Crave Entertainment har i dag sendt ut masse info og bilder fra deres kommende FPS/Vehiecular Comat fusjon, Mace Griffin Bounty Hunter.
Crave skryter av at denne tittelen kombinerer FPS og Vehicular Combat (altså med kjøretøy), både på land og i verdensrommet, på en måte som ingen tilgjengeklige titler kan matche for øyeblikket. Det er jo spennede nytt!
Mark Burke, Senior Vice President, Development hos Crave Entertainment sier følgende:
"The focused story combines with our proprietary engine technology to provide gamers an experience they could only dream about until now. Mace Griffin Bounty Hunter presents the leap forward the current generation of gamers has been anticipating. With deep and varied gameplay and a rich story, this title fully reflects Crave’s dedication to creating cutting-edge entertainment."
Historien i spillet utspiller seg hundrevis av år inn i fremtiden, hvor tre raser kriger om nyoppdagede planeter og dertilhørende ressurser. Mace Griffin er en spesial trent Ranger som skal prøve å roe gemyttene, men de blir forrådt og Griffin står snart igjen som den eneste overlevende Rangeren. Alene finner han det passende å bytte jobb-instruks og tittel fra Ranger til Bounty Hunter, på jakt etter forrederen.
Spillet vil ha release på både PC og Xbox i løpet av høsten 2002. Vi spanderer også noen av spillets features, samt en fet bunke screenies:
Features:
- Seamless transitions between first person combat and space flight action
- Bespoke animation system allows motion blending and animation of detached parts of objects ("Motion Blending"
- Consistent flight control and weapons management systems in both space and on the ground
- Modular player vehicle system with a vast array of equipment and upgrades
- The ability to pilot a wide range of ships
- Lifelike NPC reaction depending on their intelligence, bravery, health, etc. and in combat will adjust their strategy based on their numbers, types of weapons, available cover, and numerous other conditions
- Diverse missions, some story driven, some incidental create a dynamic, realistic universe for an immersive experience
- Large number of player weapons from low to high tech, many unique to this game
- A huge variety of walk-around environments with different physics, obstacles, inhabitants and creatures
- High level of visual effects, lighting and sound, utilizing high-spec, optimized Xbox/PC capabilities
- Multiple weighted skinned animation system
- Per polygon collision systems
- Skinned deformable skeletal characters, Skeletal snapping
- Pixel shading for stunning graphical effects such as phong lighting, dynamic reflections and refractive transparency (Xbox Only)
- Vertex shaders will be used for skinning and dynamic level-of-detail (Xbox Only)