TheCovenant
06-27-2005, 09:36 AM
Trailer:
HUXLEY DIRECT FEED e3 trailer (http://www.gamershell.com/download_9342.shtml)
Demonstration:
Kind of small screen, wmp, so just use the fill screen option (http://media.xbox.gamespy.com/media/738/738457/vid_1157615.html?mu=http%3A%2F%2Fstreamingmovies.ign.com%2Fpc%2Farticle%2F628%2F628574%2Fhuxley_demo _062205_wmvlowwide.wmv)
Running off the unreal engine, Huxley definatly looks to be a prominet next gen franchise. Webzen (the developers) have written a proprietary networking engine, to run the massively multiplayer online first person shooter (mmofps). The maps are masssive, and a special streaming technology has made the giant battles accessible without huge load times. I guess since the the letters "MMO" are in front of "FPS" they felt it nessecary to inlcude "rpg" elemnts. Which is cool. Upgradable weapons, armor, even vehicles you can drive. They also mentioned a consequence, reward and repercussionative system thats takes place in the world of Huxley. You see, there are two races competing for one energy source and where it can be gathered. Depending on what battles are won where, and when, one race will come out ultimatly victorous.
Hope you choose the right one.
So if you go in, and your begginers luck lands you 28 headshots in some skirmish somewhere, and your side takes that town, and that town ends up being the major headquarters for your race...then you just helped shape an entire war because of your 20 headshot spree you had at the beggining of the game. It sets an interesting premise, but how well will developer webzen be able to keep this up?
how will this complex game balance out? You get a killing spree and you level up? will your gun be given to you, or will you have to enter a marketplace and trade and buy weapons? How will the servers hold up with more than 5,000 bullets in the air, and quick calculations handle while simultanously never giving up framerate, draw distance, or LOD? The game is an ambitious one, and still has about a year and a half of developing, but if everything that is promised is delivered (along with keeping all the basic stuff concrete) then, this could end up being one of the most intuitive, and innovative games of all time.
-Covey
HUXLEY DIRECT FEED e3 trailer (http://www.gamershell.com/download_9342.shtml)
Demonstration:
Kind of small screen, wmp, so just use the fill screen option (http://media.xbox.gamespy.com/media/738/738457/vid_1157615.html?mu=http%3A%2F%2Fstreamingmovies.ign.com%2Fpc%2Farticle%2F628%2F628574%2Fhuxley_demo _062205_wmvlowwide.wmv)
Running off the unreal engine, Huxley definatly looks to be a prominet next gen franchise. Webzen (the developers) have written a proprietary networking engine, to run the massively multiplayer online first person shooter (mmofps). The maps are masssive, and a special streaming technology has made the giant battles accessible without huge load times. I guess since the the letters "MMO" are in front of "FPS" they felt it nessecary to inlcude "rpg" elemnts. Which is cool. Upgradable weapons, armor, even vehicles you can drive. They also mentioned a consequence, reward and repercussionative system thats takes place in the world of Huxley. You see, there are two races competing for one energy source and where it can be gathered. Depending on what battles are won where, and when, one race will come out ultimatly victorous.
Hope you choose the right one.
So if you go in, and your begginers luck lands you 28 headshots in some skirmish somewhere, and your side takes that town, and that town ends up being the major headquarters for your race...then you just helped shape an entire war because of your 20 headshot spree you had at the beggining of the game. It sets an interesting premise, but how well will developer webzen be able to keep this up?
how will this complex game balance out? You get a killing spree and you level up? will your gun be given to you, or will you have to enter a marketplace and trade and buy weapons? How will the servers hold up with more than 5,000 bullets in the air, and quick calculations handle while simultanously never giving up framerate, draw distance, or LOD? The game is an ambitious one, and still has about a year and a half of developing, but if everything that is promised is delivered (along with keeping all the basic stuff concrete) then, this could end up being one of the most intuitive, and innovative games of all time.
-Covey