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It's been a while since we last heard about Bethesda Softworks' tactical FPS, Rogue Warrior (PS3, Xbox 360, PC). Now, it seems we won't be hearing anything about it for quite some time again, as the guys over at Bethesda are saying that until they feel comfortable enough with the build they've got of Rogue Warrior, they're not going to show off the title nor even talk about it. In fact, we shouldn't even be expecting any updates about Rogue Warrior until well into next year. This rather disconcerting bit of news comes directly from Bethesda's PR representative, Pete Hines. He reports that the game is still under active development, and that we shouldn't hold our breath waiting for a peep about Rogue Warrior. He says that the company itself is waiting "until [its] satisfied enough with where [the game] is to show it off or talk about it." Well, we can't certainly blame Bethesda, since they're still knee-deep in developing the highly-anticipated Fallout 3 (PS3, Xbox 360, PC). Let's just take solace in the fact that the Rogue Warrior project is still alive and kicking. |
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Rogue Warrior, a tactical first-person shooter, is being developed under the wing of Zombie Studios. Set to be showcased on the Unreal 3 engine from Epic Games, the game will be shipped to the PlayStation 3, Xbox 360 and the PC. And to create the realistic chess tactics against cunning adversaries, Bethesda licensed Kynapse for use on Rogue Warrior's ambitious AI. Todd Vaughn, VP of Development at Bethesda Softworks, chose Kynogon's Kynapse pathfinding AI middleware solution because it seamlessly integrates with the Unreal 3 engine. He also said: Our development team was able to leverage Kynapse full set of functionalities and tools very quickly. We can generate automatically Kynapse streamable hierarchical AI data directly within the Unreal Editor. The use of Kynapse pathfinding is transparent and Kynapse low level AI perfectly complements our advanced high level AI. With war-game veterans Zombie Studios at the development helm, the game should stir up a storm for team-based tactical FPS fans. The game is slated to come out fall of 2007, sporting its emphasis on teamwork and strategy and unique multiplayer features. |
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There has always been a debate who the better operative was: Sam Fisher or Solid Snake? Well, hold on to your hats, folks because another contender is about to enter the scene. And he's based on a real person. Here comes Dick Marcinko. Rogue Warrior, a military FPS by dev Zombie Studios and Bethesda Softworks is set to be released for the Xbox360, PS3, and PC in Q4 2007. It runs on Unreal Engine 3 and boasts of a new map generating system called Zombie Tile System (ZTS). Here are a few screenshots to give us an idea of what to expect this fall. |
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WorthPlaying was able to score an interview with Bethesda's PR, Pete Hines, to squeeze out more info on the upcoming FPS currently brewing at Zombie Studios - Rogue Warrior (Xbox360, PS3, PC). The interview tackles a whole bunch of stuff: from concept to gameplay to the game's AI system, the different console versions, the unique tiling system, and tons more. Stick with us as we try to give you a few important tidbits from the interview. On the game's concept: For those who don't know, the game is actually based on Dick Marcinko, a former Navy SEAL and the original author of the book series under the same title. Hines said that they've known Marcinko for quite a while and they just thought of making a game based on his experiences and his books, luckily, Zombie Studios was up to the task and Marcinko was all too willing to share his experiences and turn it into a game. The game has been in development for around a year now. On the gameplay and AI system: Let's get this one straight from Pete: It’s not a game where you run down the street and shoot anyone that comes out a doorway. So it’s about using stealth and knowing when to kill, and how. The AI is designed to work well in an environment where you don’t always know where the player will be or what they’ll be doing. It’s designed to be flexible and organic so that it works no matter which path through a level the player may take. On the multiplayer feature: Co-op play is supported online for all platforms and how it'll work is that your friends will be able to see whether you're online and they can opt to jump into your game. And since they can easily go in, they can take the easy way out as well. At this point, the control will then go back to the AI. With this kind of system, you won't have to wait for your friends to go online for you to start the game and when they leave, you won't have to quit the game and start all over again as well. There are no cross-platform multiplayer modes as of the moment but what they are planning on is to provide support for up to 24 players. The interview tackles a whole LOT more, including Pete Hines' thoughts on how Rogue Warrior will be able to differentiate itself from the other well-known shooters like Halo, Gears of War, and Call of Duty 3 (PS3, Xbox360), and how much Dick Marcinko influenced the various game elements especially in gameplay, weapons, tactics, etc. |
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For the past couple of days, there's been a steady stream of info about Rogue Warrior. Today, we're treated to more screens and some more info about its development. Bethesda is shaping their game up for the PS3, 360, and PC come fall of next year, and even as early as now, it looks like it's a game to be reckoned with. You'll be in the army boots of Dick Marcinko and fight your way out of enemy lines in North Korea. An FPS with a storyline to boot, it's not like your typical WWII game - quite simply because it's not set during that time. But more than this, the game was actually based on the autobiography of Dick Marcinko (yes, he's a real guy) in which he gives accounts of his experiences as a Navy SEAL. Here's the low-down on Rogue Warrior that we've gathered so far:
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