Posted 08/05/09 at 02:34:24 PM by Nathan Grayson
Fallout 3: Mothership Zeta’s opening scenes were absolutely out of this world. Within a span of ten minutes, I was torn from the Wasteland, poked and prodded with 100 haystacks’ worth of needles, stripped of the near-impregnable safety blanket I call “Power Armor,” and unceremoniously tossed into a prison cell. Upon awakening, my ragged, desperate human cellmate cowered in fear as some unknown force approached our cell, only to change course at the last second and perform its unspeakable act on some other hapless sap. The poor guy emitted a blood-curdling howl as his frail flesh clunked around in what sounded like a super-powered dryer.

I was absolutely thrilled. Fear, curiosity, and vulnerability hooked me. Adrenaline reeled me in. “Who are these unseen, all-powerful beings?” I wondered. “Why are they doing this?” My interest piqued when my cellmate mentioned our captors’ penchant for tampering with people’s brains. Then I actually saw them. Tiny, green, big heads, round eyes. Beaten and beamed up by God after only two strikes from my pithy 23 unarmed skill. Thrill and intrigue, it was nice knowing you.
What followed was roughly four hours of good old fashioned alien-blasting. Fun, but nothing special. No mind-blowing ulterior motives, no unsettlingly foreign alien culture; the mean, green abducting machines were just a new skin for everyday Fallout 3 enemies. Really, there was nothing "alien" about these aliens. After such a promising opening, I felt more than a little let down.
Click the read more link for the rest!
Posted 07/21/09 at 11:00:00 AM by Paul Lilly
Doom might arguably be the most memorable (or at least the most popular) PC game of all time, and with good reason. Prior to Doom's release, programmers found themselves in the stone age of game development. For the most part, building a game meant starting from scratch and compiling all new code, but like the invention of the wheel, the advent of the game engine forever changed the PC gaming landscape.
Now, we know what you're thinking, and we're well aware that game engines existed prior to Doom's release in 1993; we're even going to cover some. But it was id Software's now legendary first-person shooter that pushed reusable 3D game engines as a viable programming model, and videogame development has never been the same since then.
On the following pages, we look back at all the major PC game engines and what made each one special. As a prerequisite, be sure to check out our history of 3D graphics, which covers video cards from the Voodoo to the GeForce and everything in between. Once you've digested these two features, you're guaranteed to have a new-found respect for gaming on the PC!

Hit the jump to get started!
Posted 08/08/08 at 03:55:25 PM by Will Smith
Here’s the second part of our exclusive QuakeCon interview with John Carmack. In the first part of our conversation, Carmack discussed his hopes for Quake Live and the id Software’s new gaming direction in Rage. This time around, he gets more into the heady technical stuff with his thoughts on Nvidia’s CUDA, physics accelerators, general purpose computing, and ATI’s rumored Fusion technology. Here’s a snippet:
John Carmack – I was well known as not being a supporter of the PhysX accelerators. It’s always felt like a gimmicky plan with people setting up a company to be acquired. For years, the tack has been what do you do with any time Intel delivers something more with processors and more cores? It’s never really proven out right and there’re a lot of reasons for it.
For one thing you can’t scale AI and physics in general with your gameplay, while with graphics, you could scale. Without scaling, you can’t design a game that requires fancy AI and then turn off the fancy AI for the low end systems because practically that’s not possible. Similarly for physics, if it’s anything other than eye candy, you also can’t scale. If the building is going to fall down you need to know whether you’re going to be able to get past it on the high end or the low end.

Click through for the good stuff.
Posted 08/08/08 at 01:50:57 PM by Will Smith
John Carmack may be the face of id Software, but he’s definitely not the only person working on Rage or the next Doom. We spoke with Robert Duffy, id’s Programming Director, and Matt Hooper, Rage’s Lead Designer, about their upcoming shooter. The conversation delves into topics ranging from art design to multiplayer modes, and touches on the challenges of developing on both console and PC hardware. Here’s a snippet:
MaxPC: With the combination of driving and fps gameplay, what’s fun and exciting that we should look forward to that we haven’t seen before in games?
Matt Hooper: The thing you haven’t seen is really the mix. We’re still id software and we’re still making this intense, action shooter game. Those moment to moment, finely crafted action sequences – running around with the coolest weapons and shooting guys – that’s still there. We invented that and we’re still going to do that really well. Just around the office everyone likes a lot of cool games. What we did was pull in these different elements that don’t detract from the action but add this little bit of flavor, and the vehicles are a part of that. The vehicles are almost an extension of your FPS avatar – you’re “running” around with a vehicle. It has armor on it, it carries a cool weapon, you fire that weapon, and the other car blows up in a cool satisfying explosion. It’s not as far removed as you would probably initially think. It all feels really good together.

Click through for the entire interview!
Posted 08/05/08 at 08:33:08 PM by Norman Chan
We interviewed John Carmack back during this year's E3 when id first announced a partnership with EA to publish their next shooter, Rage. We had a chance to sit with Carmack again at this past weekend's Quakecon, where we followed up on our earlier discussion to squeeze more details out of the legendary game developer. Carmack dished out more details about their plans for Quake Live (including their high expenctations), the technology powering Rage and the next Doom, their cancelled Darkness project, and his thoughts about the current modding community.

Take a seat, grab a Mountain Dew, and click through for the full interview. You'll even find out which aspects of id Tech 5 may not be as powerful as id Tech 4!
Posted 08/01/08 at 02:23:04 AM by Norman Chan
We just got our hands on some gritty new screenshots from the next Wolfenstein game, which is being shown at this year's QuakeCon. Published by Activision and developed by Raven Software, Wolfenstein once again sends soldier BJ Blazkowicz to fight Nazis and supernatural demons in an alternate World War II. The screens show Nazi troops assembled in the dark, resistance fighters huddled in demolished buildings, and most interestingly, new map locations that have been transformed with a supernatural green tint of destruction. We don't know how these environmental shifts will occur, or how it ties with the story, but it sure looks cool!
Click through for our full gallery of full-resolution screens.
Posted 07/31/08 at 09:00:00 PM by Will Smith
QuakeCon keynote liveblog is starting now! We're watching a video, and Todd Hollenshead is getting everyone all cranked up about the Corvette that Ventrilo is giving away.The real news starts momentarily. Click through the jump, and make sure you're logged in to get live as we post updates.

Posted 07/31/08 at 08:33:20 PM by Norman Chan
Here's some shocking news just breaking from the Quakecon Keynote: Rage and Doom 4 will not be sold online via digital distribution. Rage, being published by EA, would be an obvious choice for EA's Downloader service, but apparently that won't be the case. The only way to buy the two games whenever they come out is in stores with boxed copies.
Additionally, Rage will most likely ship on multiple game discs for the Xbox 360. The DVD-only format for the Xbox 360 is its biggest limiting factor, since the Xbox 360-formatted discs actually hold 1GB less than standard 4.7GB DVDs (multiplied by two when dual-layered). And since the royalty charge per disc is actually surprisingly high, id hopes that Microsoft will make a concession for Rage, or else the company may actually have to sacrifice texture and asset quality to get the game to fit on fewer than THREE discs. The cost of the 3rd DVD alone would cost millions of dollars with the current royalty rate, says John Carmack.
When comparing the Xbox 360 to the PS3, the more spacious Blu-ray format is the only thing Carmack likes more about Sony's console. Everything else is better on the 360, he says.
More QuakeCon keynote coverage on our Liveblog!
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