Rogue Warrior

Rogue Warrior

We offer the first-hand goods from an exclusive showing of Bethesda's next big thing.
Author: Kyle Sutton
Published: October 27, 2006
prev   page 1 page 2 page 3 

And things sure did explode purdy. Unreal 3 technology certainly isn't one to disappoint, and the result was the streaming levels and photorealistic environments that we've come to expect from next-gen visuals. That said, it was the minor details that had us grinning from our seats. The shimmering heat from a suppressed MP3 fresh off firing a round. A rotating scope that could turn in and out of light reflections. The way objects became instantly more focused within the tiny confines of a scope's crosshair, accounting for the very real factor of sight depth. Some downright sexy water. These were not to be missed.


Additionally, the game was presented all in a primarily HUD-less design, save for those momentary changes of in state (from walking to crouching, for example). The demonstration was done with Marcinko in third-person mode (with the option of positioning him to either the left or the right), but first-person will also be selectable.

Next up: the multiplayer. The Zombie guys were sure to rattle off a few facts before getting into it, primarily their intent to offer over 200 maps in all thanks to a unique tiling system. Basically, the maps you fight on will consist of three-part titles that are actually strung together. Before a multiplayer match actually goes into action, you and your opposing team will be able to vote for a tile of choice (without being able to see one another's, of course), while the server will randomly choose the third tile. The whole trick to it all is picking a tile that suits your style of gameplay. A player looking for some close-quarters action will certainly have an ideal tile in mind, as will as sniper whose preferred stage might place him above the action to pick off the enemy at will.

"The thing we like most about this tiling system is it really combats that sort of 'map fatigue' I think a lot of us feel when we're playing multiplayer games," explained Vogel. "Even if you have your favorite map, there's always sort of an element of unpredictability."

"We're trying for the best of both worlds," added Long.

The team embarked on a friendly game of Team Domination, which entailed gunning it out with the opposition while trying to capture and secure select points (10 modes of multiplayer gameplay will make it into the game, as later confirmed). While only a handful (4-5) of the Zombie guys were going at it, Rogue Warrior's full multiplayer support will allow for up to 24 players to compete in a game at once. Furthermore, the ranking system, as Vogel pointed out, will require players not only to perform well in multiplayer, but to also succeed in the single-player mode in order to acquire the highest ranking. That said, everything you could do in the campaign, you could do in multiplayer.

Oh, and hot-swappable co-op. It's here. It's also online. Make note of it.

One thing that's hard to mistake about the game is its utter sense of gritty realism. Not only has Zombie been working closely with Marcinko to ensure the utmost authenticity, but SEALs current and past have also been chipping in their know-hows, on everything from tactics to weapon selection to that unmistakable war lingo. Unless our hands-on time in the field with some real guns deceives us, we can confirm the game will sport a healthy selection of SOCOM pistols, MP3s, M4 assault rifles, AK-47s, sniper rifles and mini-guns (but boooo, no firing that bad boy for realz), to name a few.

This close-knit correspondence with the professionals also makes for some distinct input in the audio department. What we heard as tribal-like music rumbling throughout the demo was actually Korean propaganda music. Taking a hint from Marcinko's book series as well, the in-game dialogue between squad members is no-nonsense and humorously rife with F-bombs and expletives (Marcinko, for one, didn't hesitate to bitch out his radio support at JSOC after their failure to pull through). The game won't be without a tint o' Hollywood, though, with the Oscar-winning crew at SoundDelux DMG (Black Hawk Down, Kill Bill) handling all of the combat-crucial sound effects.

The Zombie folks didn't call it a day without leaving us with a few parting words on what else to expect. As hinted by an opening sequence that had the SEAL team infiltrating a North Korean submarine base, the game will indeed feature underwater missions. Throughout the game, targets will be few and far between, but Zombie is shooting for a checkpoint-based saved system (though a "save anywhere" system may still potentially make it into the game). And last but certainly not least, team interaction will be downright crucial, enforcing a rigid "no man left behind" philosophy. Heck, you can't even complete a mission is a teammate is left behind, so keeping everyone on their toes and out of harm's way will be a top priority.

The next generation of consoles could very well be a turning point for videogames. It's a chance for developers not only to push their projects to soaring new levels with the advantage of unprecedented hardware capabilities, but to truly strive to reinforce and redefine the game genres we've come to know and love. Rogue Warrior already looks to have a lot going for it, and the development team has made an uncompromising effort to sidestep the most notorious downfalls of a shooter and make something that works. We won't be seeing the final product until fall 2007, but tactical fans, keep a sharp eye on this one.
prev   page 1 page 2 page 3