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With The Sims
theAntiELVIS explores the wild and wacky world that is Will Wright's The Sims,
asking the inevitable quesiton, "is The Sims the first step toward a virtual
life where everyone is Swedish?"
Josh Vasquez on Omikron: The Nomad Soul.
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The Community Summit: Our exclusive chat with the folks who run your favorite gaming pages (from our seventh issue).
Which may not
involve the Spookhouse at all, is what you're saying.
not in a direct method, but more on the fringe. Like we're going
to use Doc Holliday, a main Spookhouse character for us, to
be the hero of the game. Well you should see other Spookhouse
operatives, but I'll leave that to the game and not reveal the
whole thing to you. Because there's some gameplay elements
there. You take lead of Doc, you've got a whole different
set of things to worry about because in Nocturne, the Stranger
was a pretty pimp, buff, badass character who was known for
giving very little time to anybody. He was like, shut up, get
out of my way, or I'm gonna kill you.
An early 3D render of Doc, the star of the BWP
game from TRI (28k).
he had a lot of stamina, and he could wield different weapons
and things like that. Where, Doc is of course, she's not going
to be treated like Lara Croft on steroids. The world that has
been revealed to the players of the Nocturne trilogy, and you
don't have to own Nocturne to enjoy any one of these Blair Witch
stories. These are stories themselves. At least ours is not
going to be as large as our full release. They're not like mini-episodes
or add-on packs, they're stand-alone games. Nocturne, when we
first had the engine, before we even started working on Nocturne
the game, this was back when the engine itself was called Demon.
And there was a trademark conflict there so nocturne the engine
became the name. This is like making a movie! That's where the
heavy cinematic camera angles in Nocturne was used on purpose.
It's because that's what we really wanted to create a dual-reality,
a dual-experience for the palyer to be able to participate in
a visually rich, cinematic feeling, type game. The kind that
kept you on the edge of your seat. And also, never kept you
bored, visually or even with surround sound which you could
take audio clues and get chills and spills. So we didn't make
Nocturne to be like Brrr Scary! But it was eerie. <LAUGHS>
had some scary stuff but for the most part while you played
through it, it was always kind of a itchy nature that anybody
would consider happy or fun like Ha ha ha. So I'm trying to
give yo uthe really broad overview while leaving some of the
specifics to question, as far as what the gameplay is going
to be, but I'm going to let Mills really get you more into that.
And as far as any
questions goes about the support of Haxan, or even Artisan,
or anybody like that, it's been very very positive. I'll kind
of start from the beginning: they have some key individuals
outside of Haxan who are the keepers of the mythology and they're
the authors of various documents that involve Blair Witch and
the Blair Witch universe. As far back as it goes and it far
as it might go in the future and yadda yadda. And we've got
a scriptwriter at Gathering named Billy Haskins. Now Jeff Mills
for our story had already written and implemented the majority
of the script but Billy will be way more actively involved with
Human Head and Ritual with going back and cleaning things up,
making sure continuity is there with our script and everything
that will follow. All the stories will have very close ties
and we want people to play through.
Doc concept artwork (79k).
We want people to
get all 3 of them. Because things in Human Head's Blair Witch
will maybe answer some questions, or cover some ground that
wasn't covered in our Blair Witch. So there are advantages to
playing through all 3 of the different titles. You don't have
to, each one of them is going to be cool, fun, exciting, and
captivating. It's going to make for 10's of hours of gameplay,
no doubt about it just to even finish it. Haxan, they've been
looking over our shoulder, we send them all sorts of design
documents, our script, everything, so that we can get the actual
creator's eyes on it even though they are not trying to micromanage
the deal, they love everything we give them, but they also give
us 100% freedom to take their intellectual property in Blair
Witch, this amazing thing they've created, and run with it and
make a game. They acknowledged right from the beginning: we
make games, they make movies. And the two don't necessarily
have a very sweet marriage if you try to do 50/50.