open world

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  • Interview: Audio Director Kristofor Mellroth on the sounds of Crackdown 2

    by 
    Mike Schramm
    Mike Schramm
    05.14.2010

    It's fair to say Crackdown was a surprise -- even if you didn't buy it for the Halo 3 beta key, odds are that you downloaded the demo and found a pretty impressive pre-GTA IV open-world shooter. That seems like a blessing and a curse for Audio Director Kristofor Mellroth and the rest of the dev team at Ruffian Games working on the sequel: on the one hand, we have fond memories of the original game, but on the other, there are more great open-world games out there now. Will we go back to Pacific City now that we've got a choice? Mellroth is doing everything on his end to make sure that we do. From the music of the game (which features remixes from the likes of Bob Dylan and Creedence Clearwater Revival, as well as electronic beats by artists like Tokyo Black Star and Adam Freeland) to gunshots, explosions, and the ever-present tones of Michael McConnohie, he's put a lot of thought into what Crackdown 2 should sound like and why. Read on for an exclusive interview with the game's audio director.

  • Red Faction: Guerrilla dev post-mortem: to embrace true open-world freedom 'you need to stop caring'

    by 
    Ben Gilbert
    Ben Gilbert
    04.07.2010

    In a lengthy post-mortem on Gamasutra, design director James Hague breaks down how his team at Volition developed Red Faction: Guerrilla's many, many missions while working with an enormous, open world where pretty much everything can be destroyed. Beyond the seemingly minor decisions (order of actions within a mission, for instance) being problematic, the sheer enormity of RFG's terraformed Mars and its fully destructible environment drove the game's developer to deliver on the promise of freedom not just between missions, but during them as well. This, as you might imagine, caused quite a bit of a hitch, resulting in the eventual boiling down of some mission objectives to their most basic elements. "To truly fit into the open world model, missions have to provide the same sense of freedom that the world itself provides. And to make that work takes a change of mindset. It means letting go of being a control freak and instead embracing the chaos that's inherent in open world design," Hague says. For him, game design is often a struggle for how to control the player, and thusly, the player's experience. In the case of RFG, though, he exclaims the team had to "stop caring" about said control. "You can't control what the player experiences every moment. That's not a failure; it's what comes with letting the player do what he wants." Hague goes into far more detail over four pages of individual mission dissection, so if you're a fan of the game like we are, we'd suggest checking out the whole piece -- it may not be as rewarding as destroying a tower and watching it fall on scrambling soldiers, but then what is?

  • Hi-Rez fleshes out their plans for Global Agenda, includes open world MMO zone

    by 
    Seraphina Brennan
    Seraphina Brennan
    02.16.2010

    Last we heard, Hi-Rez Studios was considering adding more "open" mission areas around Dome City, giving players an open-world feel to their game. Well, Hi-Rez's Erez Goren stopped by the forums on Saturday to lay out the full plans for not only the areas outside of Dome City, but also for some new weapons appearing in the game, new maps in AvA, and new options to help agencies compete and hold ground in AvA. All of this is scheduled on a very ambitious timetable -- available by the end of March. If certain features become pushed back or delayed, Hi-Rez will also reconsider extending their current "free subscription" policy. However, it was surprising to find that the open-world areas mentioned in the last newsletter literally will be open world areas. Multiple mission teams and players will find themselves on one gigantic map, completing PvE and PvP objectives for experience and loot. Missions on these maps will be for a varied number of players, starting out at the solo player and going all the way up to a 10 man strikeforce. And, of course, some areas of the map will be "unsafe" and open for agents to beat on other agents. Now you too can gank in Global Agenda.

  • Endless Ocean 2 dated in Europe

    by 
    JC Fletcher
    JC Fletcher
    01.08.2010

    Nintendo of Europe just revealed that the wait for Endless Ocean: Blue World will, in fact, have a very specific end point: February 5. Not only does the diving exploration game arrive in Europe before North America's February 22 date, it comes with a different name: Endless Ocean 2: Adventures of the Deep. Endless Ocean 2 is an extremely rare game -- in that it actually uses the Wii Speak peripheral. That's right, if you want to chat when you're playing online (that's right, it does that), you'll have to dig the Wii Speak out of your pile of unloved Nintendo accessories. It'll be under the MotionPlus. What, too soon?

  • Ragnar Tørnquist on what sets The Secret World apart

    by 
    James Egan
    James Egan
    10.23.2009

    One of the games we've seen a lot of reader interest in at Massively is The Secret World, in development at Funcom. One of the key people behind the upcoming horror MMO is Ragnar Tørnquist, Producer and Director of The Secret World. Tørnquist recently sat down for an interview with Vladimir "Evoker" Georgiev from UGDB.com to discuss what will set The Secret World apart from other MMOs we've played. One of the refreshing aspects of the game is there are no levels or classes in TSW. Tørnquist tells UGDB, "Our goal is to make sure that players can sit down and play this game and enjoy themselves from the very beginning. You don't start out fighting rats with a rusty sword. You get cool firearms, black magic, occult weapons from the outset -- and you're fighting demons and the undead, not wild boar or petty criminals."

  • COP: The Recruit: The Trailer

    by 
    JC Fletcher
    JC Fletcher
    10.15.2009

    Ubisoft is releasing COP: The Recruit, its open-world, openly derivative DS cop game, on November 3. To promote the upcoming release, Ubisoft sent out this new trailer that shows off not only the impressive 3D found in the title, but the impressive variety of gameplay. There are shooting segments, interactions with security cameras and other equipment, and, of course, the combination of on-foot and driving gameplay found in a certain other series.Like always, however, we take issue with the use of a tiny, floating DS to display this gameplay footage. Seeing one screen at a time is preferable to the extreme zoom-out -- and if you have to show the whole DS, please hold it still! We're trying to look at the game you're showing us.

  • Anti-Aliased: What is Love?

    by 
    Seraphina Brennan
    Seraphina Brennan
    10.08.2009

    So what is love? That's certainly the metaphysical question of the ages, isn't it? Is it simply an attraction to another gender, or is it a deep bond between two people that goes beyond mere friendship, and more into the realm of headbanging, suit and sunglasses wearing pride? Do I have the authority to take on questions such as this in my editorial column?Heck no! That's why we're going to spend this week talking about Eskil Steenberg's indie-MMO, Love! We've been covering Love extensively this week, announcing that the alpha was available and showing off some really beautiful in-game footage. But, even with all of that, we never got into the meat of the game. What is Love about? What do you do in it? Why is it so special to us on the Massively staff?Those questions and more will be answered in this week's edition. So come on in, the Love is great!

  • Just Cause 2 dev diary is free, free fallin'

    by 
    Griffin McElroy
    Griffin McElroy
    09.13.2009

    Spider-Man's got nothing on Just Cause 2's returning protagonist, Rico Rodriguez. Sure, Spidey's got a whole host of arachnid super-enhancements -- but Rico's various modes of aerial travel make web-swinging seem so ... pedestrian. The dev diary posted above gives a great look at our hero's proclivity for base jumping, hookshotting, parachuting and helicopter-jacking. We're sure Isaac Newton would have a few hang-ups about the poetic liberties Just Cause 2 is taking with physics -- but you'll hear no objections from us.

  • Game Informer drops Crackdown 2 details

    by 
    Griffin McElroy
    Griffin McElroy
    09.11.2009

    If the debut trailer for Crackdown 2 (which was revealed at E3 earlier this year) left you completely befuddled, don't fret -- you're not in the minority. However, Game Informer's recent write-up on Ruffian Games' open-world sequel explains the supernatural beasties hinted at in the teaser -- apparently, during a mission in Crackdown, your character unknowingly unleashed a virus into the city that caused portions of the population to mutate into hulking, violent brutes. Good going, stupid.The GI article also explains that the five upgradable stats in the first game will reappear in Crackdown 2, but will unlock new abilities as they're powered up. There are also some new armaments in the mix -- including something called a "magnetic grenade," which is capable of sticking enemies to moving vehicles. Oh, Ruffian Games. You are too good to us.[Via IGN]

  • PAX 2009: Red Dead Redemption lets you kill ... everything

    by 
    Kevin Kelly
    Kevin Kelly
    09.08.2009

    Red Dead Redemption's promised Wild West sandbox came to life in a build shown off to attendees at PAX over the weekend. One of the first things we noticed is that you can end a life whenever you want. What kind of lives? See a bunny bouncing by? Kablam. Attacked by a wild bear? Kapow. Angry at your horse and want to put him down? Kablang. You can kill literally every living thing in the game and, in some cases, skin them and sell their hides to the furrier in town to make some dough. We doubt he deals in horse skins, however. There's more beyond the break, just mind you don't get shot.%Gallery-72189%

  • EVE Online: The Butterfly Effect

    by 
    James Egan
    James Egan
    07.29.2009

    The sci-fi MMO EVE Online has proven to be a popular game among some of the writers at Massively, and with good reason. After having spent years playing in sharded environments, plus the simple fact that it's a break from the fantasy genre, the single-server design of EVE is refreshing. Putting all of the players in this "sandbox" setting -- the galaxy of New Eden -- also creates a unique world dynamic where the actions of pilots on both individual and collective levels can have an impact on the rest of the game's players. Anyone who's played EVE Online for any length of time is aware of the benefits of the sandbox, but CCP Games has decided to visualize the game's social dynamic with a project called "The Butterfly Effect." This video is a theoretical and beautifully-presented look at how the actions of a lone assault frigate pilot can resonate throughout New Eden. The Butterfly Effect starts out at the smallest level where a choice is made by the solo pilot, to either aid or kill another player in distress, and how that individual's actions and choices in EVE ripple outwards, ultimately affecting the game on a galactic scale, and thus thousands of other players. While there's more we could say about EVE's open world game design, we'll just let the video speak for itself. We hope you enjoy Massively's video embed of The Butterfly Effect.

  • New Necessary Force artwork is gritty-pretty

    by 
    Justin McElroy
    Justin McElroy
    06.22.2009

    You are by now likely familiar with the story behind Necessary Force, an open-world action game being made by Midway Newcastle, which has until month's end to find a buyer or face closure. We dug a debut trailer unveiled last week, and we're equally into some concept art added to the game's official site.Could someone please step in here? We know times are tight, but we really want to play this, and Joystiq Publishing has all its liquid capital in N-Gage development (no, we don't want to talk about it).

  • Endless Ocean 2 trailer: More endless than ever

    by 
    Ben Gilbert
    Ben Gilbert
    06.06.2009

    How is it possible to make an experience as truly expansive as 2007's Endless Ocean any more ... erm, endless? Crocodiles! It's the trailer for Endless Ocean 2, folks. No joke. So here's the thing -- we're not absolutely sure there weren't crocodiles in the first Endless Ocean, due to it's, ya know, endlessness, but we don't recall any swamps or bayous in the game. If you spent the requisite forever with former of the series, let us know what new stuff you spot in the trailer.

  • E3 2009: Dead Rising 2 trailer gets gritty

    by 
    Ben Gilbert
    Ben Gilbert
    05.31.2009

    Though we're not going to be seeing Dead Rising 2 at E3 this week due to Swine Flu concerns, Capcom has apparently released a brand new trailer just before the show to keep the game fresh in our rotted, bloodthirsty minds.To be Frank, the newest trailer paints a sincerely more serious picture of Dead Rising 2, replete with zombies eating dudes' necks and a whole mess of slow zombie shambling. Unfortunately, as the game is sitting out this week's events, you're just going to have to make due with the newest video, just after the break.%Gallery-44178%

  • Far Cry 2 bugs squashed on 360, 'Hardcore Mode' added

    by 
    Ben Gilbert
    Ben Gilbert
    05.12.2009

    It's been quite a while since Far Cry 2 was released on Xbox 360/PlayStation 3/PC -- 203 days, to be precise, but who's counting? -- and just yesterday Ubisoft released a patch aimed at a game-breaking save problem. And we'd know all about it, as after 25 hours spent terrorizing the African wilderness, we were halted in our tracks by the save file corrupting-bug patched just yesterday. Our bitterness is somewhat assuaged by the arrival of the promised "Hardcore" multiplayer mode, advertised on the developer's forums back in February. The team has also added the ability to play Rank matches, employing some of the more ... well-developed user maps created over the past half year. Unfortunately, while the (likely malaria infested) save bug has been squashed, the fix isn't retroactive and thus, those who encountered it are out of luck. As for you folks playing FC2 on a PC or PlayStation 3, the patch should be headed your way soon. Not 203 days ago-soon, but soon none the less. %Gallery-6687%

  • New Prototype trailer examines mission types, sword-arming

    by 
    Ben Gilbert
    Ben Gilbert
    04.30.2009

    With only two short months until its North American release, over the top action game Prototype got a new trailer today. Before you read any further, you must know this: Yes, you are able to mow down "infected" enemies (read as: zombies) using the (pilotable) helicopters. Finally!Now that we've gotten that out of the way, in the trailer above, Prototype's executive producer Tim Bennison explains the various mission types you'll be playing. Between "shank dude then appear as him" and "chase giant monster through the city" (clearly the official names), we're hoping the game has enough variation to keep us interested. But, then again, we could always just run up a building and then glide down to the ground off the side of it, killing helicopter pilots on the way down, in mid-air. Yeah, maybe we'll do that instead.

  • GDC09: Interview with The Secret World's creator, Ragnar Tørnquist pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    04.07.2009

    So, with expansions, you said that you'll be starting out with New York, London, and Seoul, right? Yes. Those will be the first cities, the hub cities, available at the start of the game. Now, the gameplay takes you beyond that, yes? Oh yeah, absolutely. We're not doing all New York, or all of London, or all of Seoul. We are actually doing very tight and very constrained neighborhoods there. That's where you'll start your gameplay, but they won't be the large, huge open zones where you have tons of gameplay or tons of monsters. That will be left to areas like Egypt and New England, which will be more expansive and include more open-world mechanics and other things that we're not revealing quite yet. We will also be including more instanced and team-based areas as well. Regarding expansion packs, yeah, we're going to expand beyond what we already will include. It's not like we're going to run out of content, the world is a big place. Yes, I was going to ask if it will expand into more locations and cities throughout the world. Yes, it certainly will, but it won't be limited to just that. We have more interesting locations but they won't be limited to just our world. We will be including locations throughout time and space itself. I want to emphasize that this won't be something like Grand Theft Auto with magic, with a focus on huge, huge open cities. They are reasonably small places where you will start out and take the adventure from there. But one very important thing to note is that this sounds like a very fragmented world. London, New York, Seoul, those cities are a long way away from each other. But we are creating, or at least trying to create, a pretty seamless world. This means there are ways of getting from London to New York very quickly, and we are focusing on that. You won't be just walking up to a plane, clicking on it, and getting a red line that quickly points to where you're going and boom, you're there. You will be moving in real-time from London to New York, just a lot quicker. There's alot of traditional MMO components that are around now. We're kinda in a new generation of MMO, and people are tired of World of Warcraft model and they're looking for something new. This is certainly in that realm. Are you guys trying to get away from traditional models, like crafting, and moving to something new? Ah, I can't really talk about crafting right now. What I can say is that while combat is a core focus, we really want other non-combat stuff in the game. We're just not going to be talking about them as of yet. But there will be gameplay that isn't all about fighting monsters or exploring. There will be other things that you will be able to do. Like you said earlier, like mysteries? That, yes, that also and there will be other ways for people to play in the game, to participate in the game, that isn't about traveling around the world. Exactly what that is, I can't say as of yet. Now, will there be a player driven economy? Well, I can't speak much about that now, but there will be ways for players to take part in the economy. Sorry for being so cryptic, but trying to keep this very focused and very narrow for now. And player guilds? Ah, we are going to have cabals, yes. There will be a point to making cabals, and it will play a very large role in the game, but exactly what that is I'm not going to say as of now. We are a game and we are focusing on the social aspects of the game. We are, in some aspects, a story driven game and alot of it you can play solo, but we really want to emphasize that it is an MMO. There will be stuff that will require you to team up with people in small groups and also in larger teams, without me going into deeper detail. I hate having to keep saying I can't talk about this stuff. Oh, so what about in-game factions? ...and I can't talk about that. *laughs* Ok, so what about the range between hardcore and casual? Yeah, well, we always say we're going to cover all of it, but the fact is that you can't the game for everybody. So I think we're leaning towards... *sighs* I wouldn't say the casual, because when you talk about MMOs and casual you usually end up at Club Penguin or something like that, and we're really not there. We're somewhere between halfway, I think. There's tons of stuff for the hardcore MMO players, like the whole skill based system and the tweaking that you do to those types of systems with numbers and all the items we'll have, and that will be a hardcore player's dream. But I think in terms of time investment and what's required of you, we're leaning towards the middle ground. It will be fun for MMO players, but it will be equally fun for someone who just likes the idea of a world that has a bunch of other people in it, is completely open, you can play it online, and you can chat, but doesn't feel so unfriendly and unwelcoming as other MMOs. So, would your target audience be someone who has played MMOs? I think a large part of our target audience is who are playing or have played MMOs. We want it to be different enough for them to come back or a game that is different enough to have them come to play it with their friends. In addition to action/adventure gamers who play games like Fable 2 for the Xbox 360 and just want to try their hand at something that's online and not feel completely eliminated and have something that's recognizable to them.We'd like to thank Ragnar for meeting with us at the GDC, and we're looking forward to more information on The Secret World!

  • New inFamous trailer heavy on story, light on gameplay

    by 
    Ben Gilbert
    Ben Gilbert
    03.05.2009

    In this, the latest trailer for body-surfing, open-world action game inFamous, we get a glimpse at more of the story, though a straight up plot remains inFamous-ly absent. What do we know? There's a little girl who's scared, maybe of you, maybe of everything else. There's an explosion and some kick flips. Oh oh, and plenty of electricity. It might not be the most intellectually stimulating game coming from Sony on the horizon but it sure "has the potential to be far more substantial and rewarding" -- at least we thought so back at New York Comic Con.

  • Earthrise interview explains game's crafting and sandbox elements

    by 
    James Egan
    James Egan
    02.22.2009

    We've been noticing that the post-apocalyptic MMO Earthrise is getting a lot of press these days. The latest piece that's caught our eye is an interview with Masthead Studios CEO Atanas Atanasov conducted by ReviewStash's Daniel Levy. The interview ranges across several topics of interest for potential Earthrise players, but perhaps what's of most interest are Atanasov's comments on combat game mechanics and crafting. Aiming in Earthrise's combat will be done as with standard shooters, but the weapons available to characters will allow a player to keep a bead on their target. On Earthrise's crafting system, Atanasov says that players will be "capable of infusing Designs into items -- special bonuses and enhancements, or totally separate effects that allow the crafter to customize an item to the needs of his or her customers." Certain crafters may well become influential figures in Earthrise, Atanasov says, known for coming up with powerful item builds.

  • The Digital Continuum: Is free-for-all PvP really for nobody?

    by 
    Kyle Horner
    Kyle Horner
    02.21.2009

    Many MMOs with the "hardcore" PvP mentality are often argued as an experience that isn't for everyone -- something for a very set niche. Or in other words, these games aren't for people who prefer a little structure and intelligently crafted incentive to participate.Don't get me wrong, I love me some crunchy PvP snacks. What I don't have any affection for is a system that promotes players being douchetards. Sure, we're going to get them regardless, but encouraging the behavior is just not smart at all and it makes for a terrible experience.Here's the problem: If these PvP-centric games aren't for "carebears", then who are they for? Griefers? Well when you design a game that only they want to play, then yes.