
![]() |
Sam Parker Hardware Editor |
Now Playing: Warcraft III, Freedom Force, Soldier of Fortune II multiplayer Cool Hardware: GeForce4 Ti cards |
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Immersive, Visceral, Destructible
Although there are often games flashing on monitors around the office in the late afternoon and into the evening, it's quite rare to find more than a couple of GameSpot editors playing a given game at a given time. But things have been different in the week or so since we scored a beta of Soldier of Fortune II. Every evening after 5pm we've had eight to 12 people jump onto a LAN server for some games of SOFII infiltration and capture the flag. That's a lot of people. Naturally, all the PC editors are in there showing off our FPS skills, but the matches are rounded out by a couple of VG guys, most of GameSpot Live, and a few people from other departments. It says something when a bunch of game editors are staying until 8pm to play a LAN game. I even skipped couple nights of Aikido training for it.
![]() Soldier of Fortune II's jungle maps turn capture the flag into a series of commando raids, complete with ambushes from tall grass. |
As hooked as I am on Soldier of Fortune II, one quick comment made me think about what would take it to the next level. One of the guys from the business side of the office pointed out that for all the high-concept talk he's heard over the years about how immersive games will soon be, this game still works much like a conventional first-person shooter from a couple years ago. Shouldn't the trees fall when hit by explosive fire? Shouldn't incendiary grenades make a fire in that tall grass? He was completely right.
![]() Bungie's Myth II did a surprisingly good job of representing fire as an unpredictable force on the battlefield. |
![]() Superheroes don't do anything on a small scale, so it's great that Freedom Force has an engine that lets them throw cars, take down buildings, or even fly. |
But "can do" and "should do" are quite different. Not every game needs to get the blow-everything-up treatment, and it would even be inappropriate in many cases. Certainly, I'm not eager to see more games that use such a feature as a key gameplay mechanic. Red Faction and State of Emergency are two games that rely too much on their technical capacity to represent real-time destruction. But in the right setting, I see where games can benefit from more technical realism to reinforce the shock of violent confrontation, rather than to make cartoony combat prettier or more visually gratifying.
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