Leaked: SiN 1 Source

I Love Leaks…do forgive me! As some of you might know, Nabeel is currently travelling (and with Richard knee-deep in Mass Effect), which effectively means my posts are getting through unmoderated… see! I do love leaks! What would we know of Duke Nukem Forever, at this point, if not for the leaks?

They allow us rare, otherwise altogether unavailable glimpses into singular, discrete developmental processes. That’s why it’s all the more peculiar that we never did get around mentioning how Michael Russell recently outed a Source-based version of the original SiN. Ritual worked on converting the game over as an excercise while the team sought to learn the ins and outs of a new engine.

If you guys just got your collective hopes up, I do apologize, as the leak is not really all that playable: A fair amount of the assets are missing – the more they are the further you play – and as Russell explains in a further comment, he only has access to the compiled assets, so the actual, err, SiN Source source code is still firmly under wraps.

If you do want to try it out, you’ll also need a copy of SiN Episodes: Emergence, for the assets. If you don’t yet own the game, in addition to Steam you can also often find it laying about in bargain bins for far less than the game is actually worth. It’s really a pretty solid game. Hopefully, if nothing else will ultimately come out of this interesting relic, perhaps it will function as a boost of new energy for the Unofficial SiN Episodes Multiplayer project (affectionately known as USEMP), though?

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Street Fighter IV PC Benchmark Tool Released

As per the new Capcom tradition, there is a benchmark tool available for the PC version of Street Fighter IV. The 400MB program is an unplayable demo that showcases the game’s performance on your PC. Capcom has released this kind of demo for other recent games like Devil May Cry 4, and it has proved a valuable tool for people wanting to see how the games run on their PC systems before buying.SFIV Beatdown

Not that any of the recent batch of Capcom games have needed hefty rigs, by any means. DMC4 ran extremely smoothly for all the graphical splendour it dealt, and SFIV similarly is running well on modest systems according to reports. Its low system requirements means that it will perform well on any decent rig. Typically Capcom has released a playable demo to follow a benchmark demo, so it’s possible that one for SFIV is on the way before its early July launch date 1)http://www.capcom-unity.com/street_fighter/blog/2009/05/08/the_street_fighter_iv_pc__the_options.

References   [ + ]

1. http://www.capcom-unity.com/street_fighter/blog/2009/05/08/the_street_fighter_iv_pc__the_options

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Gruesome

Gruesome is a roguelike in which you play the Grue. Instead of conventionally exploring dungeons to find treasures and slay enemies, you play as the enemy, hiding in the shadows waiting for explorers to stumble into your slavering fangs. Each floor of the dungeon has a few adventurers wandering around, carrying torches that deal a fatal flash if you are caught within the radius. You cannot step into the light willingly, nor can you advance on an adventurer – they must fall into you inadvertently.

light food

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Coles, Williamses, Walls and Lowe…s

Destructoid recently hooked up with esteemed Quest for Glory developers Lori and Corey Cole for an update in response to the recent announcement of the Special Edition version of Monkey Island. The interview mostly touches upon Sierra’s past reluctance to commit to remakes – past quite an admirable amount of EGA-VGA revisions, anyhow. However, as is evident from just a few straightforwarded questions, it also becomes clear that the Sierra we used to know has not existed for a long, long time.

Quest for Glory 3
Quest for Glory 3

Let’s look at the current state of the Sierra alumni: Al Lowe is forcibly retired, the Two Guys from Andromeda bitter and battered, the Williamses have not created a game in 10 years and the Coles have zero interest in the genre. Jim Walls worked on a game as recently as 2002, so this only leaves us with Jane Jensen, who is actually and really working on a game.

When an adventure game designer manage to bring up both Lord of the Rings and WoW over the span of a three-question interview, it’s obvious that the Coles – much like the Williamses – have intentionally and very purposely lost their touch with the adventure genre as well as game development overall. While this is a hard fact for an adventure fan to swallow, then again, it’s also utterly impossible to fault developers for doing what they want with their lives; we must remember that one person’s exciting childhood was effectively another’s daily chore.

To get back to the Destructoid interview, when the Coles are asked about playing adventure games, the answer is:

Actually, we don’t play them. The only game we both play regularly is World of Warcraft.  The last adventure games we played were LucasArt’s Monkey Island and Indiana Jones series. 1)http://www.destructoid.com/quest-for-glory-developers-only-approached-once-for-a-remake-135372.phtml

Roberta Williams, in a 2006 interview with Adventure Classic Gaming, has a similar stance:

I have not played any adventure games since then and really have no idea what today’s adventure games are like. 2)http://www.adventureclassicgaming.com/index.php/site/interviews/198/

Scott Murphy (the other guy from Andromeda), then, in response to being asked about developing adventure games:

I’ve never given it a thought since I know that world has come and gone. Adventure games have cult status. Companies don’t have interest in the kind of money cult work might bring. 3)http://www.adventureclassicgaming.com/index.php/site/interviews/234/

All the aforementioned developers seem to believe times have changed for good, with the last train finally departed. No going back, is there? :D To me, the last few years have felt like quite a bit of an adventure gaming renaissance, especially with great indie titiles coming out. What do you think?

References   [ + ]

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Neotokyo Right About Ready

pushBAK reports, on the official Neotokyo website, that the project is “essentially done”.

Even before its release, Neotokyo already has one distinct advantage over some of its other Source mod peers: We already know that it works. While the original proof-of-concept version of the game, on the UT2k4 platform, may have lacked some content and ultimately a player-base, it also played extremely well and succeeded in illustrating its polished, balanced gameplay.

The all-new Source version, then, is bound to play just as smoothly, but also be a tangible upgrade in other aspects of the game. For me, the most exhilarating facet of the game is the team’s utter attention to detail, with years of work poured into prefabs, signs, posters, textures, maps and models: A look and feel in complete accord with its given name. Also worth mentioning, and another illustration of the team’s dedication to their craft: A 27-track digipak double CD soundtrack by Ed Harrison. (I can personally vouch for its quality).

In preparation of the release, Studio Radi-8 have already published examples of their in-game hint system. The team is currently fine-tuning the game, and while we wait for more information and release dates, you should check the project’s official YouTube channel. Finally, I’ve included their pre-release trailer after the break.

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