Eyeing E.Y.E.

E.Y.E. is a dystopian cyberpunk/sci-fi/fantasy “50% FPS, 50% RPG, 100% immersion” 1)http://eye.streumon-studio.com/press/press_kit.pdf game from French bedroom developers Streum On Studios, who have, much like Natural Selection, Red Orchestra, Killing Floor and Nuclear Dawn, decided to undertake the long hard road from modification to full retail game on the Source engine.

Halt. Enter The Metastreumonic Anarchist Conspiracy Movement website.

Confused yet? I know I am. The only thing that’s absolutely clear is that E.Y.E., by all means, is a labour of love (do check out the fantastic concept art above). In the game, players become a planted spy seeking to discover a traitor in E.Y.E., a twofold group of Secreta Secretorum monks fighting against the Federation:

The story takes place in a dark future that has seen unending wars between the Federation – a several worlds union, and the Metastreumonic Force – an ancient and mysterious power.

The player embodies an infiltrated spy in E.Y.E – a group of elite monk warriors – made up of two rival factions in constant internal power struggles, themselves serving the Secreta Secretorum you work for: a multi-thousand-years-old secret organization desirous to steal power from the Federation. The organization ordered your infiltration to control and survey E.Y.E actions, as well to unmask a traitor to the cause. 2)http://eye.streumon-studio.com/index.php?page=game_details

Metastr…? Secretoru…? (Scivela…?) Though there exists a wealth of background information on the game’s website, the more I learn about the game, the more confusing it gets, as much of the material available is multifaceted and obscure.

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Lights, Camera, Distr-Action!

For many FPS players, their first-ever contact with modifications came to be Counter-Strike. A great portion will have come through a game of Team Fortress; yet there also exists a group of players who were educated by Action Quake 2. “Action,” Counter-Strike author Minh Le’s second project, had considerable influence especially on the development side of the modification landscape, pushing many hopeful groups and teams to incorporate more “action film” gameplay into FPS games (Gooseman is now working on Tactical Intervention).

Half-Life 1, for instance, had an excellent breadth of the aforementioned – The Specialists, Action Half-Life and The Opera to name a few. The sequel, nevertheless, has seen far fewer successful applications of the topos: The Specialists swear never to do a Source update, The Opera is long since dead. Therefore, it’s more than topical to mention two fresh Half-Life 2 –based projects that could help alleviate the situation on the platform.

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Lost in Trans-Civilization

Scivelation Logo

A few months back, we brandished our interest towards BWF Game’s little-known upcoming Source engine project, Salvation. Just goes to show how swift the turnover rate is in the gaming business these days: Over the course of mere months, the game has now been rebranded as Scivelation, and instead of the previously utilized Valve tools, is now built on Epic Games’ Unreal III Engine.

“Set in the distant future, Scivelation’s universe is a world born out of the ashes of conflict and misery. An oppressive global dictatorship, known as the Regime, has risen to power after the aftermath of the Apocalypse; aggressively seeking out and eliminating any opposition to their tyrannical government.” 1)http://ve3tro.com/6213/scivelation-announced/

Scivelation_01_wallpaperFor me, the rather obscure mash-up title – Griffin McElroy already lamented the lack of a proper pronunciation guide 2)http://www.joystiq.com/2009/10/11/scivelation-announced-but-poorly-pronounced/ – recalls the word skive (also rarely spelled as scive, according to the OED), which means “To evade a duty, to shirk; to avoid work by absenting oneself, to play truant.” Whether this is BWF Game’s intended meaning remains to be seen, of course, but with the player character taking “his or her place amongst the ranks of the resistance” 3)http://ve3tro.com/6213/scivelation-announced/ in the narrative, this interpretation of the title does not seem an immense stretch of imagination for me.

After the jump, I have set up a modest comparison of screenshots between the two versions (Source and Unreal), and some more analysis about the game.

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Fly, Gabe, Fly!!

Though we’re slightly behind the actual bandwagon, there is no way I can not touch upon a wildly imaginative exchange between a Left 4 Dead modder and Valve, something that has got to be the flat-out funniest occurrence within the Valve community this year.

The seeds were sown last week, when it came to our attention that Valve had flown the Left 4 Dead 2 boycott group leaders over to their headquarters for a tour of the forthcoming game – something only the Valve masterminds, wearing their best pair of silk gloves and armed with a jar of lube, would have been able to think up; To add insult to the injury, the boycotters came out of the experience feeling positive.

Meanwhile, a relatively unknown Left 4 Dead modder, Joe W-A, jokingly sends an e-mail to Gabe Newell, asking:

Why the hell haven’t I been flown to Valve?
I mean, you guys need to preview my campaign.

Gabe, jovial as always, retorts:

We are boycotting your campaign.

Not one to shy away from a verbal fracas, ripostes Joe, “Does that mean I have to fly you here?”, to which Gabe counter-ripostes, “Me and Erik [Wolpaw]”. Only moments later, a blog collecting donations for flying the Valve duo over to Australia, Brisbane appears, and a mere few days’ worth of gathering, the undertaking has already broken the rather amazing 3000 dollar barrier required for the plane tickets. Joe additionally promises the surplus will go to the Penny Arcade charity venture, Child’s Play.

The hilarity of this inconceivable succession of events aside, I’m not sure what it will mean for the overall complexion of interaction between Valve and its fans, but as far as the actual realities of this meeting go, it is either going to be an awkward trainwreck or a fantastic fête of funk: Plans are being made for capturing the occasion on video, too, so we’ll be privy to the plot! Either way, I do commend both parties for their geniality and their willingness to engage, something which Valve has built their reputation on from the very beginning.

Lastly, Rock, Paper, Shotgun make a great point in their latest coverage on the story:

If we were a multi-million dollar company who could afford a billion plane flights, we’d certainly make sure most of the money raised went in that direction and still go on the trip.

I second this notion! Don’t forget to take your sleeping bags, Gabe and Erik!

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Dissecting the Casts of Valve’s Left 4 Dead Series

The last-minute visual overhaul of the original Left 4 Dead cast, revealed during EA’s 2008 E3 conference 1)http://www.destructoid.com/e3-08-left-4-dead-main-characters-get-redesigned-95661.phtml, came mere months before the November 18 launch date for the game. The changes, though minuscule as well as practically-minded, felt like a crushing blow to some, yet wholly inconsequential to others.

Revision Comparison
Revision Comparison

Some players might have missed the debacle altogether. Me? In response to the news, I envisioned a future scenario wherein Beyoncé models for a revised Alyx in Half-Life 2 EP3. I was desperate to commentate on the topic right there and then, but ultimately decided against it. Phew. Now, despite the fact that Left 4 Dead 2’s characters have barely been cast out to light, however, I am bold enough to suggest that an intriguing pattern has emerged, that a trajectory of design can be seen in the way Valve and Turtle Rock Studios have designed the various characters of the Left 4 Dead series.

In this text – which is just as much a history of the games’ development cycle as it is an analysis of the concept of “character” in the gaming medium – I will first navigate us through a series of dates, occurrences and currents that ultimately affected the make-up of the casts of both games. I will also attempt to explain and pinpoint decisions related to the series’ art direction. Since we’re broadly three months removed from Left 4 Dead 2 release date of November 17th, you’ll have just about enough time to read through my admittedly thorough assessment. Thanks for reading!

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