From Unigine to Project Offset

Unigine Heaven BenchmarkWith all this engine talk up in the air recently, Richard and I thought to sample Unigine’s demo benchmarks. You might already know Unigine from its association with Afterfall, the on-again off-again post-apocalyptic RPG – most other titles using the platform were admittedly unfamiliar to us.

In any case, while waltzing through their newest DirectX 11 -supporting “Heaven Benchmark”, I was struck by massive déjà vu: I could have sworn I’d seen a project of this type some years before – one that had been riding a considerable wave of hype, indie credibility and a touch of megalomania no less.

I’d completely and conveniently forgotten its name, though, and nobody seemed to remember what I was talking about.

After spending considerable time booting up and patching my Swiss cheese of a brain – enough to get some Google on – I was able to pin down my hunch: Project Offset! Can you think of a less demarcating, less descriptive codename for a fantasy project? How is one supposed to go about searching for that, exactly? Gawrsh! Naming conventions aside, the most relevant question obviously is:

What’s happened ‘tween 2007 and 2009?

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Mass Effect 2 Details Trickle Through

Mass Effect 2 was another game present at GDC ’09, and while the talk BioWare gave about it was more technical and aimed at developers, some interesting tidbits of information have come to light. The panel was titled “Iterative Level Design Process of Bioware’s Mass Effect 2”, and described the sequential stages of development that a level goes through. Fortunately we have shakey-cam footage of the demonstration, thanks to sneaky journalists. While the video shows nothing whatsoever about ME2 as far as story goes, it is a fascinating insight into how the content is developed and refined.

In addition to the panel, there was a slew of interviews covering BioWare’s current three projects, ME2, Dragon Age: Origins, and Star Wars: The Old Republic. The big point of interest is the coupling of two key facts:

Everything we’ve said before about keeping your save games, keeping the continuity of the trilogy, is absolutely true. Everything we’ve said in the teaser is absolutely true as well. What does that mean?! How can it fit? That’s a surprise.

Ray Muzyka

Hopefully by E3 we will know how exactly this can be possible. Below the jump is a recent episode of GametrailersTV that featured an interview with Project Director Casey Hudson with a some glimpses of concept art and a few words about the direction that the sequel will take.

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