Archive for the ‘Unreal Engine 3’ tag
Epic Games Helps Students Bring New Life to the ‘Fighting Fantasy’ Series
Today, at in Birmingham, four teams of student developers will bring Steve Jackson and Ian Livingstone’s Fighting Fantasy series to the iOS audience in a brand new way. We’ve had the chance to look at the games in development, and they’re looking pretty hot.
The Make Something Unreal Live competition is the sort of opportunity most folks who’ve dabbled in game development would kill for. It’s organized by and . Student teams were given access to the Fighting Fantasy IP and, basically, told to go nuts with it. They’ve spent the last few months building games based off that IP using the Unreal Development Kit. Working with industry mentors, they’ve created new interpretations of the beloved books. Now they’ll go on stage and put the finishing touches on their titles with help from some of the industry’s biggest names.
If you don’t know the Fighting Fantasy IP, it’s a series of roleplaying gamebooks that were super popular in the 80s and 90s. A number of them have been brought to iOS in classic interactive fiction form by , but this is the first time they’ve been reimagined for the platform as full 3D games.
There are four teams of students competing in Make Something Unreal Live, each with members with expertise in art, design, programming and QA. Each team set out with a different title: The Warlock of Firetop Mountain, Armies of Death, The Citadel of Chaos and Deathtrap Dungeon. We’ve had some time with each of the titles, and they’re shaping up nicely.
Digital Mage is the team responsible for Armies of Death: Rise of Agglax. It turns the tale of Armies of Death on its head. Players will command the undead forces of Agglax as they travel down lanes destroying the heroes and defenses of the kingdom of Allansia. Defeating enemies releases their souls, which provide the power needed to raise the undead.
The levels of the game are inspired by events from the original book. Though we were only able to try out the early stages of the game, Digital Mage says that the final product will boast a lovingly crafted story that expands of the tale of Armies of Death.
Indigo Jam showed us its take on Deathtrap Dungeon. Like the book, the game pits players against rooms of devious traps and vicious enemies. It’s a first-person action adventure with areas and traps designed on a grand scale. From what we’ve seen so far, stealth will play a large role in the game, and sneaking around unseen is the surest way to survive while you try to solve the deadly puzzles of the dungeon.
The Citadel of Chaos: Dire Consequences is a wave-based first person action game built by Derp Studios. Players are tasked with protecting Dree Village against waves of monsters. You begin with a sword and shield, but with each wave you survive you’ll have the opportunity to purchase and upgrade spells with the souls you earn in combat. Players who survive 10 waves unlock new levels, and ultimately win after 20 waves.
Derp Studios plans to bring in a story mode as well. This will take place after the final moments of The Citadel of Chaos.
Finally, we took a look at The Warlock of Firetop Mountain: Lost Chapters, by Commando Kiwi. Though we won’t know which game takes the grand prize at Make Something Unreal Live until next week, this one really caught our attention. Built as a third-person RPG, it already has a progression system in place and some promising looking item collection. But the combat system is where it stands out.
Lost Chapters uses an active-time style combat system, with a selection of abilities that operate on individual timers. To capture the element of luck that the Fighting Fantasy titles so relied on, blocking is left to good fortune. Each time an enemy attacks the player is presented with three cards. Each has a shield on the other side, one red, one yellow and one green. If the green card is drawn, damage is escaped. The red card hits twice as hard.
The four teams will show their games off today at The Gadget Show Live, and they’ll receive feedback from the advisory board. The judges include Steve Jackson and Ian Livingstone themselves, as well as industry leaders that include, no joke, Peter Molyneux and Cliff Bleszinski. Teams will work to bring the games to their full potential over the course of the show, providing regular updates and showing their work off to an audience of over 100,000 attendees on the show floor. The winning team will be announced on Sunday, and it will get to take home a commercial Unreal Engine 3 license.
The games should all be heading to the App Store soon, though it sounds like the winning team might have a leg up on the others. The builds we played were still far from being ready for release, but they had real potential. Here’s hoping the final releases follow through, because we’re pretty jazzed about seeing more original RPGs and action-adventure titles on the App Store. So good luck to all the teams—we’ll be keeping an eye on what comes next.
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‘Sminis’ Review – No Popping, But Plenty Of Locking
It’s hard to appreciate a novel game when clunky stuff enters the picture. Sminis [$.99] is one of the few Unreal Engine 3 games on the App Store that doesn’t look like an Unreal Engine 3 game, and it’s one of the few puzzlers out there that tries to be something different. I also have a man-crush on its attempt to feel at home on touch devices, as it doesn’t try to do too much despite being rendered in 3D. On the other hand, it suffers from a hairy problem: its core design flashes ruthlessness too often, leaving you squirming helplessly in the hands of overindulgent design decisions.
Sminis are tiny, and supposedly sentient, robot beings crafted by an evil scientist in order to help him do, uh, evil stuff. After a “freak accident,” the Sminis are free to bust out from the scientist’s contraption-filled lair. You play as a maestro-god tasked with guiding entire groups of Sminis simultaneously through the scientist’s Frankenstein machines. Lose too many Sminis to a saw, hydraulic press, or a moving platform, and it’s game over.
Think of Sminis like a new-age Lemmings. Sminis act on their own accord unless you tell them to start or stop with a simple tap on the screen. Presented in a couple of different perspectives, each level has you actively guiding these little guys through various timing-based traps. Sminis are a manufactured good, however, so they’ll keep spilling out of spawns as you guide one or two along a level’s rote path. The catch is that Sminis also possess timers. Stopping one may start others, and so on. If two Sminis touch, you lose both. Each level has a cap of Sminis you can lose. Greater difficulties stress increasingly clean runs.
In the smaller and more focused levels, the individual Sminis timer is an enjoyable, if not wholly pleasant, aspect. It’s a second layer of complexity that compliments the other perfectly. But later, the individuality of the game’s parts can feel overwhelming. Quickly enough, gone is the air of coherent, puzzle-driven play, as the entire experience devolves into a mess of sloppy reactions and stupidity thanks to the sheer amount of moving stuff on-screen. In these moments, it’s like Sminis is afraid to let you breathe.
In one level, for example, you’ll be forced to navigate Sminis moving from three spawns onto three moving platforms set at a very, very specific pace. The timing here seems to revolve more around luck. Take a second to think, and you’ll lose a Smini. Watch the platforms, and you’ll lose a Smini. I should note that, all too often, it’s possible to glean an absolute solution by peering into the level designer’s mind and synching each Smini at specific, undrawn checkpoints. Levels all have a specific rhythm, and you’ll squirm while trying to figure them out.
There’s some solace to take in the schizophrenic pacing; some levels indisputable walks in the park compared to their predecessors. Another helpful thing when you come down with the Sminis blues? The fact that it’s clearly different. It isn’t a match-three. It isn’t a block rotating game. And it isn’t a word game. It’s a novel experience, so that keeps you moving.
It’s disturbing that the consistently awesome look of Sminis hasn’t influenced what goes on in the game. It looks good, if not unique. Only a handful of UE3 titles on the App Store attempt to be something more than “Shiny Dude Kills Everything Part 3.” This has some touch and character, as well as a fun, cutesy vibe.
But while Sminis always looks good, it tends to take big, scary dives in puzzle quality. At the same time, it’s hard not to recommend it alongside a few caveats. Sure, it can be a tad ruthless, and yeah, the mechanics can feel clumsy, but in bursts, Sminis feels good.
TouchArcade Rating: 
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‘Infinity of God’ is an Impressive Looking ‘God of War’ Clone Made with Unreal Engine
Initially, I rolled my eyes a bit when I saw posted for a game called Infinity of God. After the sweeping success of the Infinity Blade series, tacking “infinity” onto your title in any way has just about as much effect on me as if it was “doodle” or “angry.” That’s to say, the predetermination is that what I’ll find will be a low quality knockoff of the highly successful games that have made those words ubiquitous on the App Store.
For better or worse, Infinity of God actually does not resemble Infinity Blade so much, but it definitely does not hide the fact that it’s a God of War-inspired game. In fact, it appears that in the developer ’s native Chinese, the subtitle reads as “Wrath of God of War”. And so it goes.
However, no matter your feelings on games that are very blatantly “heavily inspired” by other successful games, the trailer for Infinity of God looks mighty impressive:
A few more tidbits of information can be found at Asian gaming blog , and while I’m not totally sure how much is lost in translation, it looks like Infinity of God is already in the review stage with Apple and waiting for approval, at which point it will hopefully be released this month for $5.99. We also know that the game is being developed in Unreal Engine 3, the storyline will follow a classic Chinese mythology named Shan Hai Jing, there will be 10 unique upgradeable skills for your player, and two game modes including a Story and a Racing mode. The game will be compatible with 3rd generation hardware and up, and will have additional enhancements for iPad 2 and iPhone 4S devices.
I haven’t totally figured out if this is some dodgy knockoff that will look great on the surface but contain little substance, or if this will be the type of high end action game we’ve all been waiting for but just seems dodgy due to language barriers. Either way, I’m at least interested enough to give Infinity of God a spin if and when it launches sometime this month.
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Nexon Mobile Releases Trailer for ‘Combat Arms: Zombies’, An Unreal Engine FPS Hitting Next Month
The mobile division of Nexon Co. is readying an iOS version of their popular free-to-play online first-person shooter . Known as Combat Arms: Zombies, the title has been developed using Unreal Engine 3 and is based off of the zombie themed cooperative Fireteam Mode from the original game. There aren't many details regarding Combat Arms: Zombies at the moment, but Nexon Mobile hints that they are interested in supporting the game post-release until it almost equals the full scale of the original Combat Arms online game.
I've never played Combat Arms, but this Zombies edition sounds like a cooperative survival mode similar to the popular Call of Duty: Zombies [$4.99/HD] that's been a pretty big hit on iOS the past couple of years. The first trailer for the game looks pretty darn impressive, and although it doesn't appear to show any actual gameplay, it does seem that the entire video was rendered using an in-game engine.
Combat Arms: Zombies will first be unveiled in playable form at the G-Star 2011 expo in South Korea on November 10th. The release date is expected sometime shortly after, though nothing specific has been confirmed. We'll of course be keeping our eye out for Combat Arms: Zombies as it gets closer to release, and bring you any new information or media as we get it.
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Live Coverage of Apple’s ‘Let’s Talk iPhone’ Event
Square Enix Announces Card Battle Game ‘Demon’s Score’
Square Enix has a billion spin-offs and a handful of new IPs in the oven set to hit a variety of handheld devices. One of these fresh and clean IPs, a card-based battle game that apparently goes by the name Demon’s Score, is coming to iOS and Android in 2012, the mobile arm of the publisher announced at its Tokyo Game Show presentation.
The Machine gods behind Google Translate isn’t helping us at the moment, but it appears as though the nitty-gritty given at the event begin and end at the genre and the fact that it’ll boast over 50 cards — a feature that means nothing to us at the moment because the game mechanic hasn’t been shown. Interestingly, mentions that Demon’s Score will utilize Unreal Engine 3, so there’s that.
On the off-chance that Square shows off Demon’s Score at the show, we’ll be sure to update this and throw in some footage. As for now, we only have a singular image for you to gawk at. Eyes up, sirs.
[Via , ]
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Gameloft Reveals ‘Modern Combat 3: Fallen Nation’ Trailer
IGN Gameloft's upcoming modern military shooter Modern Combat 3: Fallen Nation and aside from a new gameplay trailer, also have tons of details on the game itself. First off, you really need to watch this:
It seems Modern Combat 3 will fall in line with the other entries in the series and feature online multiplayer, this time with 12 players and six different game modes spread over six maps. They've also told IGN there will be "frequent updates," so it will be interesting to see if Modern Combat 3 sees better post-launch support than previous iterations.
Single player sounds like it's basically what you'd expect: 13 levels of fast-paced military-centric combat with voiceovers and battle locations ranging from Los Angeles to Russia. Controls sound like they'll be similar to other Gameloft first person shooters. What I'm curious of is whether this is a Unity or an Unreal Engine game, not that it really matters either way, but we haven't seen much yet from Gameloft's announcement of their future utilization of Unreal Engine 3.
[via ]
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‘Warm Gun’ Coming This August, First iOS Trailer Hits
Emotional Robots’ Warm Gun will pull your eyeballs out of your head at first glance. It’s got a unique look: it’s a sci-fi, class-based FPS set in a post-apocalyptic second coming of the wild, wild west. Think Red Dead Redemption meets Borderlands, except the Borderlands part is just icing on the grit-and-sand cake. The game first hit our radar earlier this year when it was announced for an iPad, iPhone, and iPod Touch release alongside its PC launch. At the time of that report, we didn’t have a release. And while we still don’t have an exact one, we do have a window now: August, so says a studio rep.
We’ve also since seen the first footage of the iOS version, too. Just the other day, actually, the studio dropped a pretty stellar teaser trailer of the game running natively on the platforms. And if you can’t already tell, yeah, this is an Unreal Engine 3 joint.
To hear Emotional Robots explain it, the decision to port the game had a lot to do growth and popularity as a studio and for the game. Emotional Robots took the opportunity that Epic has given developers with UDK as a challenge and as a way to “break into the industry and get gamers familiar with Warm Gun.” At the end of the day, it believes its created not just one, but two unique experiences for PC and for mobile respectively.
It'll be interesting seeing how the iOS counterparts play, as a keyboard and mouse is arguably the ideal way to play a FPS. In an e-mail chat, the studio addressed my concerns to some degree, stating that the controls on iOS devices are definitely a key point of interest and it’s creating multiple schemes for players to get comfortable with.
“We are constantly updating and tweaking the controls and will be offering multiple control schemes,” executive producer Zach Lehman said. “ We realize that using touch screen to control a FPS is limited in some ways, so we are trying to cover as many bases as possible by doing extensive testing and offering customization where we can.” He also mentioned that users will have a hand in the future of the controls — as I was reminded several times, it wants feedback from enthusiasts.
The fact that Warm Gun iOS will be a port of a promising, technically-cool property that was once scheduled to hit a standard platform doesn't come as the same kind of surprise as it used to. We see this happening a lot as mobile devices in general are increasingly becoming more legitimate platforms in 'traditional' video game makers' eyes. Lord knows they've demanded the market share for awhile.
“Warm Gun's level of graphics combined with the freedom given by an FPS that isn't 'on rails' is still rather unique to the market,” Lehman told us when we asked what differentiated the title from others. “In the past, we've had a lot of comments regarding our art style (and it being compared to games like Borderlands or Red Dead Redemption). While we recognize the similarities in atmosphere, that's pretty much where it ends.”
“Warm Gun offers a fast paced, gun-slinging experience with 12 unique weapons, 4 unique characters and 5 very different maps. We will also have achievements and honors that you can flaunt in front of your friends after you dominate them in a match.”
No word on price yet, but we'll pay whatever for the promise of Warm Gun.
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‘Let’s Tap’ Developer PROPE Releases Unreal Engine 3 Experience
, the former head of Sonic Team and now co-owner of , has dropped a new Unreal Engine 3 thing on the App Store. Note the hesitance.
It’s called PD – proper discoverer [$2.99], and it’s remarkable because it doesn’t jive with what PROPE has released in the past. It’s not a Let’s TAP mini-game title, in other words.
It's experiential. Like Epic’s showpiece of the engine’s power, Epic Citadel [Free], PD has you walking around a castle and its grounds in first-person. The goal is to see everything PROPE has rendered. In order to do that, you have to collect hidden cards scattered in the environments.
PD strikes me as little more than a tech demo. And for better or worse, it's a demo that PROPE is monetizing as it learns the ropes of Unreal Engine 3 and what it can offer in terms of lighting, shading, and all that technical jazz.
In the past, we've seen many other studios experimenting with Unreal Engine 3 take and twist Epic Citadel in a similar manner. Just a couple of months ago, actually, I played a poker game with an Epic Citadel-y vibe and structure. Yeah. It was weird.
It’s interesting to see a Japanese developer experimenting with Unreal, no less Unreal for tablet and smart device games, but will PROPE continue using the engine? I’ve blasted over a note to the studio in hopes to learn of its long-term plans, or at least its goals. I’ll let you know when or if I hear back.
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‘Infinity Blade’ Rakes In Over $10 Million
We all had a suspicion that Infinity Blade [$5.99] was continuing to sell well at this point in its life, but we haven’t had a number to back us up. Now, we do. According to Epic Games and creator Chair Entertainment, the hack and slash third-person action game has raked in around 10 million dollars in earnings. That’s… a lot of games and in-game gold sold.
What gives, asks the indie developer with a good game that hasn’t accrued this kind of landmark dough? While Infinity Blade is a good game and a technical marvel to boot, it’s also had a heck of a lot of external support from two well-known entities: Epic and Chair. I think that helps to explain why it’s sold so much in so little time. It was also a flagship game for the UDK, which certainly drew some a lot of extra eyes to the project.
Epic released this number for a reason: it wants me, you, and every developer out there to know that there’s a market for core, Unreal Engine 3-powered titles out there. Mark Rein, Epic VP and co-founder, says in statement that Epic is “looking forward to our licensees achieving spectacular results of their own,” as if this perfect storm isn’t so perfect.
I suppose we’ll see.
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