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"The Worldis Not Enough-Preview"

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Thu 22/06/00 at 21:23
Regular
Posts: 787
World domination. The same old dream. Our asylums are full of people
who think they're Napoleon. Or God. And only one man can stop them.
That man is Bond. James Bond.
If ever a company could pull off wearing Gucci, it would be EA. The
megalomaniac corporation is using all of its forces to bring another suave
suit into an adventure of global significance. (You know, EA is getting so
big that we think it wouldn't be a bad villain for the next Bond film.) We
recently had an inside look at the game, and have a slew of new details to
create a better picture of EA's first-person shooter.

EA has secured the exclusive rights from MGM Interactive and Danjaq,
LLC, for many years to develop and publish multiple titles using the Bond
character, and The World Is Not Enough is the first in that deal. The PC
and PS2 versions will be built out of the Quake III engine, enhanced for
the international superspy's PS2 debut. Using the formula that Rare
employed so well with Goldeneye on N64, EA's internal team is
implementing a mixture of stealth and action elements into the gameplay
across 10 missions (which will probably each have sub-missions of their
own) for the PS2 game. TWINE is based on the movie of the same name,
but EA is taking creative license to enrich gameplay situations and is
adding new villains into the mix. According to its own producers, the
gameplay involves situations in which more than one solution to a
dilemma can get Bond out of a dangerous situation.

Although most industry folks were sure that EA had received PS2
development kits aeons ago, TWINE's development team assured IGNPS2
that it put its hands on a dev kit right around January 2000, just like
everyone else. With any early game, you have to use a little imagination,
and TWINE PS2 is no different. As you enter the first room, you can
pummel stationery 3D enemies with every last bit of ammo and they don't
move an inch. What you could clearly see are some great gameplay
elements from previously successful first-person shooter console games.
Bullets literally spray across the room like a rooster tail from a carving jet
ski. The bullets hit the walls and leave permanent marks on every surface.
And from what we understand, bullet spray may hit certain surfaces and
bounce off, hitting unsuspecting victims.

Perhaps the best reason that reflecting bullets is important is because the
environments are interactive. While EA hasn't worked out all of the details
just yet, the all too familiar FPS explosive barrels will play a big part in
your ways in and out of a tricky situation. Peg a barrel in a 10-on-one
situation and you may get out a live with only a little damage, instead of
having to start all over.

Of course, a game that stars James Bond has got to be packed with action.
So, rightly, the special effects must impress, too. From our early look at
the game, these don't disappoint in the least. The level of special effects in
this early demo was quite spectacular. Exploding barrels with shrapnel
and fire was one thing, but the wisps of smoke and dust were quite
impressive. And with spraying bullets, the sight of sparks and particles
was undeniably fancy.

When EA first announced TWINE, it said it wanted to work on enemy AI,
and creating a game that enabled players to figure out more than one way
to beat a certain level. In its first step in that direction, the team is
implementing complex villains. The enemy models in TWINE have as
many as 25 sections, or targets, on them that react to your gunfire. That's a
mammoth amount of reaction, folks. You could shoot an enemy in the
shoulder, and he'll grab it in pain, or you could hit his foot, knee, hand,
elbow, ankle...you get the picture, the list is huge. That doesn't mean that
he dies either, he'll keep coming until you kill him dead.

With the PlayStation 2 providing far more power than most console
developers accustomed to using in development, several aspects of the
design are immediately apparent. The ceilings are twice as high as they
were before, the rooms are twice as big. The models the team is using for
the game are very similar is not exactly like those used in the movie
studio. The overall effect of this shift in size is one of great luxury and
freedom, even if the gameplay doesn't actually take advantage of the space
at this point.

TWINE sets gamers in several international locales, including the
Caucasus Mountains, Istanbul, and Baku, and pits them in many different
situations, involving skiing, head to head shooting battles, and a wild foot
race through Istanbul. EA also reports that the targeting system has been
improved over Tomorrow Never Dies, and that as many as 20 weapons
are available for pure destruction. A few of the confirmed weapons feature
Bond's trusty PK99, a BGK-74 Russian assault rifle (with grenade
launcher), and an AR-36 Tactical Assault Rifle (with scope).

A handful of Bond's allies will come into play during the course of the
missions, including Dr. Christmas Jones, and possibly the late Q, M, the
John Cleese character, R, and a few others. They will help you through the
intelligently designed missions and complex levels. EA's producers said
that this game differs from other Bond games, and other FPS, in that
gamers can complete a mission in more than one way. Various forms of
clever thinking and spontaneity will reward you, just like in real Bond
movies. Intelligently designed interactive backgrounds will play a key part
in how players complete their missions.

And taking a cue from Goldeneye's everlasting gobstopper gameplay, EA
is planning to multiplayer capability for The World is Not Enough. With
the PlayStation2's horsepower the game will at least be two player, but it
also could include a four-player option. EA was conspicuously vague
about the number of players who could take part -- two, four, or more -- as
that side of the gameplay is still quite early. But we know for sure that
TWINE won't be an Internet-ready game for the PS2, as Sony has yet to
consolidate its Net plans. Could we see a four-player reminiscent of Rare's
famous treat? I sure hope so. We know the PS2 can handle it, as
developers such as Free Radical Design are working their magic on
Timesplitters. EA surely has the development team to perform the same
tricks. The question is how much texture detail is the team willing given
up and how much slowdown does the team think the player accept. We'll
see.

Perhaps the most significant information about the game is that EA is
deep enough into development to bring the game out on PS2 by year's end
2000. That means this Christmas, folks. Make all the puns about how
often Christmas comes, but get it all out of your system before the game
hits stores -- after that, Bond is all about sex and action. Just how the man
likes it.
There have been no replies to this thread yet.
Thu 22/06/00 at 21:23
Posts: 0
World domination. The same old dream. Our asylums are full of people
who think they're Napoleon. Or God. And only one man can stop them.
That man is Bond. James Bond.
If ever a company could pull off wearing Gucci, it would be EA. The
megalomaniac corporation is using all of its forces to bring another suave
suit into an adventure of global significance. (You know, EA is getting so
big that we think it wouldn't be a bad villain for the next Bond film.) We
recently had an inside look at the game, and have a slew of new details to
create a better picture of EA's first-person shooter.

EA has secured the exclusive rights from MGM Interactive and Danjaq,
LLC, for many years to develop and publish multiple titles using the Bond
character, and The World Is Not Enough is the first in that deal. The PC
and PS2 versions will be built out of the Quake III engine, enhanced for
the international superspy's PS2 debut. Using the formula that Rare
employed so well with Goldeneye on N64, EA's internal team is
implementing a mixture of stealth and action elements into the gameplay
across 10 missions (which will probably each have sub-missions of their
own) for the PS2 game. TWINE is based on the movie of the same name,
but EA is taking creative license to enrich gameplay situations and is
adding new villains into the mix. According to its own producers, the
gameplay involves situations in which more than one solution to a
dilemma can get Bond out of a dangerous situation.

Although most industry folks were sure that EA had received PS2
development kits aeons ago, TWINE's development team assured IGNPS2
that it put its hands on a dev kit right around January 2000, just like
everyone else. With any early game, you have to use a little imagination,
and TWINE PS2 is no different. As you enter the first room, you can
pummel stationery 3D enemies with every last bit of ammo and they don't
move an inch. What you could clearly see are some great gameplay
elements from previously successful first-person shooter console games.
Bullets literally spray across the room like a rooster tail from a carving jet
ski. The bullets hit the walls and leave permanent marks on every surface.
And from what we understand, bullet spray may hit certain surfaces and
bounce off, hitting unsuspecting victims.

Perhaps the best reason that reflecting bullets is important is because the
environments are interactive. While EA hasn't worked out all of the details
just yet, the all too familiar FPS explosive barrels will play a big part in
your ways in and out of a tricky situation. Peg a barrel in a 10-on-one
situation and you may get out a live with only a little damage, instead of
having to start all over.

Of course, a game that stars James Bond has got to be packed with action.
So, rightly, the special effects must impress, too. From our early look at
the game, these don't disappoint in the least. The level of special effects in
this early demo was quite spectacular. Exploding barrels with shrapnel
and fire was one thing, but the wisps of smoke and dust were quite
impressive. And with spraying bullets, the sight of sparks and particles
was undeniably fancy.

When EA first announced TWINE, it said it wanted to work on enemy AI,
and creating a game that enabled players to figure out more than one way
to beat a certain level. In its first step in that direction, the team is
implementing complex villains. The enemy models in TWINE have as
many as 25 sections, or targets, on them that react to your gunfire. That's a
mammoth amount of reaction, folks. You could shoot an enemy in the
shoulder, and he'll grab it in pain, or you could hit his foot, knee, hand,
elbow, ankle...you get the picture, the list is huge. That doesn't mean that
he dies either, he'll keep coming until you kill him dead.

With the PlayStation 2 providing far more power than most console
developers accustomed to using in development, several aspects of the
design are immediately apparent. The ceilings are twice as high as they
were before, the rooms are twice as big. The models the team is using for
the game are very similar is not exactly like those used in the movie
studio. The overall effect of this shift in size is one of great luxury and
freedom, even if the gameplay doesn't actually take advantage of the space
at this point.

TWINE sets gamers in several international locales, including the
Caucasus Mountains, Istanbul, and Baku, and pits them in many different
situations, involving skiing, head to head shooting battles, and a wild foot
race through Istanbul. EA also reports that the targeting system has been
improved over Tomorrow Never Dies, and that as many as 20 weapons
are available for pure destruction. A few of the confirmed weapons feature
Bond's trusty PK99, a BGK-74 Russian assault rifle (with grenade
launcher), and an AR-36 Tactical Assault Rifle (with scope).

A handful of Bond's allies will come into play during the course of the
missions, including Dr. Christmas Jones, and possibly the late Q, M, the
John Cleese character, R, and a few others. They will help you through the
intelligently designed missions and complex levels. EA's producers said
that this game differs from other Bond games, and other FPS, in that
gamers can complete a mission in more than one way. Various forms of
clever thinking and spontaneity will reward you, just like in real Bond
movies. Intelligently designed interactive backgrounds will play a key part
in how players complete their missions.

And taking a cue from Goldeneye's everlasting gobstopper gameplay, EA
is planning to multiplayer capability for The World is Not Enough. With
the PlayStation2's horsepower the game will at least be two player, but it
also could include a four-player option. EA was conspicuously vague
about the number of players who could take part -- two, four, or more -- as
that side of the gameplay is still quite early. But we know for sure that
TWINE won't be an Internet-ready game for the PS2, as Sony has yet to
consolidate its Net plans. Could we see a four-player reminiscent of Rare's
famous treat? I sure hope so. We know the PS2 can handle it, as
developers such as Free Radical Design are working their magic on
Timesplitters. EA surely has the development team to perform the same
tricks. The question is how much texture detail is the team willing given
up and how much slowdown does the team think the player accept. We'll
see.

Perhaps the most significant information about the game is that EA is
deep enough into development to bring the game out on PS2 by year's end
2000. That means this Christmas, folks. Make all the puns about how
often Christmas comes, but get it all out of your system before the game
hits stores -- after that, Bond is all about sex and action. Just how the man
likes it.

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