poue ceux qui ont pas lu :
On the 22 to 24th of May in Los Angeles blossomed the first-rate "games achievement fair", better known Electronic Entertainment Expo (or simply E3). This enterprise is high above any rivals, and is truly the centre of gaming universe. Almost every player on the field of electronic entertainment industry was showing off at the gigantic expocentre Convention, which is found in the very heart of Los-Angeles. Daily Telefrag, embodied by my humble person managed to take a sneak peek into the trenches of the show, and now it is time to share some thoughts on most prominent events and games that were exhibited at E3 during those days.
Doom III: The Legacy
The demonstration of DOOM III: The Legacy held by gaming industry veterans id Software was undoubtedly the highlight of E3 2002 programme. The line leading to id's booth literally extended miles long, as 11-minute in-game video was demonstrated behind closed doors of the voguish stand that mimicked the design of a Martian base, with inevitable UAC inscriptions on doors (DOOM veterans would have recognized this abbreviation right away). However, the minor number of chosen journalists were granted separate demonstrations, followed by improvised press-conference with id Software developers. Of course, I rushed to the DOOM III booth right away, and having got past the red tape, stepped inside the "Martian base", which proved to be a pretty cozy little cinema equipped with large screen, three rows of seats, and Dolby Digital audio system. The very process of launching DOOM III was arranged as affair of a great magnitude - they used a huge sci-fi looking control panel sited behind seats, which they must have borrowed from some space movie set. When journalists took their seats, id's representative had a brief opening address to assure the public that everything they see was rendered in real-time and should not be considered pre-filmed video. Then he toggled a dozen of switches on his console. Lights went out.
Incredible. Stunning. Astounding. And dreadfully pants-off scary. I could draw a long list of praises, but I'm afraid I would soon run out of words describing what DOOM III looks like, no matter what language I use. These were the 11 minutes that jumped on top of my nightmares chart, and I'm not exaggerating. I thought myself an expert in computer fear factor, as I have successfully went through Thief 1/2, System Shock 2, Alien vs Predator, Resident Evil, Silent Hill 1/2, and many more horror games. Creators of DOOM III easily surpass the level of creepiness of these games, and also they leave Hitchcock, Lovecraft, and King far away on the left field. Doom III is neither a themed game nor it is an unbeaten compilation of renowned gaming components. And it is not a first-person shooter. It's a sheer revolution. A revolution far beyond the FPS genre, it would alter the entire computer games industry.
It is the year 2145, Mars. Two space marines stand sentinel, exchanging latest gossips and complaining about the dull soldier's lifestyle. A scientist in white smock passes them by, fluttering about and emanating nervousness. He casts a thievish glimpse as he approaches communications control panel, then reports everything is set, but there were some troubles with stabilization field. Harsh voice interrupts it is not for him to worry about. The camera changes for another Martian base room view, showing the flashes of light, sparking electric wiring and levitating objects. The feeling of anomalous activity is reinforced with sound pattern, as strange rattling sound of short circuit bursts through dynamics. As the scene gains momentum, one of the walls open wide and exposes red substance that transforms into an ugly disfigured face. Its mouth ajar, semi-transparent flaming skulls fly out with lingering shrieks. One of the sentinels we saw recently wouldn't even turn around to face the enemy, as the skull sinks its teeth into his neck. The face of the poor fellow is distorted with silent cry of pain, but in a second he turns into a zombie and a looks around for his first prey.
The footage looked as a thrilling and really scary movie excerpt (although we had to keep in mind it was rendered on game engine in real time), and managed to scare the hell out of the public within seconds. So much for the intro, the in-game demonstration was still ahead. What we have seen in the following ten minutes was way more bloodcurdling. The action started with brief cinematic sequence displaying an elevator that descends to the basement level of the base. Locked and loaded marine inside the lift looks terrified, embittered, and frighten. As he puts his combat helmet on and takes a look around, profound voice-over states he is the only man to stand between Hell and Earth. The game starts.
Jim Dose, id Software programmer: "The main purpose of DOOM III is to scare player and make him believe in what's happening on the monitor. We want him to recall his DOOM experience even when his computer turned off. We want DOOM III to be a new reality for him". Obviously, id Software aims high, but they are likely to achieve what they are longing for - DOOM III is not just scary, it's nightmare-inducing, jaw-dropping and spine-chilling experience. The whole level layout and design serves one goal: the player should always be subjected to fear the unknown, with every shadow, around every corner and even behind every wall. Why wall? Here's one in-game moment: you walk down the passageway with pipelines running on each side, puffing away the steam. You make several cautious steps forward and see the tubes bending in front of you; in a split second you hear metal cracking and see the wall exploding open (debris shatter in accordance to physic laws, mind you), revealing the head of malicious beast with flattened skull and huge jaws. The monster slowly squeezes through the hole, browses around, then "notices" your presence and makes a giant leap in your direction. This moment had such a huge impact on audience that CNN girl sitting next to me almost passed out (no kidding). The animations, models, and physics are so realistic that one won't believe it is a computer game. "That's right", - says id Software designer Mal Blackwell. "We always yearned for cinema look and feel. This became real with new technologies supplied by GeForce 3 and ATi Radeon. We are going to create credible environment that would ensure a whole new level of immersion unattainable before. We'll make player believe the reality of the game".
The key tool of creating proper DOOM III atmosphere is the all-new lighting system. Shadows are calculated for each pixel of the scene, which allows developers create locations where lights and darkness are essential constituents of the set. Here's another quote from E3 movie: you notice some monster dragging corpse inside a small compartment. You follow and find yourself in a bathroom. The camera leaves player's "body" and takes a sneak peek around the corner. A lamp hanging from the ceiling lights small room, and the proper feeling is achieved by blinking light that illuminates walls by turn (it's hard to express this scene in written, this must be seen live). Your flat-skull friend monster is here again (as I figured out later in a private chat with id Software, this one is a new incarnation of original Doom's pinky demon), tapping on the bleeding corpse, snarling, and devouring the guts of a poor nameless guy. The lighting was used extensively throughout this scene, and the effect was so overwhelming that I could have taken it for a well-cut FX-bolstered movie.
However, this short episode aroused some vague suspicion. Could it be that Doom's fast-paced non-stop action is extinct, giving way to sluggish crawling interrupted by pre-cut videos? Mal Blackwell: "That' right. In most crucial moments we employ the third person perspective camera to build up the tension and pump up some adrenaline. However, sometimes the external cam is required to elucidate the action. There won't be excessive cut-scenes, and we are going to insert them into the plot rock solid. Trust me, you won't want to miss them".
Sounds very reassuring, but what does Blackwell means by "elucidate the action" thing? What is the plot behind DOOM III? Is it elaborated? "Yep", -- smiles Jim Dose. "Moreover, it is going to shock you. DOOM III story is created by a our fellow Matthew Costello, who conceived stories for "7th Guest" and "11th Hour". We are pretty aware, though, that many players and especially Doom I and II fans might dislike delving into the fundamentals of the story, and ignore the roots of incident on Mars. We can't force them to, so we grant an option to finish game in a shooting-spree style. Well, those who want to know the truth, will find it out".
Although id Software employees were unwilling to reveal the twists and turns of the plot, we managed to clear up some bits of it. DOOM III is set entirely on Mars, somewhere around the times when events of the Doom I took place. So here's another question: is DOOM III a rehash of the older story, a remake? "Well, actually yes it is", - Jim Dose had to confess. "Imagine there were no Dooms before. Our new game is not about retelling the same story (there was not much of a story, actually). This is Doom at its best: fearful as hell, mystic, and breathtaking immersive". I also managed to find out that DOOM III player will be opposed by Evil itself.
The gameplay, which many first-person shooter veterans got accustomed to, is also subject to change. However, it won't be changed more than it will be necessary to plunge gamer into DOOM III world. Take this in-game moment for example: you pace along the corridor, recovering after a scuffle with zombies and all of a sudden notice a huge shadow materializing before your eyes (another advantage of the technological revolution behind the game -- lighting effects and true shadows allow for detecting enemies long before direct contact). Assuming you have run out ammo, you skip to the saving darkness and pray to shrink. Heavy steps approach and you behold giant monster, hellish hybrid of demon and robot. It takes a stroll down the corridor, then halts and slowly turns around, getting used to the smell. Its eyes are gleaming in dark (this moment gave me shivers). Luckily it didn't notice your presence and continues his walk, grumbling and scratching the floor covering with its metallic claws. "We provide certain freedom of choice, just as we do with the storyline", - says Jean Paul von Waveren, id Software's programmer. "Whether to jump out in a frenzy shooting spree or to evade enemies and go different way, saving ammo and health, is for player to decide."
Monsters in DOOM III, as I already mentioned, stun with their awesome graphical appearance and smooth animations (which cannot be conveyed by static screenshots). However, there's always a room for complaint: can it be another Unreal, where enemies are scarce but trained specially to wage prolonged duels with player? "Of course not", - comments id's Mal Blackwell. "This is DOOM! We are not going to mimic Serious Sam where player is exposed to relentless attacks by hordes of identical enemies. Monsters will be more than adequate, sometimes they'll attack in tens, sometimes they poke around alone. We want player not to be aware of what's behind the next door, so that he would be up to storm the front every second of play. DOOM III is all about pressure and terror." Charming! Doom's conception is alive, and it has risen onto a new level. But what hardware is required to render tens of highly detailed monsters simultaneously? "The trick is in the extensive use of bump-mapping," says Jim Dose as he winks. "The characters are not REALLY high-polygonal, but the bump-mapping provides proper picture. This is how we intended to cram tens of monsters onscreen without damaging performance. By the way, let me give you a piece of advice regarding hardware configuration: you won't see what DOOM's like on video cards below GeForce 3. With per-pixel lighting and bump-mapping turned off, you just won't see DOOM III. Yes, the game can be run on GeForce 1, but my urgent message is as follows: go buy GeForce 3 or better".
While talking on the plethora of monsters in DOOM III, Mal Blackwell mentioned that the game will incorporate a number of already recognized monsters (the movie exposed zombie, pinky demon, imp, flying skulls, and cyber-demon), and of course plenty of new creatures. However, some of the cast that made it from the first installments of Doom are totally renovated, as renowned imp (that disgusting brown ape casting fireballs) now looks as a transmuted chimp. Ugly salivating mug, hairy arms and habits of the primate. If you are closer than three meters at the beast, it would drop a curtsey, and then jump at you, trying to slit your throat open (however, its fireball skill remained untouched). "Yes, our animator Fred Nilsson is a pure genius", -- says Jim Dose. "He was previously working in Hollywood, and worked on "Shrek". His ability to inhale life into any incredible creature has long become a legend. We are very happy to have him working over DOOM III with us".
Yet another itchy question regards AI. Will monsters stick to the sheer numbers tactics? "Not quite so", Jean Paul Waveren comments. "We shall have various creatures, both stupid and smart, and they will perform differently. I can say our monsters are credible. What that means? Imagine yourself approaching a man on the street and asking him what time is it. You don't expect him to dance jig or recite Shakespeare's selected stanza. That's what our monsters are - they will act like real creatures. They won't hole up around the level or talk to their mates through radio. Their objective is to kill every living being, and your fear attracts them. That's their natural pattern of behavior, and they all attack in a different way, according to their savage ruses".
Another shocking information on DOOM III character cast. While talking to Mal Blackwell on the game's plot, I couldn't but pose a question on the probable introduction of NPCs. "Yes, there will be NPCs in DOOM III", - assured Mal. "They won't be many (look for yourself, how many survivors can there be given that hordes of blood-thirsty monsters are crawling around the Martian base?). However, on your way you will encounter characters whom you can interact with. They can even demand your help (like getting them food or killing a particular monster that occupied their residence), and reveal you a door to the secret room or give out valuable ammo in return. Actually, it's not a significant part of the game, and we need it to reinforce the game's credibility".
According to Mal's words, DOOM III will span around thirty levels (probably a bit more). They will be really huge, and will be constructed to convey the pressing atmosphere of fear and terror, where you oppose Evil and you have no idea what's there around the corner. "Building levels for DOOM III is a really hard work", - says Jim Dose. "The point is that we use a great deal of special effects, which previously were the cinema's privilege, like shadows and lights. This is why we must pay special attention to architecture details, decorating, sources of light, even furniture - as everything must serve our goal: scare the player as hell. This is where we get the most effect from our physics system, which is Jean Paul's domain".
Physical laws exploited in the game are aiming to be closer to reality than the reality seems to be. When you shoot shelves where boxes and lumber are stored, you can "see" bullet burst through the stuff, slam into the wall and rebound. The box hops with the impact, turns over and falls down on the floor. The scene looks terrific. Another striking example is shooting zombies at stairs. When you have used up the magazine for one of these meat bags, it would drop down and roll over downstairs, carefully mimicking the accurate evolutions of "real-life" corpse.
Moreover, according to Jim Dose, DOOM III won't be confined within narrow corridors and rectangular rooms of military base. Did they opt for the outdoor areas and huge sceneries of Mars? "Yes, that's right", - says Jim, - "we plan a number of outdoor levels. I'm not going to reveal you precise number of indoor and outdoor areas. Don't want to spoil the impression. Actually, implementing open-air levels is not our primary purpose. They won't be more than needed, and we are not willing to churn them out just because its flashy these days".
Last but not least point of Doom III is its multiplayer ingredient. What do we see there? "We are trying to create unforgettable and revolutionary singleplayer game", - Jim Dose says. "That's why we plan only a simple deathmatch for DOOM III. However, new modes of play are likely to appear afterwards, but I can't state anything for sure right now. Our primary and foremost objective is to create a stunning singleplayer experience, and we employ all possible and impossible technological attainments glued with immersive plot to achieve proper result".
Before I could put my eyes on DOOM III, I feared that the impression which formed after watching MacWorld Expo and GDC videos will vanish away. I was almost sure that my expectations to see a really scary and dismal horror game would be shattered. I thought I'd be presented with just another first person shooter. But it turned out that id's veterans are not trying to live up to the hype, they are going much further. DOOM III is not a next id's game. It is a true revolution, on a par with first Doom or intellectual upheaval of Half-Life. Jim Dose is thousand times right: DOOM III is precisely what Doom should be. It's time for a total upgrade and agonizing suspense for 2003.
On apprends pas mal de chose quand meme , comme y aura le cyber-demon , les niveaux seront immense et du nbre de 30 (et peut-etre plus ) , qu'on pourra se faire attaquer par une dizaine de streums sans que ca rame trop ect .... .
on y apprends aussi qu'en enlevant certaines texture comme le bump-maping , on ne voit plus rien alors go buy a Geforce 3 or better ....
Message édité par dimer1++ le 06-09-2002 à 21:37:56
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La ou les phrases que vous venez de lire sont tirées de mon livre a paraitre d'ici sous peu chez In Flamerion.