a deep variety of action, Wolfenstein provides gamers with an assortment of interlinked missions that drive an intense, story-driven combat experience; while the Wolfenstein multiplayer experience continues the world-renowned tradition of class-based team objective gameplay with a full arsenal of conventional and supernatural weapons for addictive online warfare. (Xbox 360, PS3, Windows PC). Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=28586
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| ►Super Baus Join Date: 12 December 06 Location: The Netherlands
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Xfire: bluezone66 ![]() | Screenshots
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| ►Super Baus Join Date: 12 December 06 Location: The Netherlands
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| ►Super Baus Join Date: 12 December 06 Location: The Netherlands
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Xfire: bluezone66 ![]() | die werkt wel hoor!
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| ►Super Baus Join Date: 12 December 06 Location: The Netherlands
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| ►Super Baus Join Date: 12 December 06 Location: The Netherlands
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Xfire: bluezone66 ![]() | PC.IGN was able to get a little trigger time with the new Wolfenstein game at QuakeCon today. This isn't a remake of the original Wolfenstein, and this new game is set immediately after the events of 2001's Return to Castle Wolfenstein. You once again take the role of Allied super soldier William Joseph "BJ" Blazkowicz as he takes down Nazis and demons during World War II. Yes, that's right. The Wolfenstein games have always been a bit like Raiders of the Lost Ark in how they blend history with the supernatural, so in addition to mowing down legions of Hitler's finest you also have to tackle the paranormal as well. This isn't just another World War II shooter, though it's clear that Raven has picked up some tips from recent games.
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| Administrator i3D.net staff Join Date: 08 December 04 Location: Rotterdam
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Downloads: 163 Uploads: 74 ![]() | See: Wolfenstein Preview for the Xbox 360,PC,PS3 from 1UP.com Yes, we know that Wolfenstein's release date follows the id Software convention of "when it's done," but we'll be surprised if it doesn't manage to hit shelves by the holidays next year. It's been a bit of a while since we've seen anything on Raven's installment of the legendary franchise (remember, pretty much all first-person shooters trace their lineage to the goofy pseudo-3D FPS where you fight Mecha-Hitler at the end), so we sent some questions to Creative Director Eric Biessman over at Raven. Here, he touches on topics such as where the heck the supernatural dimension known as the Veil came from, what's it like to give the player special powers, and how id and Raven are totally best friends forever. Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=28586 1UP: Can you talk about how much id contributes to Wolfenstein's development? Is it pretty much 100 percent Raven, with id providing a John Hancock or two when needed, or is id more intimately involved? Eric Biessman: Raven and id have worked very closely throughout the development of Wolfenstein. There's a rich history in the license, and we've worked hard to push forward new ideas and gameplay while still retaining the flavor and characters that are a part of the world. We're lucky, because id and Raven have a great history of working together. Some of Raven's first titles were done hand-in-hand with id -- from Heretic to Hexen 2 -- and we've had the pleasure of doing many projects on id technology. Because of this, we've got a really good chemistry of openness and an ease in communication -- it's a great collaboration. If I have a question for [designer] Kevin Cloud at id, I'm always open to drop an IM, e-mail, call, or even set up a videoconference so we can look at the game together. It's worked out great, from brainstorming new ideas to getting solid feedback as we implement things into the game. 1UP: With Raven working on three games -- Singularity, Wolfenstein, and X-Men Origins: Wolverine -- can you talk about the team size and the production cycle? Is it a smaller, more focused team compared to previous Raven shooter teams -- such as Quake IV -- is it business as usual, or is it the biggest team of the three? EB: The Wolfenstein team has grown throughout its development. Starting as a smaller, tighter team that rapidly prototyped new ideas and made technology improvements, the team's grown as the design and gameplay solidified. Raven currently has around 50 people on the [Wolfenstein] team, as well as the people in our cinematic and scanning-and-motion-capture groups that help out with content creation. We're at a similar number to the other teams that are in development at Raven. Read more on: : i3D.net Game Forums http://forum.i3d.net/showthread.php?t=28586 1UP: No offense intended, but Wolfenstein was first announced by id CEO Todd Hollenshead back at X05. So, uh, what's taken so long? EB: No offense taken! We spent time doing research and development for the game, really focusing on what worked well for the license and removing what didn't work so well. Wolfenstein is an intense and dynamic story-driven combat experience where the occult comes to life. It's filled with traditional kickass Wolfenstein combat, sci-fi weaponry, strange occult creatures born from dark experiments, and evil Nazis. We knew that this was the key to making the game great, and we kept that as our driving goal throughout development. We took the time necessary to create a design to fill those criteria. In the end, put the time down to our dedication to deliver a great experience. 1UP: In past demonstrations of the game, Raven personnel have discussed the idea of the "expansive environment" as one of the things that Wolfenstein is pushing; can you elaborate on what that means, and how does that affect the level design? EB: Similar to previous games in the series, Wolfenstein thrusts the player into the role of BJ Blazkowicz, a hardened OSA soldier sent to deal with the strange experiments that the Nazis have up their sleeves. This time around, the Nazis have discovered a strange power source near the fictional German city of Isenstadt. It's in and around the city that BJ battles the Nazis, working to stop them from realizing their terrible plans. The idea behind the expansive environment is that as BJ [progresses] through the game and the story, new areas and missions open up, offering him the choice of exploration and how he approaches obstacles and combat within the city. If BJ is under heavy fire from an emplaced gun, he may decide to rush the weapon in a straight assault. If he doesn't think that'll work, he could take to the rooftops and drop down behind the emplacement. Or, perhaps he wants to avoid the situation entirely, dropping through a nearby manhole to bypass the emplacement altogether. Really, the main goal of the game is to offer the player enough choice to suit his needs while still driving an immersive and exciting story and world. |
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| ►Super Baus Join Date: 12 December 06 Location: The Netherlands
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Xfire: bluezone66 ![]() | B.J. makes himself at home with the seamen aboard Germany's missile and plane-laden warship, five miles off the coast of Great Britain:
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| ►Super Baus Join Date: 12 December 06 Location: The Netherlands
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Xfire: bluezone66 ![]() | Peter Sokal, Community Manager for id Software, has updated the Wolfenstein Blog to introduce himself, the blog and Wolfenstein itself. Keep an eye on the blog for some behind the scenes info on the upcoming Wolfenstein, the game's development, the peeps at Raven and id, art style, music, mo-cap and more. They've also got some Twitter action going on. Auf Wiedersehen!
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| Dirty Harry |
__________________ Our most basic instinct is not for survival but for family. Most of us would give our own life for the survival of a family member, yet we lead our daily life too often as if we take our family for granted. ~Paul Pearshall |Forum regels[NL] | Forum rules [EN] | The Catalyst Trailer | CASTLE OF GLASS | Hell March 3 | |
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| Dirty Harry |
__________________ Our most basic instinct is not for survival but for family. Most of us would give our own life for the survival of a family member, yet we lead our daily life too often as if we take our family for granted. ~Paul Pearshall |Forum regels[NL] | Forum rules [EN] | The Catalyst Trailer | CASTLE OF GLASS | Hell March 3 | |
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| ►Super Baus Join Date: 12 December 06 Location: The Netherlands
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Downloads: 1914 Uploads: 1804
Xfire: bluezone66 ![]() | PC.IGN shared a few details about the new Wolfenstein game from E3. Here's a little taste: Raven is showing off a new level called Hospital, though there's no opportunity for hands-on with the game. The demo does show off some of the special Veil powers that you can use, such as Mire, which slows down bullets sort of like bullet time. Veil Sight lets you see in the dark, as well as detect special objects. Raven is also showing off the Tesla Gun, a powerful electrical weapon. Then there are the puzzle elements of the gameplay; the Nazis have special Veil Nullifiers that short out your Veil abilities. You must destroy the nullifiers in order to get your Veil powers back.
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