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  "I don't have anything against geeks. I was one for 11 years! I used to think PC's were the greatest thing since sliced bread... Then someone showed me sliced bread."

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  Business as usual
12.27.1999 6:21pm, Nok
 

Hello and welcome to the new and improved Swordplay.net! What's new and improved? Well, nothing really... but it just felt cool writing that. =P

I hope everyone who celebrates Christmas had a great holiday and that you got all the computer games you were hoping for. And for everyone who doesn't celebrate Christmas, I hope you enjoyed the free vacation. As expected, news was relatively sparse over the holiday, but there were a few stories of interest.

First, on the Planescape: Torment front, there is a new review over at GA-RPG. Like all the other reviews I've seen, they just adore the game and end up scoring it a whopping 99%. You can read the whole article here.

Also, for anyone having trouble in the afterlife, the Daily Radar has posted a Planescape: Torment Walkthrough to help you out.

IGN PC has posted an interview with John Hight, Executive Producer of Nox, the action/RPG title being cooked up over at Westwood Studios. Here is a snippet:

"IGNPC: A lot of times when Nox has been mentioned in a preview the word Diablo isn’t far behind it. Do you think the comparisons between the two games are valid or do you think it’s an entirely different product?

JH: It is very different but I think the casual gamer will see them as being similar due to the isometric view, medieval world and armour and magic. Anyone that explores a little bit deeper will find a solid game with a much richer storyline behind it.

For the multiplayer game we’ve created 22 different maps and the whole experience feels more like Quake. "

This is one game I'm really looking forward to, and no, it's not just because I dig the name. You can read the full, thrill-packed interview here.

Also tonight from IGN PC, we have Part III of the Baldur's Gate II Developer's Journal. This segment has Director of Writing and Design, James Ohlen, explaining how they come up with the characters that populate their gaming worlds. Among other things, we learn that Minsc, the hampster-toting berserker, is actually based on a real character imported from a different D&D campaign. Go figure. Read all about it here.

  Present from Origin
12.21.1999 6:53pm, Nok
 

Just in time for Christmas, Origin has released a new patch (version 1.07) for Ultima IX: Ascension. This is the much talked-about 'D3D Patch' which was slated to fix a variety of performance issues which plagued players who were not using Glide-compatible video cards (including myself). I installed the patch without a hitch and spent about half an hour running around in different areas of the game. And I am pleased to report that there is, in fact, some noticeable improvements to the game's speed. It still slows down in the game's most complex areas, such as the cities of Britain and Yew, but as a whole the world is a lot faster and smoother. Kudos to Origin for burning the midnight oil and getting this into our hands for the holidays. Here is the blurb from the official News Page:

"We have been working hard to provide a comprehensive second patch before Christmas, and we have completed testing on it just in time! This patch will address many critical issues, including speed, D3D support, and a list of other issues. We have been deeply concerned by the feedback we have received up until this point, and believe that this patch will greatly enhance the playability of the game for many of our players. Your constructive feedback on the Ascension forums was a great help, and we appreciate the time and effort you put into it.

After installing this patch, please be aware that a small percentage of users may experience issues with lifts. It is recommended that you save your game before using them. This issue will be looked into more thoroughly for the next patch. Also be aware that some users using the medium level of mip-mapping in D3D mode may see some slight visual artifacting in particle effects and alpha textures (magical spell and flame effects). This is a cosmetic issue and will not affect gameplay in any way. "

You can download the patch from here, and you can check out everything the patch fixes (and there's a whole lot) in the readme file.

Blizzard has released 6 new screenshots from their upcoming Role-Playing Strategy game, Warcraft III. The new shots mostly showcase various units and monsters just standing around, but DAMN, they sure look cool! Check them out on the screenshots page.

  *Hears sleigh bells*
12.22.1999 10:56pm, Rao
 

Good Lord (hehe.. there's a funny in there methinks), the Christmas season is upon us once more. 'Tis the season for family, friends, and spending money like it's going out of style! I gave up on tracking my expenses for Christmas gifts.. it's only money, right? But truly, Nok and I would like to wish all of you out there our most sincerest best wishes for this Holiday season. Please, everyone be safe, and careful, and make sure you can spend at least a little time away from the monitor to go hug a loved one ;).

OK, sorry.. I know this isn't the stuff you tuned in for (here at Swordplay, we love our tangents ;p). Let's get straight to the news of the day that caught my eye.

The official Ultima Online 2 site has a couple new additions that are of interest. Firstly, Starr Long, producer of said title, added a new entry to the Team Comments section of the site. Topics include motion capture stuff, some info on what Todd McFarlane has contributed, and the topic of player killing in UO2. And secondly, the official FAQ has been updated with a couple new entries. Go swing by and check it out.

The folks at GameSpy have a nice piece up, looking ahead to the upcoming RPG goodness "in the year 2000" (The most overused 4 words in history). It's a good read, and has lots of helpful links to get the full skinny on the titles that we're all looking forward to. Check it out here.

Gamespot has a review of Planescape: Torment from the folks at Black Isle Studios. It's yet another resounding HUZZAH for the game (I gotta tell ya, it's a damn fine piece of work) and ultimately delivers a score of 9.0. Quotes like this should give you a good idea about what they think of it: "It's clearly the best traditional computer role-playing game of the year and is bound to be an all-time favorite for many of its inevitable fans". Good stuff, give it a gander here.

Finally, GamesFirst reviewed the 3D "Action/RPG" game Crusaders of Might and Magic. The reviewer was sorely disappointed in the game, and says that he is "surprised it was even released. It should not have been". Strong words... and to think I even considered picking up this title, in lieu of Torment. *whew*. You can read the entire review here.

So again.. we here at Swordplay wish you and yours the VERY BEST this holiday season. We'll try to keep a regular update schedule during the next week, but don't hate us if we miss and update on 12/25, or on 12/31 ;p. Don't forget to check back with us often though. We are here for you, and your RPG news, and don't you ever forget it. =)

  Diablo Squared
12.21.1999 6:45pm, Nok
 

Relatively quiet news day today, except on the Diablo II front. The busy bees over at DiabloII.net have posted a new segment in their ongoing recap of their visit to the Blizzard North headquarters where they had the opportunity to play the game and meet the development team. This segment chronicles the actual visit and the tour of the offices they received. They introduce many of the key programmers, designers, and artists, who are bringing D2 to life. Included are many pictures, which can also be accessed separately in this Photo Album. This feature is a great read if you've ever wondered what goes on behind the closed doors at Blizzard... and I'm sure this is something you've all wondered... although maybe it was more in the form of "WHAT THE HELL IS TAKING THEM SO LONG?!?!?!?" Same question really. Read it all here.

And, of course, since it's Tuesday, Blizzard has posted their Screenshot of the Week. This one shows the Sorceress rearing up to cast the Fireball spell at some encroaching baddies. As usual, look to DiabloII.net for the full, in-depth analysis, here.

  Monday Misery
12.20.1999 7:04pm, Nok
 

Happy Monday everyone! And what a glorious Monday it was here in New York City... NOT!!!! Actually, today was pretty miserable. Tons of rain, most of which fell on my head as I kept having to go outside on various missions. Not the least of which was getting my car inspected, which in New York is always an ordeal. Since no garages will take appointments for inspections, you have to drive around until you find one that is willing. Then, without fail, they will find SOMETHING wrong with your car. Now that won't stop them from passing your car, but they expect you to slip them a little green to look the other way. I usually love this town... but, y'know... there are just some days......

Not sure why I'm telling you this. Um, how about some news? That's what you came here for, right?

Gamespot UK has posted a fairly beefy preview of Baldur's Gate II: The Shadows of Amn, replete with some screenshots and a piece of concept art. There isn't too much that's new here, but it's worth a look if you haven't been following the game's development. Give it a read here.

And speaking of that whole Bioware/Black Isle synergy, the official Planescape: Torment FAQ has been updated with several new questions now that the game has been released. If you can stand the incessant wind noise the page makes, then this is the place to start for all your P:T related questions.

And if you're not Tormented enough, then be sure to read this review over on IGN PC. The reviewer loved the game and doesn't mince words about it, ultimately scoring it a 9.2.

A French Diablo II site called Judgehype has posted an interview with D2 Lead Designer, Bill Roper. This is a really good interview since it asks some probing questions, rather than reiterating player concerns about PK's and cheating like most D2 interviews do. Some of the new information conflicts with other info recently reported by DiabloII.net, so we may just have to wait and see what the final word is. But the most interesting tidbit Mr. Roper shares is the following:

 

"9. Do you plan, as you did for Diablo, to release a demo of Diablo II before the worldwide release of the game?

B. Roper: Although we will not be releasing a demo of Diablo II in the usual sense before the game ships, we will be holding an open beta. People from around the world will be able to download the Battle.net Open Beta executable and play the game before it ships to stores while helping us do compatibility and load testing. "

Exsqueeze me? Did he just say that there will be an open Beta on Diablo II? If this is true, it probably will be separate and at a later date than the main Beta which will only be open to 1000 players. But still, anything that gets D2 into my grubby little paws sooner is okay by me! Anyway, you can read an English translation of the full interview here.

Finally tonight, we've got some good ol' fashion screenshots.

  TGIFF
12.17.1999 8:46pm, Rao
 

So CapnBill has set his sails, and tacked into the boiling seas that is the Ultima IX: Ascension fan-base. In a post to the Ultima IX: Ascension General Discussion board the Capn has revealed some progress as well as some stumbling points related to the state of the current fixes to U9. Issues raised range from Virtual Memory, to Memory Leaks, to texture detail levels. Here's the whole of it:

"Made some major changes to lifts; they won't tend to get hung up as much now. Fixed the Install to check for the amount of Virtual Memory you have; if you have less than desired (about a total of 512MB), it'll give you warning. We're considering changing the game to give you a warning for anything less than about 384 MB...so, if you're letting Windows manage your virtual memory with a dynamic swap file, and you're running low on disk space, you'll get a warning.

More info on the memory leak. Yes, memory leak! I guess my theories about memory fragmentation are wrong--so, I hope you enjoyed the purely theoretical thought processes I've led you on for the past few days! So, our in-game memory tests led to practically nothing; the game uses about 70MB of RAM, and that doesn't really change no matter how long you run. This number is computed by adding up the memory allocation requests from within the code, while it's running.

But what about outside the code? What if something attached to the game process is using memory, and due to a bug in our code, it's not freeing it? Well, that looks like what's happening. We can measure the amount of memory allocated by all processes in Windows as a whole, not just ours; and the number climbs steadily while the game is running. Running in D3D greatly accentuates the problem; the leak is still there, but much smaller when running in Glide. If you're in D3D with high-detail mip-maps on, you'd run out of memory in 10-20 minutes (which is, of course, what many of you are experiencing). We believe the problem is related to textures; we're investigating, and we're closer!

D3D as a whole is performing much better. I get pretty good frame rates on my plain ol' TNT card; my Matrox G400 runs really well. But, there's a caveat, having to do with 16-bit textures; I have to run with medium detail level to get good performance.

I've been running some tests on the "chugginess" of the game; we've come a long way with our static frame rate, but turning the camera still chugs in many cases. If you run in 16-bit textures in Glide, you get a similar chugginess as when you run in D3D. We've believed for a long time that 16-bit textures simply overload the system in terms of the huge quantity of data being loaded from disk and sent to the card; seeing pauses like this in both Glide & D3D reinforces that point of view. In fact, that's why we put the "medium" and "low" mip-map detail feature in, in the first place. We knew that 16-bit textures create I/O problems, and thus speed problems; so, we provided a way to still run with 16-bit textures (which D3D requires), but to use less data.

Bottom line: If you're chugging, you really should use the medium detail level. Medium-detail textures are 1/3 the size of the full-detail texture! And, you can rarely see the difference. (I admit, the places you can see the difference are pretty visually unappealing, though). Anyway, we're recommending that anyone running with 16-bit textures use the medium detail level. Higher-end cards with higher-end systems can probably get good performance with high detail level; but (as I'll discuss below), don't count on being able to crank up all your settings! (Also, don't bother with low detail level; it looks like junk, and isn't any faster.)

Compressed textures: One of the reasons we put them in is that they don't suffer the I/O hit of 16-bit textures; they're smaller than the 8-bit textures, in fact. But, it turned out that most D3D cards ran slower with compressed textures, because they don't support decompression in hardware. And then, DX7 broke the compressed texture support; most drivers report that they don't even support it. We'll try to fix that, to give us another texture option. If your hardware accelerates S3TC, use it!

8-Bit: there is now no chance of incorporating 8-bit into our D3D code; the renderer is now too specific to alpha transparency, and our 8-bit textures use chromakey transparency (if this is Greek to you, skip it). Bummer!

Now, finally, for settings in general: We DID put settings in the game to support hardware that doesn't exist yet! If you push your clipping plane sliders all the way to the right, you now have settings that the Dev Team has never played with (we did QA those settings, though). We never played with the sliders that far over. Same goes for high detail level & 16-bit; we never got good frame rates with that combination. We didn't have enough time to refine our install to make all those recommendations, though; it does a good job of setting up your sliders & Performance vs Quality settings, for the type of machine you have (actually, it sets them a tad too high, my fault I admit); but the 16-bit texture setting slipped through. So, on the re-release CD, we'll be fixing the Install to give you better recommendations. Regarding why we put in settings for super-high-end hardware: we know that computer advances are made very quickly; in 6 months, those computers will be pretty common. They're just now right now.

So, don't feel at all pressured to crank your settings up to the max! I know you want to experience the world's full detail; but, you'll be paying for it in performance, in a big way. Don't feel cheated out of the experience if you run without full detail, either; we don't, and we love it! In fact, Richard Garriott plays with his sliders all the way to the left, and he has a pretty beefy machine!

I've droned on enough! Good night to all!"

So it looks as if things *are* coming along, but all of us D3D users may still have to trudge through it as we have been. I don't really mind too much, but it sure would be sweet if it ran as smooth as Quake III (pipe dream you say??). Either way, be sure to stay tuned here for the latest from the U9 trenches. Yes, they let us use trench shovels.. we're just not allowed to touch the weaponry anymore. =(

And along those same Ultima-esque lines, GamePen has posted up a lengthy interview with Richard Garriott (aka Lord British). It's a very in-depth piece, including text, and video clips. Topics include discussions about the development of U9, the evolution of online gaming, and some history on Garriott's game-making. If your a fan of Garriotts, or his games, I urge you to take some time out, and review the whole piece here.

GameFan has done up a small, yet favorable review of Planescape: Torment. Again, yet another reviewer mirrors my thoughts of the game exactly. Brilliant game. The game chalked up a 98 out of 100 (I'm guessing), and touches briefly on many aspects of gameplay. It's a good little read, and is dead on the mark when offering up praise like: "In my opinion, Planescape Torment is the best RPG of the year..." It just may be.. I guess we'll let the judges for the Codies (*snicker*) decide for us. ;p

Speaking of Codies, one of my favorite games, Asheron's Call was just nominated for one. Of course, it's lumped into a wide-spread category with contenders like Half-Life, but oh well.. at least they made the list! In other Derethian news, the game world of Asheron's call went bonkers yesterday, as the long anticipated "Sudden Season" finally arrived. It brought along some friends too, including SNOW (and more snow), snowmen, snowballs, *snowangel*s, pretty decorative lights-a-plenty, some new festive garb, and a slew of actual game-play fixes, and tunes. I was lucky enough to log in last night, and make a trek around the world to see all the sites, and I must say, I am staggeringly impressed with how well this game is coming along. If they can keep events going monthly like this.. I see a great future ahead of this very talented team, and their wonderful game. You can read more news here, and here.

GA-RPG has posted a few new screenshots of the upcoming title Legend of the BladeMasters, from Ronin Entertainment. Also included is a short snippet from the development team addressing the capability of their engine. Take a gander over here.

Likewise, in the screenshot department, The Adrenaline Vault has posted a new screenshot of the upcoming RPG, Rune from Humanhead Studios. This game just keeps looking cooler and cooler.. I can't wait to try it out (damn, I buy too many games).

Finally, the folks over at DiabloII.net have put together a very extensive analysis of the latest in-game movie from Blizzard depicting the Necromancer in full-swing. In the tradition of DiabloII.net goodness, the team there has broken down individual images, and thoroughly dissected each one, to compile an excellent overview of just exactly what the Hell (get it?) is going on in that itty-bitty movie. I love the staff over at DiabloII.net. They always get right to the guts of each piece of D2 news that trickles outta Blizzard, and I for one, an sincerely appreciative of the work they do for the community. Keep up the good work guys and gals!

OK.. are you sick of me yet? Me too.. lets kick my wordy arse. =P Until next time folks!

  Thoroughly Thursday
12.16.1999 6:49pm, Nok
 

Last night Blizzard released a new movie showcasing the Necromancer character from their upcoming game, Diablo II. The movie is several minutes long and weighs in at 21 MB, and is an executable requiring no extra viewers. It is almost entirely composed of gameplay, and despite it's small size on the screen, it's quite impressive. We really get to see the scale of some of the more powerful spells. You can download a local copy here, or get it from Blizzard's FTP here.

Details on the upcoming Ultima IX: Ascension D3D patch continue to trickle out of the horse's mouth. Lead Designer, CapnBill, continues to make near-daily posts to U9's official boards. Here is a clip from his latest post:

"D3D performance measurements: My earlier statement about doubling the frame rate in D3D was not correct; in fact, we halved the time spent in D3D draw routines, which is not the same thing. An area of the map being tested went from 9 fps to 15 fps; not double, but a healthy improvement nonetheless. I ran some tests earlier today; in more active areas of the Britannia map, the results are not as dramatic, but still noticeable. The reason for this is that, in areas where NPCs are doing things, and creatures are roaming, signs are swinging, etc, the renderer time contributes less to the overall load on the engine; so improvements made to rendering contribute less to frame rate improvement. "

Well, a mixed bag there. I guess he's telling us not to expect miracles with the patch, but that they are making the game a playable as possible given today's technology. *shrugs*

Tonight also brings two interviews with a couple of luminaries in the RPG world.

  • First is an old fashion Q&A session with Trent Oster, Producer of Neverwinter Nights, the upcoming D&D-based RPG which will attempt to introduce the importance of a human Dungeon Master to computer RPG's. Give it a read here on GA-RPG.
  • The second interview on the RPG Vault is with Chris Taylor, the Project Leader and Lead Designer of the newly announced action/RPG, Dungeon Siege. The interview focuses mostly on Mr. Taylor's background and experiences in the gaming industry. It's an interesting look into a man who is doing his best to bring some much-needed innovation to the world of RPG's

Lastly, you may have noticed that I removed the link exchange banner from the top of the site. Much to my dismay, it was only displaying ads for itself and other Microsoft services. Bleh. Also, it appears that they were not rotating our banner on any other sites -- or at least we were not getting any traffic from them. This was not the audience-targeted performance they promised when I signed up. I still would like to make this site a part of link exchange that actually works, so if anyone knows of a better one, please let me know.

  Another gaming first from Origin
12.15.1999 8:29pm, Nok
 

We've got some big Ultima IX: Ascension news in an otherwise slow news day. First as promised we have a log of the Stratics IRC chat which took place last night with many members of the team behind U9. Well, actually we don't have a log, per se, since I was unable to attend. But we got a link to a nice edited version right here on Jackchaos.com, and that's the next best thing, right? In the chat, the team takes some harsh criticism about the game's flaws and although it's obviously disheartening for them, they receive it with grace. They spend much of the chat discussing why the game was shipped as it was and what they are currently doing about it. Here's a snippet for those of you who just can't wait or are just really into snippets:

"*Svartdrage* Under all the bugs I don't think the game is great. Many regard Ultima 7 has the best one in the series and so do many people I know have. Ultima 8 Pagan was hated by alot of people is viewed as the worst game of the series and a big part of the reason why they hated it was the action elements. In Ultima 9 you increased these increased these elements that made many not enjoy Ultima 8 Pagan in Ultima 9 ascension why?

<Yavn> With each game our goal was to make the world more realistic. In real life when people get to a rock, they jump over...We also were not interested in doing menu bassed combat...

<Yavn> We tried to make the action parts of the game non arcade-ish, so people would not have to worry about that. As for the jumping, we used a targeting cursor to help show where you would land. A huge improvement from U8."

Now this next piece of U9 news is really remarkable. Today on the game's official site Jack Heistand, General Manager of Origin System Inc., posted the announcement that they will be sending a new installation CD to all of their registered customers once the patching process is complete. If I'm not mistaken, this is a first in the gaming industry. I mean, it's a double edged sword, but I think it's a great move. It really shows that the suits at EA and Origin realize the blunder they made in forcing the game out the door and the negative feedback they received as a result. But it also heralds a previously unheard-of level of commitment from a company to their customers. I think this is a good thing... what do you think? Tell us in our under-used Forums.

 

 

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