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Weird West Review
In this alternate universe, the West was won by trying a bunch of ideas so crazy they just might work… and if they don’t, hitting the quick-load button to revert to an earlier save and trying something even crazier until you pull it off. Thanks to that freedom to experiment with its world as you explore, Weird West is one of those games that feels like a stealth and combat playground even as it tells five mostly serious, well-written stories with interesting decisions throughout and a thoughtful conclusion. And with so much ground to cover and replayability to investigate, it’s well worth putting up with some quirks and underwhelming loot. What ties Weird West’s plot together is a group of shadowy figures using a magical brand to force your character’s consciousness into the bodies of various unsuspecting people. It’s a clever play on the way so many games have us take control of a character who already exists in that world but still need to bring us up to speed on their identity: h...
Warhammer 40K: Rogue Trader – How Did it Take This Long to Get a Warhammer CRPG?
It’s truly bizarre that across the nearly 30 years of Warhammer video games, we haven’t had a single one that attempted to channel the tabletop Warhammer experience by utilizing the genre that feels best suited to do so: CRPGs. But that’s all about to change, as Pathfinder developer Owlcats has been cooking up something to fill this void. During an extensive hands-off demo of Warhammer 40K: Rogue Trader, I checked out its extremely chunky turn-based combat system, drowned in its plethora of dialogue options and social skill checks, and nodded approvingly at its lovingly faithful depiction of Warhammer’s morbid universe. While it’s still very early, so far this CRPG is shaping up to be everything I’ve wanted from a Warhammer video game. If you’ve ever played (or even glanced at) a game of Warhammer 40K, then you probably know it’s designed for a hyper-specific kind of nerd who loves calculations, large-scale drama, and an incredibly detailed world one could easily get lost in. Warham...
Raven Co-Founder Talks Soldier of Fortune and its Then-Revolutionary Dismemberment System
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Raven Software co-founder Brian Raffel has revealed details about working with Soldier of Fortune consultant John Mullins and creating the first limb dismemberment system in video games. IGN's Ryan McCaffrey sat down with Raffel to discuss Raven Software's broad history in the latest episode of IGN Unfiltered, along with discussions on Call of Duty: Black Ops: Cold War, Star Wars Jedi Knight II: Jedi Outcast, Hexen, Heretic, Soldier of Fortune, and more. [ignvideo url="https://www.ign.com/videos/1999/07/21/soldier-of-fortune-pc-games-gameplay"] Soldier of Fortune is a military shooter based on the popular real-world magazine of the same name and was built on the Quake 2 engine. It was perhaps most notable for the GHOUL tech that allowed individual limb dismemberment for the first time in games, a mechanic which would go on to become relatively common in the shooter genre, and even become a central pillar of games like Dead Space. It was also used to create realistic lightsaber damage and limb severing in Raven's later game, Star Wars Jedi Knight II: Jedi Outcast. Before beginning the discussion in earnest, Raffel revealed the motivation for the creation of the GHOUL system. "Let me just be clear: there was no goal to make this... to just make it super violent. The goal was, and this came from my brother, Steve... He's like 'Let's just make it as realistic as possible.' So that was the goal. And what is the most realistic thing? Instead of just shooting a body and having it just drop and fade away, we wanted to make it as realistic as possible, not for the sake of violence, but just for the sake of reality." [widget path="global/article/imagegallery" parameters="albumSlug=call-of-duty-black-ops-cold-war-campaign-screenshots&captions=true"] Raffel also commented on the first time he saw the tech in action. "I still remember the day, though, when we got the GHOUL system in. Of course, we saw the shooting of the limbs... but when a body falls down and you can still shoot it, and it's still reactive... that felt really real. It brought a realism to me that I never saw in a game before." To craft the system, Raven brought in a consultant, who ended up being critical to the game's evolution. "We actually had a consultant from Soldier of Fortune [magazine], John Mullins, who was great. He was like, 'You don't really know combat until you smell what's going on, and hear it, and feel it. So, that kind of inspired us, a bit." As the team at Raven continued to work with Mullins to create the game, they were impressed and eventually decided to make him the main character. [ignvideo url="https://www.ign.com/videos/2020/09/09/call-of-duty-black-ops-cold-war-multiplayer-hands-on-preview"] "That was a fun project, and I sometimes wish we would have continued it, and... evolved it... into a higher-brow situation... We definitely had the action... The weapons felt great. The multiplayer was a lot of fun. We had so much fun working on that game. It's always a good indicator for us when we're making games when you, yourself, are playing and you can't stop. Heretic was like that. Soldier of Fortune was definitely like that." For more interviews with the best, brightest, most fascinating minds in the games industry, check out be sure to check out every episode of IGN Unfiltered, which includes talks with The Game Awards creator Geoff Keighley, Master Chief co-creator Marcus Lehto, 343's Bonnie Ross, Valve's Robin Walker & Chris Remo, Respawn's Stig Asmussen, and so many more.
source https://www.ign.com/articles/raven-co-founder-talks-soldier-of-fortune-and-its-then-revolutionary-dismemberment-system-ign-unfiltered
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Brian Barnett writes wiki guides, deals posts, features, and much more for IGN. You can get your fix of Brian's antics on Twitter and Instagram (@Ribnax).source https://www.ign.com/articles/raven-co-founder-talks-soldier-of-fortune-and-its-then-revolutionary-dismemberment-system-ign-unfiltered
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