New World Order
Luke Guttridge speaks to Termite Games on their impressive new FPS, due 2002.
3. It would appear that New World Order is designed primarily as a multiplayer experience, what options will be available to fully explore this and do you have anything planned that on-line gamers should really be salivating after?
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Our single-player game is very strong - but I know what you're saying.. :)
NWO is really designed to be the next step in online gaming - an intense experience that just keeps you wanting to come back for more.
I think online gamers will salivate, drool all over the floor, when they get their hands on NWO - just because of the fun of playing the game!
Gameplay needs to be shown however, experienced, so you guys will have to wait a little while for that.
For competitions, and just for the overall fairness of the game - NWO features exact per-pixel hit-locations on the player-models, bullets are traced properly through materials, taking into account density and all other factors. We even have code that lowers the damage if a bullet just grazes your head, or any other body-part. :)
There's a ton of these systems in place, each increasing realism, and actually the fun of playing the game - as it 'feels right'. Changes the gameplay, you need to take advantage of cover in the missions much more than in any other game - leave yourself out in the open and you're dead.
4. Singleplayer now. What will constitute the missions of New World Order, and perhaps you could outline to us the ins and outs of a typical one.
You play as a rookie G.A.T. operative that joins up just before the conflict between The Syndicate and the G.A.T. escalates into a full-out war. As such, you are thrusted into situations were you're life is not worth much, and you have to pull through - to complete the mission. The G.A.T. is a very high-tech organisation so you're going to have lots of gadgets to help you out - learning to use these is vital to the gameplay.
We have something very nice planned for single-player, I sincerely just cannot tell you more right now.
5. Graphically the screenshots of New World Order appear nothing less than stunning, how will the game compare visually to its competitors at the time of release (March 2002 I believe?)?
Thanks!
I think it will blow everything else away. That's what we're aiming for. :) We don't even use much per-pixel specular lighting in the shots released so far, or bumpmapping, or any effects.
We don't even show any characters, weapons, dynamic lighting and shadows on them - most screens released for games today have a bunch of characters and some effects in them - many times that is what makes them cool.
The reason we're doing it this way is simply that we got such good response to our in-game screenshots - even without all these things being displayed - that we decided to hold on, to go 'Boom!' and release the full playable test with everything in.
Honestly, about competition, only a fool would not respect what is out there, but the thing is - with todays hardware, existing technology that does not feature global per-pixel lighting and shadowing, bumpmapping and so on - better get totally rewritten real fast or it's going to be obsolete very soon now.
We have one competitor, technology wise - they will release their game after us. By then we will have started on our next project featuring 20x the detail. I feel confident for the future.
6. What would you recommend as the ideal gaming system on which to run New World Order, and what will be the minimum requirement?
In March 2002, you will probably have a 1Ghz CPU and atleast a GeForce2 or equal 3D-card. That runs NWO extremely well.
I play the game on a P3 600 with a Matrox G400, 1024x768 32bit. Runs fine. Everything will be much optimised up until release so it's hard to say exactly.
We're deliberately keeping the system requirements low as it serves everyone well to have a ton of servers and players for NWO. No fun playing your new multiplayer game on your 2.4 Ghz AMD w/ a GF3 Ultra with only a 100 other people, come March 2002. :)
