Friday, January 13, 2012

12 MORE Screens!!!

Here are 12 screenshots for you, showcasing the sights of MAP02:

  
  
  
  

Thursday, January 12, 2012

Killzone [2004] (FPS)

As this FPS masterpiece is scheduled to hit PSN release sometime later this month, why not review it!
Developer: Guerrilla Games
Publisher: Sony Computer Entertainment Europe
Designer: Roy Postma
Composer: Joris de Man
Platform: PS2, PSN (upcoming)
Release year: 2004
Genre: FPS
System requirements: PS2, the best console in the world :)

      

Some say that console FPS games are nothing compared to the ones on PC. Some say that twinstick is the worst control scheme ever. Some even say that Halo: Combat Evolved is a good game. The truth is always somewhere in between. I've tried a zillion of console FPSes, some crappy (Cyber-Cop, Duke Nukem 3D for Genesis) and some really good (Zero Tolerance, Marathon 2 XBLA remake, Disruptor, Powerslave) ones. I'm usually very skeptical to the big-budget Call Of Duty ripoffs that sadly have flooded the market in recent years, but one such game has turned out to be a surprise hit in my gaming library.

Effective May, 14th I've became a fan of Guerrilla Games' Killzone. Picking up the PS2 controller, I was totally understanding that it's a new-school FPS without strafe jumps (and jumps in general, there isn't even a control button for that), with sniper duels and covers instead of adrenaline-fueled Quake-esque action. I perfectly comprehended that it was indeed a Call Of Duty ripoff, which meant something that I'm supposed to hate from the start. But thank God, the developers did take several risks that managed to redeem the whole experience.

- A good storyline! Thankfully, Killzone is not overblown with pro-American overtones, and we're not playing as a member of the elite counter-terrorist group running around the desert shooting down the same enemy models again and again, having to stop the nuclear missile and rescue the princess in another castle. What we get instead is a decent plot about Terran colonists from the planet Helghan deciding to come back and reclaim the planet that once was their homeworld, but now has abandoned the colony. Our heroes are forced to stop them, because the Helghast are unlikely coming in peace. Actually, as the badass intro cutscene shows, they deploy a hell of a military arsenal and launch the full-scale attack, rendering our planet in ruins and fields of corpses, so the good guys are forced to get heavily armed and ready to kill. As the counterattack is proceeding, the Earth military superiors seem to be giving legit orders to our team, but later in the game something makes this trust give a breach...

- Memorable characters. Here we have a charismatic cast right off a quality warsploitation movie like 'Starship Troopers' or 'Operation Delta Force'. Each character is slightly overdeveloped even by the old school FPS standards, and there are no blands here - everybody has something to say or do in order to keep the plot going, may it be Templar the Paladin-Of-Light (primary protagonist), foul-mouthed Rico, wormy Adams or the rest of the gang. There are even some good one-liners ('What the fuck is the Shakespeare?'). I'd especially like to praise Ms. Luger, because the character designer dared to have enough balls to give a female soldier no cleavage and balloon-sized breasts, in a PS2 game with 16+ rating. Bravo, Guerrilla Games!

And the last, but not the least:
- GOOD GAMEPLAY. Yeah, Killzone does have some charming idiocy a-la 'Press the Shoot button to shoot', invincible fellow bots and endless enemy ammo clips, but it still manages to be fun, stimulating, hardcore, and not without appeal in constant switching between covers and standoffs. You receive no penalties for behaving as Rambo, though there are no stupid Soldier Of Fortune 2-style game-overs for being an idiot and wandering around. After all, you are in the killzone, son, so use all the means available to advance and conquer.

The graphics are very good and detailed as far as PS2 games go, although someone may find the sprite muzzle flashes and blurry textures disappointing. Overall, the level designs are really intricate, with good feel of the environment (especially the indoor parts). It may not look anything special today, but for the time the graphics are stylish and vibrant. Same can be said about the music - I'm not a big fan of Hans Zimmer school of epic orchestral sludge (minus the Broken Arrow OST), but here it fits perfectly, creating the dramatic and suspenseful atmosphere of future war. Blasting through Helghan hordes wouldn't be so much fun without the soundtrack.

Nothing in this world is perfect, and I do have a couple of complaints, too. After you beat the game, you can start it over with one of the 4 playable characters (which get unlocked during the first playthrough as they appear in the story). That's nice, but a cutscene or artwork gallery wouldn't hurt, too. Well, maybe I'm just a stinky filthy rich who automatically compares all the games with unlockables to God Of War, heh. But the character selection is pretty neat, as each of them has his/her own set of starting weapons and a unique gameplay feature (Luger can use the ventilation shafts, Hakha can bypass the forcefields, etc.)

What do we have in total: badass title, badass plot, badass villains, decent graphics and music, engaging gameplay, charismatic and memorable characters - yeah, Killzone was a great surprise for me!

Wednesday, January 11, 2012

Project Savior: Latest News

Alright, d00dz! As the demo release is going to hit the Duke Nukem Forever development cycle, here are some news to hold you over:

FEATURES ALREADY IMPLEMENTED:
- Partial interface (minus the Statusbar);
- The soundtrack;
- Story elements and dialogue;
- Camera switches;
- A cameo by the Baykal soda drink!
- Three weapons: fist, BloodSucker and the Machine Gun;
- Zombie nurses;
- Scavenger, the first boss (and the only one in the demo);
- MAP01 and partially MAP02;

FEATURES TO DO:
- MAP02-MAP05 (that's right, another bonus level!);
- Maybe redo the chaingun (current sprite is OK, but the perspective is a bit off);
- Exclude unused patches from WAD;

ISSUES THAT I'M AWARE OF, BUT WILL BE OCCURRING IN THE DEMO:
- I think that the level decorations quality greatly varies - some rooms are plain grey boxes connected to others which are overly detailed; also, the levels try blending 'realistic' and 'abstract' approaches - will be fixed based on feedback;
- One of the maps is generated by SLIGE and enhanced by myself. I've decided to include it, as it was the map I've playtested the earliest builds of the mod. Of course, I don't claim that I have done it fully myself :)
- There's no crouch sprite ingame, though crouching and jumping are required for the gameplay
- Some of my custom textures are pretty shitty. I'll do my best to fix them, but in the full version they'll sure be redone from scratch;
- No difficulty levels. They'll be defined in the full version - right now all the levels don't differ too much;
- The character sprites really give away their MD3 origin;
- The SMALLFONT I used has rendered the Options section to a mess. It'd be better to set up the game before you launch the demo;
- The scripts and lump placement is a mess, as are the DECORATE contents - will be sorted and cleaned out;
- Stability with DOOM 2 IWAD is not guaranteed. Use FreeDoom IWAD, since that is the base!
- I won't fix the above things not due to laziness or time constraints, but because they are not critical to the gameplay and story delivery - the main things I want to showcase.

Stay tuned! I promise you won't be disappointed.

Wednesday, January 4, 2012

Project Savior: ZDemo Screenshots

15 suspenseful and scary shots from the upcoming Project Savior ZDemo! Enjoy.

    

    

    

    

    

Friday, December 30, 2011

Are YOU ready to celebrate the New Year with Project Savior demo?!

2012 AD. January, 1st. The first mod of the year. THE mod of the year.
I've decided to delay the release for a week, so you will be presented with guaranteed polish and awesomeness that I'm able to offer. Officially dubbed 'Project Savior: ZDemolition', the demo will arrive, ready to kick ass, chew bubble-gum and get the 4 action-packed levels rid of the Satanic scum.

One question remains: Are you ready?!


Reminder: You must download ZDoom and FreeDoom in order to check it out!

Friday, December 9, 2011

PROJECT SAVIOR Teaser 1.0 Released!

Developer: EinhanderZwei
Publisher: EinhanderZwei
Designer: EinhanderZwei
Composer: none
Platform: PC (Windows)
Release year: 2011
Genre: FPS
System requirements: tame :)

      

The Savior of the planet has activated!

Purpose

This is a short promo teaser of the upcoming ZDoom survival horror game, PROJECT SAVIOR. This teaser is built on Dungeons 3D v0.7 engine, compatible with PSP and PC, however, only PC version is included in this package. This is strictly a FREE software that should not be redistributed for money by any means.

Technical

Genre: FPS
No. of levels: 3
Difficulty: Medium
Theme: Horror
Platform: PC

Known bugs The game tends to crash on PSP almost randomly. It has something to do with my custom resources. I've tried to investigate this, but the reason is yet unknown. I've decided to stop digging it, because the next demo and the full game will be on ZDoom anyway, which is still PC/Mac-exclusive as of now. Thus, the Project Savior Teaser works fine on PC only.

Story

PS: Teaser serves just as the showcase of visual design, 1 weapon, 1 enemy type and a couple of levels. It does not give away any story details, and is not intended to. The main character wakes up in an abandoned hospital overrun by zombie nurses - that's all you need to know (hehe).

Stuff from this teaser that will be included in the full game

- The hospital levels (may be partially redone due to ZDoom possibilities)
- The Bloodsucker weapon (Railgun replacement)
- Zombie nurses (will be made sprites and redrawn to avoid the copyright violation with id)
- The crosshair (will be redone - current version is compromized due to D3D limitations)

Stuff from this teaser that will NOT be included in the full game

- The Wolfenstein'ish gameplay! :D I'm planning to make the full game in the vein of Strife, System Shock, BioShock, etc.

Credits

Dungeons 3D engine, Fonts, decal sprites, GFX (unless noted below)
charnold ( http://www.caweb.de )

ch16.bmp, gun_fire.bmp, particle.bmp GFX
EinhanderZwei

Levels
EinhanderZwei

Enemy Model
Vebjorn Strommen, Paul Steed

Enemy Model Skins
id Software (original), EinhanderZwei (modified)

Sounds
OpenArena community

Voice Acting
EinhanderZwei (recording and editing), Michelle Mayfair (actress)

Textures
FreeDoom community (original), EinhanderZwei (modified)

Weapon Model (Railgun)
David Hernandez ( http://home.twcny.rr.com/ghernandez/davidsart.htm ), James "HarlequiN" Taylor ( http://www.taylorbrothers-online.co.uk )

Weapon Skin
James "HarlequiN" Taylor (original) EinhanderZwei (modified)

Cheers & Thanks

Michelle Mayfair - for your love and affection :* :* :*
WildMav - for moral support
charnold - for this great engine, ideal for dummies like me
FreeDoom community - for such a kickass initiative
OpenArena community - for such a kickass initiative
ZDoom community - for such a kickass initiative and engine
id Software - for some of the best first-person shooters in the world
Bon Boisson - Nothing would be possible without the divine nectar of Baikal

Links

VK page: http://vkontakte.ru/club32951787
Download from MediaFire: http://www.mediafire.com/?xcp9asw2kwt8bk5
ModDB entry: http://www.moddb.com/games/project-savior-teaser-10
ModDB stats:
PROJECT SAVIOR Teaser 1.0 Windows game