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Rogue Warrior Print E-mail
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Written by Johan   
Tuesday, 10 July 2007

 

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Published by: Bethesda Softworks
Developed by: Zombie
Genre: First-Person Shooter
Release Date: Late 2007
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Rogue Warrior is a story-driven shooter that provides team-based tactical combat set in massive, contiguous levels using Unreal 3 streaming technology. Central to the game's single and multiplayer experience is the idea of a freeform battlefield, where players are given the freedom to choose how to complete a given objective, allowing for creativity and surprises, rather than heavily scripted events and tightly contained spaces traditionally used in this genre.

 You play Dick Marcinko, leader of an elite SEAL unit trapped behind enemy lines in North Korea as a war breaks out between North and South Korea. Greatly outnumbered and with no support and limited resupply, you must try to lead your team back into South Korea without alerting the North Korean army of your presence. Your journey will take you through a variety of never-before-seen environments inside of North Korea, including submarine pens, shipbreaker yards, prison camps, and more.

 

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The game is also going to be fairly flexible in how you play it. You can switch between first- or third-person views, depending on your preference. And you can also play the game as a team tactics game, where you give simple, context-sensitive commands to your teammates (for example, you can tell one to sneak up on a guard and knife him), or you can play it as more of a run-and-gun-style action game, where your teammates just follow you wherever you go. The really cool thing about the team mechanics is that the campaign supports cooperative gameplay, whereby other players can jump in and take over any of the other three slots in your team. And if anyone drops out, the AI will take over, so you don't miss a beat.

An advanced AI system allows NPCs to react and fight realistically, see and hear others, and respond as a team. Rogue Warrior offers a new take on the multiplayer experience, with 10 gameplay modes and a system whereby maps are created using tiles that are selected by each team. Rogue Warrior's tiling system allows users to experience over 200 maps in both day and nighttime settings. In addition, the campaign features solo and on-the-fly cooperative play for up to four players, where anyone can join or leave an existing campaign game at any time without having to go to menus or save progress.

 

 

John Williamson, producer on Rogue told some infa about multiplayer:

Rogue Warrior is a very ambitious online project. If all goes according to plan, we'll see 24 player online games, full bot support, four player online co-operative play and a unique tiling system that enables a huge amount of unique playing fields.

Almost all the game modes are built around capture points. All the variations come from how those points are captured, how many points need to be captured and the victory conditions required to win the round. There are also numerous other options that the host can set to give the greatest flexibility and number of gameplay options. (weapon limits, round duration, victory conditions, friendly fire, number of team respawns, number of Control Points, etc.) So in addition to the 200+ map tile combinations, the victory conditions and gametypes, make that number far larger. Currently, we have 12-13 gametypes we are experimenting with. The most popular so far are:

  1. DM - Straight up Deathmatch.
  2. TDM - Team Deathmatch
  3. CTF - Capture the Flag variant. The team needs to move a "flag" from one capture point to another to capture it. Victory conditions can be based on number of capture points or total time capture points are held.
  4. VIP - Only one member of each team (the VIP) can capture the control points. Each time the VIP is killed, a new VIP is chosen. Victory conditions can be based on number of capture points or total time capture points are held.
  5. Hold and Conquer - The team must capture and hold all the domination points at the same time to win.
  6. Squad Capture - to capture a point, the team needs more than 1 player alive at the capture point. Victory conditions can be based on number of capture points or total time capture points are held.
  7. Capture Once - Once a control point is captured it can't be uncaptured. The team that captures the most points the fastest wins.
  8. King of the Hill - Only the Center Tile's Control point(s) are active. Victory conditions can be based on number of capture points held at one time or total time capture points are held.
  9. Pure Time Capture - Time points are awarded for each control point held. Only one team member is needed to capture each point. The more points that are held, the more time bonuses are given. The team that holds the point to collect enough time, wins.
  10. Promotion - For each successive kill you get, you are awarded more points, but you obtain the most points/highest rank, by killing those who rank above you, less points for kill those below you. Goal is to be the highest ranked player at the end of the match.
  11. Demotion - One player is randomly choose as the Fleet Admiral. Everyone else tries to kill them. The person that kills the Fleet Admiral becomes the Fleet Admiral. The longer they stay alive + more kills they obtain, the more points they accrue. The winner is the person who is the Fleet Admiral the longest.
You can see whole interview about multiplayer here

 

 

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Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

 
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