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GameSlice Daily Editorial
Behind the Scenes of the Game Industry

The Week Ending August 16, 1999

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Welcome to this week's Gist List that looks at the pulse of the gaming industry.  Here's what's on tap this week:

check.gif (1000 bytes) System Shock II Demo
Last year Half-Life clearly showed us where 3D action gaming was going in the future, but so far 1999 has been relatively void of any particularly innovative or exciting action games.  I think that's all about to change with the release of System Shock II  if the demo is any indication.  Although I enjoyed the original System Shock, I found its control scheme to be somewhat frustrating and overbearing on the player.  Although the sequel is still heavy on the user-interface side, the demo immediately draws you into the world thanks to a series of Tron-like training missions.  Once inside the game – in the full game you'll custom-tailer the player character stats to your liking but the demo has pre-set characters – the world comes alive thanks to a highly modified Thief engine. Although it's too early to declare the full game a certified hit, if it can maintain the same sense of adventure present in the demo, look for this title to be one of the hottest 3D action/adventure games since Half-Life.  If you are interested in checking the demo out, download it here.

x.gif (979 bytes) Werewolf: Too Many Full Moons
When Unreal was released over a year ago, there was a lot of hype surrounding Engine licensing and how we would see everything from Star Trek to Hunting games putting Unreal's technical magic to work.  One game that has long been announced as being based on the Unreal engine is ASC Games' Werewolf: The Apocalypse.  It seems like this game has been around forever and that's probably in part due to the fact the developers spent months marketing the concept without even showing one in-game screenshot, instead opting for 3D-rendered "artistic representations" of the game.    Late last year ASC started releasing in-game screenshots and other material on every full moon.  Is it just me or is this campaign wearing very thin?  Sure, some of the screenshots from the game look interesting – especially the werewolf model – but the levels still appear to have a very boxy and unimaginative look to them.   Although I haven't had a chance to extensively play the game, what rubs me the wrong way is the extensive promotion being done for this game and how the release of every screenshot is suppose to be an "event."   After all, I don't know anyone who rushes home on every full moon to check out a few new screenshots.    If they are so eager for promotion, here's an idea: Release a demo!

 check.gif (1000 bytes) Tiberian Sun Goes Gold
Last week I had the distinct pleasure to be on-site at Westwood Studios for the final hours of development on Command and Conquer: Tiberian Sun.    Later on this month you'll be able to read a special GameSpot feature I'm writing about the game, but based on my limited playtime with the title, I must say Westwood really did a lot of things right.   The first thing that struck me was how comfortable a C&C player will feel in the game environment.  Westwood has opted to forgo any kind of glitzy new-fangled interface in favor of keeping the basic game mechanic the same as C&C – A very smart decision.  To me, the real innovation lays in the new layers of strategy that have been introduced because of new units, deformable terrain, and waypoints.   Although Tiberian Sun has been subject to a number of delays, I think gamers are going to be very pleased with the final product.   The game hits store shelves on August 27th, and I'll definitely post a more detailed opinion on the game once I have a chance to sit down with it for an extended period of time.

x.gif (979 bytes) Skydive Game
When a game box says "Made with Macromedia," beware gamers!  Despite the exciting packaging, Skydive from Electronic Arts and Gonzo Games has got to be one of the worst pieces of PC software that has ever passed across my desk.  It's appropriate the game comes from a company named Gonzo Games because it looks like this piece of rubbish was designed by a bunch of drunk Muppets let loose in C++.  'Now now Geoff,' you say, 'is it really that bad?
' Yes, believe me, it is really that bad.  Although I was pleasantly surprised the game supported 3DFX cards, the gameplay is virtually non-existent.  Once you jump out of the airplane, you feel like one of those spinning plates at a circus twirling around in the air with little or no sense of height – and then you land.   I have to admit the concept of a Skydiving game – like in the original Pilotwings – has potential, but this value-priced title released through Electronic Arts should have a large buyer beware sticker on the box. 

 x.gif (979 bytes) and check.gif (1000 bytes) One Month Until DreamCast
Well, it just about a month until the Dreamcast hits store shelves.  Are you going to buy one?  I have to admit the launch lineup of games for the machine looks incredibly impressive to a jaded industry analyst like myself, but I question whether a huge segment of the gaming public is going to rush out a buy a Dreamcast.  After all, unless you diligently read gaming magazines every month you probably don't even know about the Dreamcast software lineup thanks to Sega's inane MTV teaser ads that are still running day in and day out.  Isn't it time to start showing the games, guys?   I know I'll be one of the first in line to buy titles like Ready 2 Rumble and Sega NFL 2000, but does Dreamcast have a shot long-term?  I think Sega is going to be very hard-pressed to sustain its business long-term, but I see no reason why Dreamcast won't have a relatively prosperous fourth quarter.    At $200, industry-savvy gamers will likely pick up the machine even if its only good for a few months of exciting gaming.  But to me, Sega's pitfall lies in the fact that I think few  kids are going to be asking Santa for a Dreamcast at Christmas --  Sega needs those consumers in order to survive long-term.  It will indeed be an interesting few months for the industry and Sega.  Look for more Dreamcast coverage on GameSlice in the coming weeks.

check.gif (1000 bytes) PC Gamer Game Gods
Hats off to PC Gamer magazine and its editor-in-chief Gary Whitta. The September issue of the magazine highlights 25 Gaming Gods, including John Carmack, Sid Meier and Richard "Lord British" Garriott on the cover.   It's seldom that game industry publications highlight the visionaries behind the games, but PC Gamer did an admirable job introducing gamers to some of the lesser-known designers who have made a big impact on gaming.  Although no list is ever perfect, I think there are only a few notable omissions such as Gabriel Knight creator Jane Jensen.  Although it would have been nice to hear a bit more philosophy out of the designers in the article – especially regarding current trends in the industry – any die-hard gamer will get a kick out of seeing a photo that includes legendary designers such as Carmack, Sperry, Schafer, Molyneux, Wright and Spector together in the same room.   Wouldn't it have been amazing to be a fly on the wall in that room?

Coming next week:  The long awaited return of my game ad reviews! 

Until then, that's the Gist of It.

Your Ideas?
Do you have a suggestion about something that should be added to next week's list?   E-mail
gistlist@gameslice.com and we'll consider your suggestion.

Thanks for reading!

Geoff Keighley
Editor-in-Chief
GameSlice




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