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Battlefield bad company beta details

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March 20, 2008 - There's a multiplayer beta for Battlefield: Bad Company
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March 17, 2008 - In November of 2007 the gaming industry was formally introduced to the fourth installment in one of the most popular first-person franchises of the last decade. The hype train had …

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March 10, 2008 - BioWare released the first round of downloadable content for Mass Effect
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    Too Human Progress Report

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    Too Human Progress Report Empty Too Human Progress Report

    Post by Admin Fri Feb 22, 2008 3:56 am

    February 19, 2008 - Microsoft kicked its GDC 2008
    presence into high gear by showing one of its premier titles launching this year, Too Human.
    The development team, Silicon Knights, was on hand for the biggest
    public showing in quite some time to show off the latest build of the
    game and give attendees some brief hands-on time with the game. In
    somewhat anti-climactic fashion, the demo was primarily a repeat of
    what we saw in St. Catharine's last fall with a couple of new areas
    added in. You can read our impressions of that showing here.
    This latest demonstration may have been a bit of a tease by revealing
    little new info, but it was clearly a more polished version of the game
    and we did learn a few choice details.

    Too Human begins with a cutscene, but reveals little. The opening
    sequence sets up the battle between the Aesir and the machines before
    introducing the hero, Baldur. We first meet him in a dive bar with
    voluptuous women dancing on stage. It's a human establishment and the
    whispers say they aren't too pleased with the job the Aesir have done
    protecting them. That's not why Baldur is there -- he has bigger fish
    to fry. Namely a "grendel" machine that bursts through the wall and
    ravages the place. The first leg of the story is an attempt to track
    this guy down and bring him in.





    Don't get too attached to that quest. It's just the tip of the iceberg.
    "The whole story arc is so large and so complex that that is really a
    nothing event compared to the main story arc," according to Denis
    Dyack. "It's a complex story but one I think people are going to
    enjoy."

    We didn't learn any new details on what that story would entail, though
    we did see some later level combat and a couple of new areas. The first
    new locale we were shown was the Aesir hub. The area was nothing out of
    the ordinary in the extraordinary world of Too Human, but its
    significance was felt nonetheless. This is the place where you can buy
    new weapons and enhancements and other related commercial activities.

    Too Human Progress Report Too-human-20080219091508890-000
    The art style in Too Human is top notch.

    The
    hub is also where Dyack talked about the inventory system Too Human
    offers. Like other games where loot is important, epic sets can be
    found that add powerful enhancements if completed and equipped. We saw
    one such and it looked mighty impressive (not too surprising as the
    game runs in true 720p with 4x anti-aliasing and can still handle 50-70
    enemies on screen at once). Collecting the set won't be as cumbersome
    as you might think. Too Human will automatically analyze new pickups
    and determine whether it is better than what you currently possess -- a
    handy tool when your inventory maxes out and it decides for you what to
    keep and what to toss or sell. Don't worry; you can set your own
    parameters for what should be auto-dumped.

    The next new area we saw was called the Ice Forest. This frozen
    landscape featured a level 14 character up against some tougher enemies
    and variants. The game scales with you, encouraging replayability. Part
    of that is done through the introduction of more challenging variations
    of earlier enemies. We saw one that could free Baldur, a condition that
    didn't look too fun. Though it was claimed that this section of the
    game would be tough, the person demoing it was clearly skilled as they
    dispatched the enemies with ease.

    The game is now nearly complete, moving towards release quickly.
    "Essentially what we're doing now is the final polishing and tweaking
    and making sure all of the classes are balanced and making sure the
    co-op is awesome," says Dyack. "The game is in the final stages and
    really coming together. When you have a game this complex it takes a
    really long time. You can't just put it out there and then fix all of
    the bugs." This is perhaps of greater importance than most might
    imagine. The character you start in the first Too Human can be
    carried over into the second and third games.

    In our short time with the game, we noticed a substantial improvement
    in the polish on the game. The combat feels tighter and the framerate
    is a bit more stable. We still had a few instances where the camera
    wasn't ideal and the game is yet a work in progress, but what we played
    felt on track. With such an epic game, however, it's tough to get a
    good idea on how the final product will turn out when you only get to
    play for 15 minutes.

    Too Human Progress Report Too-human-20080219091508311-000
    This is going to hurt.

    The
    level cap for that first game is 50, though reaching it is no easy
    task. There's one case of a Silicon Knights employee with a character
    in the mid-40s. The time it took to reach there was more than 40 hours.
    Balancing isn't done, but 40 to 60 hours to reach that point sounded
    about right to Dyack. "I would say conceptually or content-wise it's
    bigger than most games I've seen in a very long time."

    Big games take a long time to make, but Dyack is confident all three
    games in the Too Human trilogy will release on Xbox 360 before the
    console cycle is up, a more positive outlook than he had at the German
    Games Convention last year.
    "The other ones will be coming out a lot more quickly than the first
    one. We've always talked about simultaneous production. All of that
    stuff is still true…we're aiming to get it on 360, all of it."

    Too Human Progress Report Too-human-20080219091507593-000
    Baldur's dash is lightning fast.

    On
    the always hot topic of an upcoming Too Human demo, Dyack wants to
    assure gamers that it is still on the way. "My promise! It'll be there
    before the game releases on Xbox Live." We had no luck on learning when
    that release date might be. Perhaps we'll learn more next time the game
    is shown, which, according to Dyack, is when we'll finally learn about
    the co-op features Too Human has to offer.

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