Half-life 2: Episode 2 SPECIAL PREVIEW! ALL-NEW INFO AND SCREENS! PLUS: EPISODE 1 REVIEWED! The PC Gaming Authority G ! M FOR OVER 20 YEARS OV IESTTAA 2 ! ISSUE 265 B > P. 10 2 DO IT YOURSELF WHO NEEDS A PS3?! HOT FPS PREVIEWS! WE SHOW YOU HOW CRYSIS TO BUILD A KILLER PC FOR $700 OR LESS! ALSO: DARK MESSIAH OF MIGHT AND MAGIC HUXLEY BATTLEFIELD 2142 THE WAORLD EMXCLUS IVE D P RMEVIEWA X S N A YREEST!U!! RTHNES CTOLA TSHSEIC P CCO AMT ILCA DSTU!O CONTENTS AUGUST 2006 ISSUE #265 22 98 64 18 (cid:31)COVER STORY SAM & MAX Sweet jumping jackrabbits! It’s the 64 long-overdue return of everyone’s favorite canine shamus and hyperki- netic rabbity thing…and CGW’s got exclusive intel on their first case! Cover Story Radar 18 Editorial Letters Valve Software gives us a peek behind the 12 14 curtain at the next episode of Half-Life 2 and Our editor-in-chief is having a total geek spaz-out We love our readers. Especially the ones who funnyman designer Tim Schafer talks humor in over the new Sam and Max game. It’s a bit sad. are furries. games. Plus, senior editor Darren Gladstone tells us what the missus thinks about his “job.” Overrated/ 58 Underrated From overhyped technology to underrated RPG classes, we take gaming’s overinfl ated egos down a peg and put the underdogs up on pedestals. Viewpoint 75 Find out why Rise of Legends is one of our 18 22 favorite RTS games in a long while—plus, get the full dirt on Half-Life 2: Episode One,SiN Episodes: Emergence,Guild Wars Factions, Crysis HL2: Ep. Two Heroes of Might and Magic V, and more. 76 Rise of Nations: Rise of Legends 79 Hitman: Blood Money 80 Half-Life 2: Episode One 81 SiN Episodes: Emergence 82 Rogue Trooper 84 Heroes of Might and Magic V 85 Final Fantasy XI: Treasures of Aht Urhgan 86 Guild Wars Factions 88 Auto Assault 44 50 90 Paradise 92 Ghost Recon Advanced Warfi ghter 94 Tom vs. Bruce: Rise of Nations: Interview Huxley Rise of Legends 10>COMPUTER GAMING WORLD GAME INDEX 91 Alien Stars 46 Alone in the Dark 88 Auto Assault 52 Battlefield 2142 18 Crysis 36 Dark Messiah of Might and Magic 42 Elveon 85 Final Fantasy XI: Treasures of Aht Urhgan 92 Ghost Recon Advanced Warfighter 86 Guild Wars Factions 80 Half-Life 2: Episode One 22 Half-Life 2: Episode Two 84 Heroes of Might and Magic V 79 Hitman: Blood Money 26 Just Cause 90 Paradise 76 Rise of Nations: Rise of Legends 82 Rogue Trooper 64 Sam & Max 81 SiN Episodes: Emergence 27 Vanguard: Saga of Heroes 58 Over/Under Tech Greenspeak 98 106 98 Why waste $600 on a PlayStation 3 when you can Congratulations on your purchase of Age of get a game-worthy rig for the same amount? Check Rising Legends II: The Sword of Xanthor! out this month’s Tech section to see how you can Tech build your own budget box. THIS MONTH ON 1UP.COM CGW.1UP.COM Can’t get enough Sam & Max? Hit 1UP 76 80 for an exclusive video tour of Sam & Max developer Telltale Games’ studio! Rise of Legends HL2: Ep. One GROGNARDS.1UP.COM Attention war-gaming nuts: Check out col- umnist Bruce Geryk’s blog for even more hardcore ponderings on this underappre- ciated genre. CGWRADIO.1UP.COM Why read what the CGW editors have to say 86 88 when you can listen to their geeky, whiny voices instead? Join the fun and find out why all the girls are going wild. Guild Wars Auto Assault CGW.1UP.COM<11 STAFF OEDITOFRIAL 2 65LAGOMORPHS TM EDITORIAL DEPARTMENT Editor-in-Chief Jeff Green AND CANINES Managing Editor Sean Molloy Senior Editor Darren Gladstone EditorRyan Scott EditorShawn Elliott FileFront Liaison Logan Parr DESIGN Art Director Michael Jennings Associate Art Director Sean DallasKidd CONTRIBUTING EDITORS Yay! They’re back! Loyd Case, Tom Chick, Robert Coffey, Jason Cross, Bruce Geryk, James Mielke, Eric Neigher, Matt Peckham Founder Russell Sipe IN THIS MIXED-UP, MUDDLED-UP, SHOOK-UP WORLD ZIFF DAVIS MEDIA GAME GROUP President Scott C. McCarthy of ours—with soaring gasoline prices, scary global Senior Vice President and General Manager, 1UP Network Ira Becker Senior Vice President and Editorial Director John Davison conflicts, and the inexplicable box-office success of Senior Vice President of Sales Scott McDaniel Vice President of Advertising Sales Marci Yamaguchi Garfield: A Tale of Two Kitties—it just seems like we Vice President of Marketing, Research, and Events Rey Ledda Vice President of Circulation David Rock never get any good news anymore. Group Creative Director Simon Cox COPY DESK But if you fl ip back to the cover of this magazine, I think Copy Editor Kaitlen Jay Exum Copy Editor Andrew Fitch you’ll agree that we can—for a moment, at least—lay PRODUCTION Senior Production Manager Anne Marie Miguel down our angst and weltschmerz, and give out one big, Production Manager Monica Brent fat, hearty “YAY!!!” Yes, Sam and Max, everyone’s favorite SSeAnLiEorS Vice President of Sales Scott McDaniel Vice President of Advertising Sales Marci Yamaguchi furry private investigators, return to the PC at long last, Director of Online Sales Brent Martyn and you can read all about it here in these very pages. TERRITORY MANAGERS AND ACCOUNT EXECS GAMING ACCOUNTS If you don’t know who Sam and Max are, you’re in for a treat, as Steve Purcell’s Northwest Regional Sales Director Amy Mishra cartoon dog and “hyperkinetic rabbity thing” or, um, “lagomorph,” as Max pre- SSoouutthhewrne sCtalifornia and Arizona fers to be called, are two of the great comic book characters of the 1980s—and RAcecgoiounnatl ESxaelecsu tDiviere Rcittoar K Lliensel ie C. Gelfand East also starred in one of the best adventure games ever made—LucasArts’ brilliant AL, AR, CO, CT, DE, FL, GA, IA, ID, IN, KS, KY, LA, MA, ME, MI, MN, MO, MS, MT, NC, ND, NE, NH, NJ, NM, NV, NY, OH, OK, OR, PA, RI, Sam & Max Hit the Road, way back in 1993. SC, SD, TN, TX, UT, VA, VT, WA, WI, WV, WY, Canada Regional Sales Manager Andrew Reedman In the 13 years since that game, more than one attempt was made to revive the Account Executive Jessica Reback CONSUMER ACCOUNTS series, but nothing ever came of it. Now, finally, it’s happening…with Steve Pur- Senior Director of Consumer Advertising Sales Marc Callison West Regional Sales Director Laura Hill cell himself on board, along with the good people at developer Telltale Games East Regional Sales Director Bruce Kaplan Account Executive Jessica Reinert (many of whom are LucasArts vets). Mr. Purcell and company were infinitely APruotommootitoivnes -M Daentargoeitr RWeegniodny aDl oSnaolheuse Manager Ken Stubblefield Senior Advertising Coordinator Tipler Ubbelohde gracious with their time and energy on this story, so here’s a public shout-out to Administrative Assistant Lynn Fortunato Sales Assistant Tiffany Orf them. And thanks for the cover drawing, too, Steve! 1UP.COM Editor-in-Chief Sam Kennedy Can you tell I’m excited? Sue me. Senior Manager of Client Services Alex Jakovleski Senior Manager of Ad Operations Adam Carey After playing roughly 100 humorless OVERRATED/UNDERRATED AAuddveiernticsein Dg eCvaemloppamigenn tC Mooarndaignearto Nr oLpeaAdnonne WHosungpakdee and boring Myst clones for over 10 MARKETING Vice President of Marketing, Research, and Events Rey Ledda years now, I have the right to be ex- SEAN MOLLOY Research Director May Tong PR Manager Jason Freidenfelds cited when a classic comic franchise MANAGING EDITOR Marketing Coordinator Vanessa Alvarado Marketing Graphic Designer Drew Hathaway returns. And you do, too. Overrated: My ability to debate To contact Sales & Advertising, please call (415) 547-8000 /JEFF GREEN EDITOR-IN-CHIEF Kwiiethrk setgraanargde’rss T ohne tChoen bcuesp.t of Anxiety ZCIhFaFir mDAanV I&S CMEEOD RIAo,b eINrt CF.. Callahan Chief Financial Officer Mark Moyer Underrated: Talent for turning insects’ Executive Vice President & Chief Content Officer Michael J. Miller scientific names into poetic anagrams. ECxoeucnusteivl e& VSiceec rPerteasryid Gernetg, oLriyc eBnasrtionng and Legal Affairs, General Now Playing: Rise of Legends, World of PRESIDENTS Now Playing: Prey, Rise of Legends WarCraft, lots of DS games Scott C. McCarthy (Game Group) 1UP.com Blog: cgwjeff.1UP.com 1UP.com Blog: cgwsean.1UP.com SJalosaonn SYeoyumngo u(Cr o(Ennstuemrperris Tee Gchro/Sump)all Business Group) SENIOR VICE PRESIDENTS Kenneth Beach (Corporate Sales) Ira Becker (Game Group) DARREN GLADSTONE RYAN SCOTT John Davison (Editorial Director, Game Group) Jim Louderback (Editorial Director, Consumer/Small Business Group) SENIOR EDITOR (FEATURES/TECH) EDITOR (VIEWPOINT) Angelo Mandarano (Sales & Marketing, Internet) Overrated: Darren Gladstone. Overrated: My unflappable calmness. SMcaorttth aM ScDchawniaerlt (zS (aCleuss,t oGmam Seo lGutrioounps )Group) Underrated: 12 trained chimps at a Underrated: Angry Ryan (Jeff’s reac- Michael Vizard (Editorial Director, Enterprise Group) computer keyboard. tion to this picture: “You look like VICE PRESIDENTS you stepped out of Reservoir Dogs.” ABaarroryn HGaorlrdigbaenrg (I n(Mtearrnkeett) Experts) Believe it.) KMriicshtiane Hl Korlmieegse r( In(Mtearrnkaettio Enxapl eLrictse)nsing) Now Playing: Titan Quest, Prey Now Playing: Rise of Legends RReicyk L Leedhdrab a(Mumar k(eInttinegrn, eRt)esearch and Events, Game Group) 1UP.com Blog: cgw_gizmo.1UP.com 1UP.com Blog: cgw-ryan.1UP.com Eric Lundquist (Editor-in-Chief, eWEEK) Chris Maginn (Internet) Jim McCabe (PC Magazine) Paul O’Reilly (Event Marketing Group) Ellen Pearlman Editor-in-Chief, CIO Insight) Beth Repeta (Human Resources) SHAWN ELLIOTT LOGAN PARR David Rock (Circulation) EDITOR (RADAR) FILEFRONT LIAISON SStteepphheenn SVuetittho n(E (nAtuedrpierniscee GDreovueplo Ppumbelinsth, inCgo nDsiruemcteor/r)Small Business) Overrated: Underrated. Overrated: People think I’m a neat Monica Vila (Event Marketing Group) Marci Yamaguchi (Sales, Game Group) Underrated: Overrated. freak. If only they could see my desk Randy Zane (Corporate Communications) at work…. IT West Coast, Senior Technical Analyst Bill Schmelzer Underrated: My night vision. It’s just Desktop Administrator Nick Kalister Now Playing:Half-Life 2: Episode One, something all of us Kiwis have. Cfirostnntaamcte a_nlaysotnnea mone @thzisiff dmaavsist.hceoamd via e-mail using Prey, Battlefield 2: Armored Fury Now Playing: With the new cat who PCoEpRyriMghIt S©S 2I0O06N ZSiff Davis Media. All rights reserved. Reproduction in whole or in 1UP.com Blog: egmshawn.1UP.com recently joined the household. ptioanrt (worit hoonu tth pise wrmeibsssiitoen) oisr ptoro uhsibei toeudr. lFoogro p, eer-mmiassil iopne rtmo isresuiosnes @mzaitfefdriaavl isin. ctohmis .p Fuobrl ica- 1UP.com Blog: logans_run.1UP.com reprints, contact FosteReprints at 866-879-9144. 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Cissoumep mutaeyr cGoaumnitn ags W a osruldb sisc rpiputbiolisnh iesdsu me,o an tcholym, wbiinthe do cocr aesxiopnaanld eexdc eispstuioen ms: aAy scpoeucnita l as two subscription issues, and there may sometimes be an extra issue. Outside the U.S., add $16 per year for surface mail, U.S. funds only. Please allow 4-6 weeks before receiving your first issue as well as for any subscription changes to take place on an existing subscription. Back Issues: Back issues are $8 each in the U.S., $10 each elsewhere (subject to availability). Prepayment is required. Make checks payable to Computer Gaming World. Mail your requests to: Back Issues, Ziff Davis Media Inc., P.O. Box 53131, Boulder, CO 80322-3131. Mailing lists: We sometimes make lists of Now Playing:Call of Duty 2 Now Playing: Burnout Revenge oduor ncouts wtoismhe tros raevcaeiliavbel eth teoi rm maailielirnsg so,f pgloeoadses awnrdite s teor vuicse ast :t hCaot mmpauyt einrt eGreasmt inyogu W. Iof ryldo,u 1UP.com Blog: cgw_jennings.1UP.com 1UP.com Blog: the_dallaskidd.1UP.com P.O. Box 57167, Boulder, CO 80322-7167. 12>COMPUTER GAMING WORLD Letters YOU SHARE BECAUSE YOU ISSUE 265 CARE. LETTER OF THE MONTH discovered the creature to mixed up the captions on the pictures. Either be a teacher. Interrogation this magazine is a giant quiz to us geeks on how soon followed, and she went to look closely at things, or you just messed to the nearest classroom. I up. Either way: HA HA HA HA HA HA HA LOLZ thought I was being busted N00BZORS I PWN U. I win. for the CD player, but no! It Fish was your stupid magazine. Dude, you’re reading an article from last She thought I was looking at October. We’ve been making mistakes for 10 pornographic material. Consider you and your issues since then. Please get with the program dirty article names fi red. and criticize our newer errors. Thank you. (Note: Please pardon my sarcasm. Without Hey, CGW! Just wanted to put in my two cents your magazine, there wouldn’t be stories like A NEWER ERROR about the recent announcement of Blizzard’s mo- this to tell.) So, great magazine, had it for a long time, but tion picture based on the WarCraft universe. My Nic recently I noticed a little blurb in one of your reaction actually occurred in stages, as follows: Rumor Mill bubbles [June 2006], which stated: First: w00t! Been waiting for this since I fi rst We publish a series of controversial articles “Are all things radioactive destined for delay? heard rumors of it years ago! Badass, man! But on sex in games, and your teacher busts you [The fact that] Fallout 2, S.T.A.L.K.E.R and Duke then doubt enters my mind: A WarCraft movie? for an article on...keyboards? Someone really Nukem Forever are all supposedly still happen- After all these videogame-to-fi lm fl ops? Then must do something about the state of public ing, say so.” Is that right? Fallout 2, eh? Fallout some renewed belief: But if anyone can do it, education in this country. 2 from 1998? Surely you couldn’t be referring Blizzard can! I’m back on top of the world. toFallout 3? No, I wouldn’t think so, because The fi nal feeling, which continues to concern WE PREFER SEX, TOO! such a reference in your magazine without telling me, however, is the fact that it will be a live-action I was appalled to read Chad Engler’s letter in the more would raise the tortured spirits of posta- fi lm. Whaa? Blizzard has made such beautiful in- July 2006 issue [CGW #264] decrying sex in favor pocalyptic gamers from their harshly lit crypts to game movies over the years with CGI; why would of “violence, drugs, and alcohol.” I would much smite such a blasphemer, much like doomsayers they switch now? I know this will get me some rather hear about sex than death or pain. I know on June 6th. A mistake, yes—but more so: a fl ak, but I was not a fan of the LOTR movies, it’s hard to remember sometimes, but violence is devious deception. I salute you! primarily because of all the big-guy-in-a-rubber- usually ILLEGAL in the real world. And sex is part of Fallout Fanatic #45219 suit-that’s-supposed-to-be-an-orc nonsense. So, most people’s lives (or at least they WANT it to be). while I delight in the idea of a WarCraft movie, I Doesn’t it seem a little unhealthy to have a society And we salute you back! And so does our question Blizzard’s rationale behind deciding to that believes violence is more acceptable than sex? Copy Desk, which had to edit your letter! So, make it live-action rather than computer-done as John Evans see, we all make mistakes! Yay! in the past. I quote your own magazine, re: WC3: “[N]o one with eyes and a brain can argue with SPORE PREQUEL? FURRY CORNER the virtues of the game’s absolutely incredible I loved all the propaganda Your response in your pod- cut-scenes, which feature some of the best CG aboutSpore [CGW #263, cast to that one listener’s animation ever. Someday, Blizzard should just go June 2006] and am now question about whether for it and make the movie it’s obviously dying to awaiting my chance to or not you guys are furries make.” So ask yourself, “Is it?” evolve! But no mention of was completely unneces- Steve SimEarth, Will Wright’s earlier sary. You are following the effort to play planetary god? typical stereotypes about Sure, a live-action WarCraft movie sounds Anything you can tell those of how furries are perverts a little scary, but just imagine some of the us who remember that one? and how they fi nd animals casting possibilities! Natalie Portman as a Jon Elliott sexy. If you read the link that I so thoughtfully night elf! Jack Black as an orc! Joan Rivers supplied to you, you will fi nd out that a very as a troll! The possibilities are endless! Why don’t you tell us, since you’re so smart?! small percentage of furries actually support the But, yeah, you’re right, SimEarth was an adult themes. I am sure that I am not the only BAD EDUCATION earlier attempt (1990) at a somewhat similar one offended by your ridiculous answer. Next As much as I love reading your material, I think theme, but it was rather wonky and complex. time, do a little research before commenting your magazine has caused me far too much Spore should be much more user friendly. on a topic that you do not at all understand trouble at school to justify paying some odd sum (http://en.wikipedia.org/wiki/Furry_fandom). per month. It all started with your June 2006 OH, SURE—NOW YOU CORRECT US! Schwimmwagen21 issue. I was reading your article about keyboards Well, after reading CGW #255 [October 2005] and mice (“Play with Me”) [CGW #263] while again (yes, in the bathroom) I noticed that you Actually, we all kind of did have a thing for skipping class and listening to a CD player. It felt messed up on page 30 in your F.E.A.R article. Jessica Rabbit, now that we think about it. like somebody was watching me, so I turned and Look at the pictures on the left. I think you SPEAK UP! Hi. As a treat from last I love games, but to Those whining about You hate us. You love us. You will send issue, I’m not complain- say they’re art is just no scores should put us $1 million in small, unmarked bills if ing about doing away weird. I doubt I would down the porn while you ever want to see your puppy again. with the ratings. I don’t ever see The Sims 2 or on the pot and read Prove your blind devotion by spewing MAIL really care. F.E.A.R. playing next to something education- some of your bile and e-mailing BYTES —James the Mona Lisa. al, like a game review. [email protected] today. You’ll —Adam Ruhoff —Dave be a better person for it. 14>COMPUTER GAMING WORLD RADAR NEWS, PREVIEWS, AND PERT OPINION, ISSUE 265 EVERY MONTH FROM FAR CRY TO CRYSIS Five lessons Crytek learned 18>COMPUTER GAMING WORLD trends interview preview E A Separate Tim Schafer Battlefield D I Peace TheFull Throttle and Grim 2142 S 32 Can console and PC 44 Fandango funnyman 52 Making the futuristic N gaming get along? gets serious. Battlefield follow-up I both fun and fair. PUBLISHER:Electronic Arts DEVELOPER: Crytek GENRE: Shooter RELEASE DATE: 2007 (cid:24)“Far Cry looked great, but was a bit stylized,” says designer Cevat Yerli. “For Crysis, we wanted to push as far toward photorealism—or what we call ‘videorealism’—as possible.” ica wants some. North Korea wants some. The more standard run-and-gunning where the gamer zero-grav whatsits onboard want some. simply out-reacts the enemy. We’ve signifi cantly “This time, we really wanted to ramp up the improved A.I. in Crysis. Adversaries are aware of scale of the story,” he says. “And although Crysis, their surroundings and actually use objects in the too, is about one man ultimately saving the world, environment in natural ways. And, as with fl esh- it carries a sizable supporting cast as well as and-blood enemies, the alien invaders are coor- story line and objective structures that defi nitely dinated, free-thinking, and brutally intelligent, and change depending on game events. For instance, create a truly systemic play experience where the if an ally dies, the story accounts for it. If you opposition reacts to and counters your actions.” don’t successfully defend against an alien attack, 3 the game doesn’t end—it adapts and alters your MULTIPLAYER objectives.Crysis’ dynamic story line does away “We have great expectations and are en- with traditional A-to-B design. Death is the one suring the multiplayer game gets attention,” and only losing condition.” Yerli says. “Real-time player customization [via 2 equipment modding and on-the-fl y nanotech- A.I. suit manipulation] makes the traditional suite of Crysis eyeballs open-path play in opposi- modes more tactical than you’re used to—plus, tion to Half-Life 2’s hands-inside-the-car we’ve created a unique mode that we believe conservatism. Where rail rides say “suss out has the potential to build a signifi cant online this context’s ready-made purpose” (dynamite community.” Yerli’s mum on details, but he leads that door, splinter that support beam), Crysis us to suspect something a little like multiplayer nudges players to create context from natural Half-Life mod Science and Industry, where famil- contingency. It’s the difference between bad- iarity with specifi c equipment improves effi ciency dies bunching up around fl ammable drums and and nabbing “artifacts” amps your war machine’s soldiers scooting into defense formation when muscle, allowing access to more and new weap- a silenced shot kindles the topped-off jerry can ons and vehicles. Furthermore, Crytek insists it’s exclusive preview attached to their jeep (Crysis’ hero Jake Dunn’s offering full support via a robust and user-friendly cue to slink into the gully he glommed earlier matchmaking system with leaderboards, clans, 1 STORY to pass the patrol, or to pursue any number of ladders, leagues—the whole shooter shebang. As Crytek founder and designer Cevat Yerli other options Yerli says his game offers second 4 has it, “Far Cry was Island of Dr. Moreau– by second, hour by hour). VARIETY inspired, and about a one-man army on a “WithFar Cry,” he says, “we wanted to ensure “Far Cry was just jungle. It worked, but mission.” With sci-fi shooter Crysis, Yerli’s team that the human-versus-human combat was fi rst- Crysis’ environment is never the same once drives toward dramatic tones, characters we rate and felt realistic. When translated to combat the terraforming starts,” says Yerli, revealing the can care about, and Oscar-worthy oomph— against the [mutant] trigens, though, tactical invaders’ immediate rhyme and reason. “Imagine notions still hard to swallow in a genre that realism suffered, and gameplay went from the the jungle fl ash frozen—it mixes up interaction in emotes with zam-pow. And plotwise, this is unique experience of outsmarting an enemy to ways that we’ll reveal over the coming months.> >> balls-out, Tinseltown fare. In case you’ve been “CRYSIS’ ENVIRONMENT IS NEVER THE SAME sleeping: Zipping through space at asteroid ONCE THE TERRAFORMING STARTS.” speed, a UFO crashes in the South China Sea and supercools ground zero, crystallizing air —CEVAT YERLI, FOUNDER AND DESIGNER and icing leaves like tropical chandeliers. Amer- CGW.1UP.COM<19 RADAR CRYSIS (cid:24)Although North Korea’s commandos currently look uniform, Crytek insists each soldier’s face will be unique from the next upon final pass. (cid:24)IfFar Cry offers any indication, each tank, jeep, and jet is yours to jack. (cid:24)Radiance transfer, subsurface scattering, and...crates. Additionally, the aliens are adapted to a low- obstruction. Crack a frozen lake, forcing your the whole scene to be darkened or bright- gravity lifestyle, so expect a truly otherworldly opponent to fall into its icy depths.” ened in response to an accurate model of the environment with zero-G mechanics once you 3D environments: “New and innovative movements of the iris in real time, as well as make your way inside the ship.” Variety even pathfi nding techniques allow us to create sce- [provides] enhanced detail in darker areas. takes to the skies surrounding the epicenter, narios that take place in three dimensions. The Blooming effects simulate the real-world phe- where Crytek translates its commitment to free- zero-gravity environment inside the invaders’ nomenon of light diffusion through particulates roaming vehicles (and love of fi ghter-jock fl ick spaceship places players in a completely novel in the air. Look up at the sun while you’re in the Top Gun) into jet combat. situation (in terms of gameplay, too), while aliens forest—very cool.” intelligently navigate the topsy-turvy space.” Subsurface scattering: “Subsurface scattering GRAPHICS Animation: “Our system allows for the creation models light as it spreads when passing through 5 Yerli, who dismisses id Software dynamo of animation sequences that blend smoothly partially opaque surfaces such as skin. While the John Carmack’s megatexture technol- into one another without popping and sliding. effect is quite subtle, we subconsciously notice ogy as neither new nor truly proprietary, CryEngine 2 deals with high-level A.I. system that humans in the game, for instance, look that is giddy about his own game’s CryEngine 2. requests autonomously and selects the correct much more organic and lifelike.” This is programming that talks—even more interpolation animations from the database.” Radiance transfer: “Also known as indirect so in eye-tickling motion—and programming Cryptic talk aside, this is why Crytek defi nes its lighting, this models light rays as they bounce he loves to talk about. “Gameplay-enhancing graphics goal as videorealism as opposed to about a scene—for example, the red light a graphics” are his watchwords; delivering a vi- photorealism. Great-looking screenshots aren’t Coke can disperses onto surrounding sur- sion, not empty razzle-dazzle. Yerli canvasses enough, since games—like life—move. And so, faces. An industry fi rst, CryEngine 2 calculates its features as follows: instead of passing through your point of view, this in real time.” Dynamic terrain destruction and deforesta- the leaves and branches of Crysis’tropics bend Shadows: “Crysis draws on an algorithm tion: “The ability to effectively modify terrain around it. Rather than living at odds with their that accurately models the soft edges on fully through the destruction of objects (trees and environment, feet fall on uneven ground, bodies dynamic shadows we see in the real world.” In foliage in particular) creates emergent gameplay seemingly absorbing impact. layman’s terms, when a leaf canopy sways in possibilities. Examples: Demolish a tree so High Dynamic Range: “CryEngine 2 renders the wind, each and every blade and frond casts that it falls across the road, creating cover or High Dynamic Range throughout. This allows a twittering shadow copy. >> “EXPECT A TRULY OTHERWORLDLY ENVIRON- Polybump 2: “More proprietary CryEngine MENT WITH ZERO-G MECHANICS.” 2 technology, this reduces ultrahigh-polygon models (5 million or more) to in-game assets while retaining the incredible levels of detail —CEVAT YERLI, FOUNDER AND DESIGNER contained in them.”/Shawn Elliott 20>COMPUTER GAMING WORLD RADAR EPISODE TWO Speculate away: Episode Two allegedly includes some still-undisclosed multiplayer content.(cid:25) H A L F-L I F E 2: Valve spills (and hides) more on the next installment PUBLISHER:Valve DEVELOPER: Valve GENRE: Shooter RELEASE DATE: Fall 2006 Preview realize that so many of the elements that we CGW: In a previous interview with CGW, Valve > take for granted today, like the gravity gun or managing director Gabe Newell explained that LITTLE SURPRISE: PROJECT LEAD our companion A.I., were risky R&D projects “inEpisode Two, there are areas and vehicles David Speyrer is tightest-lipped about the during the development of Half-Life 2 orEpisode that we saw potential in and wanted to push Episode Two teasers we most want him One. Continuing at that rate as we release more forward.” Any chance we’ll commandeer a to talk about. Combine Advisors (those pupae- episodes is pretty exciting for us as designers, Hunter, à la Battlestar Galactica’s Cylon Raider? like pods that ultimately escape the Citadel) and for our customers. We’ll bring many elements DS: Sounds cool—I’ll have to watch that episode. are the “host bodies” Dr. Breen refers to, aren’t from Episode One forward into Episode Two, but they? And his brain/mind is now among them, we expect to use dynamic scripted sequences CGW: Episode One continues to estab- no? Neither hot nor cold. Drop us a hint as to extensively. They allow close interaction between lish Alyx as a character, and yet, the more the nature of the Dr. Kleiner’s “secret techno- NPCs during combat—such as Alyx wrestling life we see there, the less alive Gordon logical advances,” we say. And is this the same with zombies in Episode One—and because seems—an autistic weapon whose only ac- project Mossman refers to from the Arctic? they happen spontaneously, every player will see tions, as Dr. Breen argues, are destructive. Nada. G-Man’s signature briefcase is missing in different interactions at different moments in the Perhaps part of that stems from the deci- the mystery fi gure’s one and only appearance. game. We see lots of possibilities for this with sion to avoid putting words in the player’s What gives? Stone-faced again, Speyrer isn’t respect to Hunters and citizens, for example. mouth or implement a clumsy “give hug” saying, isn’t insinuating, isn’t even smirking. key—does this sort of assessment concern And perhaps appropriately so, since Half-Life CGW: Granted, you’re still working this out, you going ahead? 2’s episodic packets play relatively stingy with but what would you say an episodic game DS: Having the player be mute is definitely anything in the way of real plot developments needs to do in order to ensure the attractive- a design constraint that we struggle with at (better to veil what little is there until later than ness of subsequent installments? Making us times, but the benefits far outweigh the draw- blow the lid now). We do know this, though: care for a character and then setting us up backs. We worked hard to immerse players in Episode Two introduces one new weapon (the for her seemingly impending death seems our universe, and hearing Gordon speak would so-called Strider Buster), a single new foe (the like a start…. just remind players that they’re playing a game. tiny tripod Hunter pictured here), and one set of DS: The main thing we want to do is move the Despite the design difficulties, we still think that wheels (a self-propelled battering ram). Speyrer, Half-Life story forward meaningfully. We want Gordon needs to be an empty vessel for the however, is happy to talk around the episode’s our customers to realize that these episodes player’s personality and emotions. hot-button topics…./Shawn Elliott are the continuation of Half-Life and Half-Life 2 rather than optional detours from the main story CGW: When we last talked, you dismissed CGW: Any design elements introduced in line. Character and story are fundamental to the the desire to learn about new weapons and Episode One that you intend to elaborate on in franchise, and we intend to keep pushing on levels as somewhat pedestrian, at least next the second episode? those in every episode. Of course, we’ll always to meatier matters like motivation. And yet, David Speyrer: We think of the episodes as keep the gameplay fresh and fun by introducing from the gravity gun to ant lions, headcrabs to adding tools to our game-design toolbox, so new NPCs, settings, and game mechanics. snarks,Half-Life’s weapons locker and monster each episode draws from an ever-larger set menagerie have helped make the series what it of gameplay tools and mechanics. It’s cool to is. Wasn’t Episode One a little light on both? 22>COMPUTER GAMING WORLD (cid:24)Not shown: Episode Two EPISODE TWincorpoOrates level design less linear than that in One. DS: The gravity gun in HL2 redefined for us the no- designer groaning at a player’s seeming naiveté DS: I can’t imagine shipping a game without tion of “weapon” in the franchise. So we think that in the face of a challenge and cynically deciding putting it through our playtesting process. So things like flares and saw blades are as important, if to simply mark out a path or puzzle with a flash- many of our scenarios, especially our puzzles, not more important, than traditional FPS weapons. ing icon—in the way certain other mass-market went through many rounds of catastrophic titles have—instead of continuing to tweak less failure in playtests. In many cases, there CGW: Valve intensively tracks and iterates in obvious cues. How integral to the success of was no way to foresee those failures, much response to tester feedback. We can imagine a your games has this philosophy proven? less imagine possible solutions. Because we refine incrementally, we always try the most >>“GORDON NEEDS TO BE AN EMPTY VESSEL FOR subtle solution that we think will work and test that before resorting to more heavy-handed THE PLAYER’S PERSONALITY AND EMOTIONS.” solutions. So, yes, I’d say the process is very integral to our games’ success./ —DAVID SPEYRER, PROJECT LEAD CGW.1UP.COM <23