RPG-Interview with Bioware

6 07 2009

Doctors On Call

BioWare’s focus has always been storytelling within great action and role-playing games, and the studio continues to push those elements with its latest massively multiplayer online game Star Wars: The Old Republic, and single-player Dragon Age Origins, the spiritual successor to the classic Baldur’s Gate.

In this exclusive interview with GamesIndustry.biz, general manager of BioWare Dr Ray Muzyka and creative officer Greg Zeschuk discuss the maturing games industry, and how innovations in hardware such as Microsoft’s Project Natal can help developers create more emotionally engaging storytelling experiences.

Q: Let’s talk about the future. So we’re past E3 now, everyone has made their major announcements for the year. Did you guys have a chance to see what Microsoft and Sony had to show off?

Ray Muzyka: Yeah. I got a demo of Project Natal before E3. So I got to check it out hands-on at EA with some other folks, and I thought it was pretty cool. We didn’t get to go to the Microsoft or Sony booths unfortunately because we were booked in meetings, but I read some of the announcements and saw some of the feedback and responses. It’s very interesting. And Natal looks exceptionally interesting as a platform extension. I think it’s a really powerful idea.

Q: Do you think it applies to you guys? Is it something you’re looking at?

Ray Muzyka: It could, yeah. I think it applies very much to an emotionally-engaging narrative and a story-driven game. Fulfilling characterisation more completely in games is I guess a way to achieve that. So it’s something we’d be interested in exploring. We haven’t made any announcements or anything, but it’s an intriguing technology that I think we’d want to see more of and see what we could do with it.

Q: Do you follow that vision, that destroying that barrier to entry for the consumer is, for lack of a better term, the way of the future?

Greg Zeschuk: I think it definitely is. I saw this one really great example, you put a videogame controller in the hands of someone who has never played a videogame before, and they’re lost. They can’t do anything. Then you give them a Pac-Man controller, and it’s easy. And then you give them the opportunity to swing a tennis racket with a Wii controller, and that works too. It’s really just obvious that the thing preventing us from branching into a broader audience is the interface, is the ability of how you access the content. All the stuff this year has been really interesting, because everyone’s got the same idea, which is the right idea for breaking down the barrier and expanding the audience.

Ray Muzyka: I think it’s two dimensions. One is breaking down the barrier, the interface barrier for lack of a better way of describing it. The other one is actually seamless emotional engagement. Making people feel something emotionally on a deep level the same way novels, cinema, movies, television…the very best of other artforms in the field can. If you can do both things, then I think games have the potential to be one of the most powerful forms of entertainment and art, because of the fact that they’re interactive and you’re the actor and you’re having the experience. But both things are essential to be successful.

Q: We recently spoke with Lars Buttler of Trion, who is pushing the idea of server-side MMOs…

Ray Muzyka: Like where the world changes based on player choices?

Q: Yeah. How do you guys feel about that?

Ray Muzyka: I think it’s an exciting concept. It’s nice to know that your choices have consequences, and that’s something that BioWare has been trying to put into all its games as well. We want the player to feel like their choices have momentous impact on a personal level and on a grand level as well. So that makes the world feel that much more alive and interactive and fulfilling.

Greg Zeschuk: I think there’s another dimension to that. If you have a server that exists separately from the game client, it actually allows you to interact with it with all sorts of clients. You can go in there with an iPhone, with a PC, with a console.

Ray Muzyka: Network interoperability.

Greg Zeschuk: Yeah, and all of these things actually create a new dimension of play.

Q: Do you think a good, meaningful story is possible in an ever-changing world that all users can change?

Ray Muzyka: I think a great story is possible, because if you think about it, the narrative is actually possible in multiple directions. There’s a social narrative between players, there’s the external narrative outside of the game with social networking. And then there’s the internal narrative of the choices you make, and then there’s the internal narrative of the story arch being created and kind of evolving over time, both on the player’s user-generated content and the way they make choices and their impact on the world, but also the developers actually create a story arch that has some kind of purpose or overarching goal to it. So you can look at it almost like an onion with multiple layers of narrative, and that’s one of the reasons why I think interactive fiction is so exciting, because it has those multiple layers that aren’t really possible or as achievable in a more passive, linear medium. They can have good stories as well, but I think there are different kinds of narratives that are deeply exciting, in some ways more exciting, in non-linear fiction.

Q: There’s obviously, as we’ve discussed, a growing trend of trying to grow the gaming audience. A lot of it has to do with hardware, for now, but do you think narrative in games, just by their nature, can grow the gaming audience?

Greg Zeschuk: They definitely do. Story is the most common, fundamental thing that we all share. It’s there from the beginning of human time, sitting around the campfire telling stories is an entertainment form. Movies are an extension of that, and games are now becoming an extension of that. I think it’s exciting to see where we are right now, because the technology is getting to the point where barriers are being broken down, and we are able to explore stories in different ways. For us, it’s gotten to the point where it’s real. You’re looking at these characters that are believable, and you can actually engage with them. It’s exciting because I think we’re past infancy, we’re in the toddler stage now. In the past ten years we’ve gone from really tiny pixely characters to Commander Shepard. Ten more years, who knows. It’s crazy.

Q: You are very much a story-driven company as far as your creative output. But your output is also – correct me if I’m wrong – almost entirely sci-fi and fantasy. Is it too soon to have more contemporary stories in games?

Ray Muzyka: No. We’re interested in a variety of settings. We’ve already pursued a few different ones too. Jade Empire was very different for example from Mass Effect or Dragon Age. We are interested in contemporary settings. We haven’t announced anything on that front, but it’s safe to say that we think it’s rich with possibility as well.

Q: I guess what I’m getting at is, when do we get to the point where there’s for example a romantic, story-driven game on a sort of AAA scale?

Greg Zeschuk: The romantic comedy in game form?

Q: Yes, exactly.

Greg Zeschuk: That’s a great question. I think we’re actually getting to the point where the acting is almost there. We talk a certain amount internally about whether you need to have combat as part of the experience. Are there possibilities to actually start separating pieces of the game and actually tailor it to the audience? Certainly the core gaming experience, folks that are used to playing games over the last ten years, they want to have those battle moments, and the fighting. But there are different audiences that would maybe just enjoy the story. I think it’s actually possible. I think the interesting thing about it too is I don’t know if it’s even necessarily a technology thing. I think once we’ve got the breadth of audience available to us, there could be really good opportunities created by different people coming to games that are story-driven. And primarily, that’s the main thing.

Q: So it seems like you’re saying it’s too soon for that.

Greg Zeschuk: No, I think we’re pretty much getting there right around now.

Ray Muzyka: I think you look at the last 20, 30 years of the industry, saying the videogame industry took off in the 80s, where we are now is almost like the mid-point of maturation of the industry. It’s almost like we finally got our camera built in the movie sense. It took a long time, decades in the movie industry, where we went from black and white to talkies to the point where we actually started to get rich acting and direction and the subtle moves of camera and things like that that are now accepted practices. From that point on the industry just flourished, and I think the videogame industry is at that point now where you’re going to start to see this blossoming of all kinds of really cool, multiple dimensions of different kinds of settings and genres and kinds of characterisation as the gaming industry moves from early adopters to early mainstream, to the mainstream who are now embracing games as their main form of entertainment. It’s exciting to be in the industry at this time particularly with something as compelling as emotion and engaging narrative. For BioWare that’s our vision, to really create these stories and characters that people believe in and they get emotional reactions to. They feel something. We’re excited about it.

Q: Can you tell a meaningful story in a game without any text or dialogue?

Ray Muzyka: Sure. You can have different kinds of narrative there outside dialogue and characterisation as well. If you look at a game like BioShock, a lot of the narrative delivery there was exciting to us because it was delivered through the environments and interactions and how the character experienced the world, which was pretty neat. We were inspired by that, and are trying to do more and more of that ourselves. We did before, but we’re looking more closely as there are other ways to deliver narrative in games. And frankly sometimes the more subtle ones are the more powerful, the ones that leave a lot to the imagination. So it’s almost gone full-circle from the old text adventure games back in the 80s where there was a lot left to the imagination in terms of what things look like to now where we have some dialogue and some text sometimes but it feels like you’re wandering through a real environment, whether it’s a fantasy or science fiction world, or through China, or whatever setting it is that we’ve created for players. If you can make it feel like it’s natural and seamless, then the possibilities are only really limited by your imagination.

Q: Have you seen much of the sort of indie experiments in telling story through gameplay? Have you seen Passage, for example?

Ray Muzyka: No, I don’t think I have. There’s a lot of experimental design by students, like at GDC with the Student Showcase, there’s a lot of really good stuff there. I try to make a point of checking that out every year just to see what they’ve come up with. That fresh perspective just shocks your sensibilities. And that’s one of the exciting things about games as well, with new platforms like iPhone and handheld and browser-based games, there’s a lot more opportunity to drive narrative in new ways.

Q: If you can narrow it down to just one thing you’d like to see happen in this industry soon, what would that be?

Greg Zeschuk: I’d probably have Star Wars: The Old Republic out. That would be the one thing. That’s my answer. (laughter)

I mean, I’m sort of facetious about that, but at the same time, I think it’s interesting because I think it’s really going to surprise people. You play it, and it’s interesting because you can really easily solo the game, or you can play in multiplayer. And the solo experience, the character acting, the dialogue flow is like Mass Effect, and you completely forget you’re playing an online game. And then your buddy shows up and you’re like, oh yeah! Hey, let’s do this together now. It’s really interesting because it sort of breaks new barriers. For us in many ways it’s the next evolution of storytelling, of sharing these stories and having the flexibility of playing together and sharing these stories.

Q: Ray? What would you like to see?

Ray Muzyka: I think this goes back to the original question of what are the things we need to do to really nail the experience for the mass market audience in games. One of them is removing the barrier of entry, with things like seamless control systems, or ways to enable you to play games in ways we haven’t thought of and are still learning how to do. And the other is really getting that emotional engagement there through the content. So it’s a hardware issue and a content delivery issue. If you can solve both those things, I think then you can actually make truly emotionally-engaging narrative where whatever setting you choose, it will feel right. It will feel like there is an aspiration there, that people will want to get into that fiction. I think we’re there, I think we’re very close.

Q: The industry has this classic discussion what seems like every year at GDC of how to tell an engaging story while giving the player a sense of freedom, how to tell the story you need to tell without holding the player still. Obviously you guys have gone to great lengths to approach breaking through that barrier, but do you feel like there is more to be done?

Ray Muzyka: Yeah, it’s an artform, really. You have to do it in a way that…you really don’t want the player to be aware that they’re even going through a pre-made story world. But of course there has to be one if you want them to have a pre-constructed experience. You can have a free-form open-world exploration game, where you don’t maybe need as much pre-made story, and that’s valid. But I think it’s cool to merge both together, where you have a lot of open world exploration, and that’s one of the pillars in our games. But you also have story, and that’s another of the pillars in our games. If you can merge them together and kind of guide the experience with a very gentle hand that allows players to kind of go off the beaten path and then come back to it, then they feel like they have freedom. And that’s one of the benefits of games, is that nonlinear freedom of interaction.

Thanks gamesindustry.biz for the great interview. Later this week I will be running down the top 5 best Bioware games ever in a spcial feature to the beloved developer. Stay tuned.





MMO- The Turtle is going on Vacation until July 1st!!

24 06 2009

Well Turtle-Heads I wont be posting or updating until Weds July the 1st. The Turtle is going on a trip to the great state of Vermont so I will be out of my shell for a week. Take care and thank you guys for the visits and the support. I have receive an amazing amount of support for my blog and I will be putting my content onto my own website sooner rather than later because of the support and interest. So stay tuned for the big website announcement in the coming weeks. On my site I will be able to offer you guys full forum support so you turtle heads can talk about what every you wish and whatever games you want. Also I will be having featured materials and even contests for you guys to win Games, Hardware and even Beta Keys to the biggest games. Big Big things are coming for you loyal Blueturtlecafe readers and I will provide you all with V.I.P. cred on my new site. Thanks again and remember that the place to get all your daily MMO and RPG news is Blueturtlecafe!





RPG-Mass Effect 2 update!

17 06 2009

BioWare Executive Producer Casey Hudson knocked up a massively informative blogimabob post for IGN’s Mass Effect 2 development page:

Importing Your Mass Effect SavegameFirst, you do not need to have played Mass Effect to enjoy Mass Effect 2. The introduction is designed to introduce new players to the story and universe, and to recap the situation for previous players.

If you have completed Mass Effect and you still have your savegames, you can view each playthrough you’ve completed, and choose the one you want to continue from. The Mass Effect savegame doesn’t just contain a couple of your big choices. It contains countless decisions you’ve made, both large and small. These things could each potentially carry forward and affect your story in Mass Effect 2. This has never been done before on this scale, and it means you’re actually continuing your own story from exactly where you left off.

Some have asked “I built a level 60 character with lots of loot in Mass Effect – will it all carry over to Mass Effect 2?” We will definitely provide benefits for those who put time into developing their character in Mass Effect. But to support all the improvements made in combat and inventory, the skills and items are pretty much completely redone for Mass Effect 2. So if you import a character from Mass Effect, Mass Effect 2 will adapt the key assets of your character into starting benefits that work in the new system.

And to answer two of the most common questions: “Did you fix the slow elevators?” and “Will there be alien love scenes?” Yes and yes. We actually had our new level transition system on display in the demo, which replaces elevators and other transitions from the first game. The new system did its job perfectly in the demo– it was a natural part of the visual narrative and went by fast enough that no one noticed it even happened. As for whether there will be alien love in an elevator, you’ll have to play to find out.





MMO-Star Wars: The Old Republic Smuggler Class Officially Revealed

12 06 2009

BioWare Officially Unveils Old Republic Smuggler Class

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A Star Wars character hiding behind a crate with a pistol in his hand can only mean one thing: BioWare has gone and unveiled the Smuggler class for Star Wars: The Old Republic.

We knew it was coming, but it’s nice to see them anyway. BioWare has posted information on the Smuggler, the latest class to join the line up in Star Wars: The Old Republic.  The Smuggler is essentially the rogue class of the Republic, with a heavy emphasis on being charming. Perhaps that makes them the bard class?

Check out the official website and decide for yourself!





MMO-12 MMO’s To Watch For!

12 06 2009

Keep an Eye Out for These 12 Amazing Upcoming MMO Releases

If you play MMORPGs chances are you are always looking for the hottest new titles that are being released. Let’s face it, its fun to try out all the new games until you find one that really feels right. With this in mind we are tracking some of the hottest, most anticipated MMORPG titles of 2009 – 2011.

Hot New MMORPG Release to Watch Out For!

Stargate Worlds: Release Q4 2009
http://www.stargateworlds.com/

Aion: The Tower of Eternity – Release Date: Q4 2009
http://www.aiononline.com/us/

Champions Online – Release Date: July 14th, 2009
http://champions-online.com/

DC Universe Online – TBA 2010
http://dcuo.station.sony.com/

Star Trek Online – Release Date: TBA 2009-2010
http://www.startrekonline.com/

Star Wars: The Old Republic – Release Date: TBA 2009-2010
http://www.swtor.com/

Guild Wars 2 – Release Date: TBA 2010-2011
Info & News

Jumpgate Evolution – Release Date: June 23rd, 2009
http://www.jumpgateevolution.com/

Earthrise – Release Date: H2 2009
http://www.play-earthrise.com/

Fallout Online (Project V13) – Release Date: TBA
Info & News

Rapture – Square Enix MMORPG – Release Date: TBA
Info & News

Untitled Next-Gen Blizzard MMORPG – Release Date: TBA
Info & News

I would also like to add a shout out to an under mentioned MMO coming in the near future Alganon. You can follow the game and sign up for beta at Alganon.com!





MMORPG- Top 10 MMO’s of All Time

10 06 2009

Top 10 mmo’s all time

1.Everquest- Since it’s release in march of 1999 it has defined the genre of what we call MMO’s. The WOW of it’s day.Everquest has had far reaching influence from WOW to it’s own sequel EQ2. No other MMO has had the impact on the industry as EVERquest.Spawning countless spin offs on multiple platforms and across all media. Now running in it’s 10th year and showing no signs of stopping.This really is the number one.

http://everquest.station.sony.com/

2.Ultima Online-The grand-daddy of all graphical mmo’s. Released even before the mighty Everquest (1997) Ultima Online was the first mmo to reach 100,000 subscribers. Ultima online is a sandbox type game allowing the player to create craft train and fight. The game is noteworthy for it’s PvP.It is still played today by thousands of players.

http://www.uoherald.com/news/

3.Asheron’s Call- Some would  agrue for this to be the number one spot on our list. Boasting highly original monsters and game design this ancient game is still running today with a rabid fan-base. Many elements of Asheron’s Call were radically different from most mmo’s including a world that was not divided into level zones. Also the character’s level doesnt determine the out come of a battle but the skill and gear of the player does. (At the time that was unique) The Vassal system was a great addition as well. Asheron’s Call was and is a more complex offering than most other games on the market.

http://ac.turbine.com/

4.World of Warcraft- World of Warcraft. What can be said about the 800 pound gorilla of MMO’s. Played by more than 11.5 million people today, even after being on the market for 5 years now, this game is an unstoppable force in the industry. Hardcore gamers and Hardcore MMOers may scoff at having this game at  number 4 but it deserves it.  Blizzard does what they always do in game design. They take a genre that people like and polish it, make it run on anything and make it accessible to everyone. MMO’s before Warcraft were looked at as a more hardcore, elitist genre occupied by uber gamers with uber amounts of time to spend on them. Warcraft removed alot of the time sinks required by most MMO’s. World of Warcraft has opened the doors for a new generation of MMOers. They brought in people who have never gamed much less MMOed.That is the sign of something special. WOW indeed.

http://worldofwarcraft.com

5.Dark Age of Camelot- DAoC is still the Turtles pick for how to do PvP in an mmo right. It was not a free for all but a structured world were Realms fought Realms and what you did in player combat mattered. The game stuck a little too close to the fantasy staples in PvE but the classes, the world and the combat was and is still a cut above what many games,including Mythic’s own Warhammer(sorry fans), attempt today. If you like PvP and have not played Dark Age of Camelot do it now. Seriously go do it.Now. GO!

http://www.darkageofcamelot.com/

6.Final Fantasy IX- Bringing the detail of the Final Fantasy universe to the mmo space was a challenging task but one that Square was able to do. Not only on the PC but also onto consoles. The game is a grouping mmo all the way and makes to bones about it. Solo friendly it is not but that is a design choose that has served them well.With the recent reveal of FFXIV online the future of this game could be in trouble.

http://www.playonline.com/ff11us/index.shtml

7.City of Heroes- The first real super hero MMO came out and from the begining became the darling of the MMO world. With the best character creation system on the market you were really able to create the super hero of your comic geek dreams.The mission structure is perfectly contructed like you are playing a comic book. With the addition of the Villians game and user generated content this game still has legs but is going to see formitable competition from the likes of Champions Online and DC universe Online.

http://www.cityofheroes.com/

8.Runescape-Arguably the second biggest MMO in the world with a reported 8.5 million players. What is amazing about that number is they have no players in Asia. The area that encompasses the most of Blizzards WOW subs. This is the largest free to play mmo in the world. Featuring realtime combat and no classes to pick when creating a character. Players are given freedoms that many pay to play games cant offer. Running in Java the game runs on basically any computer which, I am sure, does’nt hurt it’s numbers.Runescape,like Everquest and WOW, is responsible for thousands of gamers being introduced into the world of MMO’s.

http://www.runescape.com/

9.EVE- Hands down the best space/sim mmo on the planet. With a depth that scares lesser gamers this MMO is a masterpiece of design and execution.More of a true virtual world than most games. With great politics and graphics you really feel a sense of immersion not felt in other games. The developer CCP is one of the best developers of MMO’s ever. They are a company that takes the concerns of their players serious. If you have not played EVE go do so right now!

http://www.eveonline.com/

10.Guild Wars-I know alot of people do not consider Guild Wars to be a ‘real MMO’ but I think it. You play on line,group with other people, do quests, it has PvE and PvP it has classes and skills and dungeons. I say if Dungeons and Dragons Online is an MMO than so is Guild Wars. What makes Guild Wars such a great game was how many things about standard MMO’s they took a chance to change. Sure the level cap was too low but with a new game released every so often,which could be played without the one before it new content was not a problem. They took a chance with no subscription fee and it payed off selling millions. They added the ability to hire party members if you did not have friends to play with. They took a chance with making everything outside of towns instanced so that you and yours could go adventure with griefers or wait. The highly anticipated Guild Wars 2 will be coming soon and looks to follow in the footsteps of the first games.

http://www.guildwars.com/

Well there you have it friends. Blueturtlecafe’s list of the top ten MMO’s of all time. There were some notable selections left off the list and a couple honorable mentions that I list below. There were also some arguments as to the placement of some of these either higher or lower but in the end I am happy with the list. Any comments are highly encouraged and please, let the Turtle know what your top ten list is in the comments. Thanks for reading!

Honorable mentions:

1. Star Wars Galaxies- if it had stayed the way it was before the changes it would be in the Turtle’s top 5 but after the changes it does not make it to the top ten.Still if your a die-hard Star Wars fan you should at least experience it.

2.Everquest 2- Say what you will about this ‘sequel’ but the amount of content in this game is staggering. Plus the variety of locals and the quality of the sound and graphics for a 5 year old game is still on par with the best out there. With more voice overs than anyother MMO out today, this game was a little ahead of it’s self and had the dubious honor of releasing so close to World of Warcraft.
3.Lineage 2- This game has alot of content and alot of options for the player to experience. If only the game was not so grind heavy.

4. Lord of the Rings Online- Great production values, solid game mechanics and possibly the best Lore of any game out there.  A solid, if uninspired, AAA MMO.

5. Neverwinter Nights- I know this is not an MMO but Neverwinter Nights allowed the player to create an mini MMO with the Aurora toolset that Bioware provided. Hundreds if not thousands of persistant world servers are around and played today. Providing everything a commercial MMO has to offer. With recent rumors of a possible NWN MMO being released in 2011 (as the Turtle was kind enough to let you know about 😉  Those fans may yet get their wish of a true Neverwinter Nights MMO.

6. Vanguard- After one of the worst launches in MMO history this game has actually been able to pull itself up and dust off most of those nasty bugs and become a solid MMO experience. With a huge, non-instanced world, a ton of classes and races and flying mounts this game is one of the best pure group dungeon cralwers around today.

finally..7. Age of Conan- This game is another MMO that suffered from a bad launch. It has made great strides to please it’s fans and has since added alot of the promised features at launch. With arguably the best graphics in the genre and a brutal in your face type of realtime combat it offers a different take on the standard fantasy mmo.

Well thats all for now Turtle-heads I will be back next week with the next top 10 list so stay tuned and please feel free to leave your comments!





MMORPG- EVE developer revealing new game

10 06 2009

EVE Online Developer To Reveal New Game At GDC

Jun 10, 2009 Game Developers Conference Europe will be sweeping into Cologne, Germany this August; with CCP’s Hilmar Petursson set to keynote the event. With EVE Online surpassing 300,000 subscribers, Petursson will be talking about CCP’s growth. In addition, he will reveal his newest project, which is currently in pre-production. I would guess it to be a MMO, but who knows. More info as I get it.





MMO-Jumpgate Evolution E3 preview

9 06 2009

Jumpgate: Evolution E3 2009 Preview

The one word that I could not help uttering almost constantly during my eyes-on time with NetDevil’s space-based MMO Jumpgate Evolution (PC) during E3 2009 was “Wow.” NetDevil president Scott Brown demoed a few levels for me, and only gave me the briefest of views of a few battle scenarios and settings, and yet for as little as I saw, I found myself grinning and shaking my head in awe throughout the entire presentation.

Brown reinforced at several points during the demo that Jumpgate is a full-blown MMO in every capacity, and yet, it’s also designed for traditionally action-minded players. This is most apparent in the game’s combat system, which is based on skill as opposed to statistical probabilities. Also, rather than forcing players to grind away for dozens upon dozens of hours in order to reach the point where combat, and the game in general, is satisfying and enjoyable, ranking up in skill level happens quickly. This ensures that the game’s barrier to entry is substantially lower than your typical massively-multiplayer online game.

And when I say “massive,” trust me, that’s a gross understatement. Jumpgate has a breathtaking sense of scale and scope, and I can’t remember that last time space looked this good or this believable in a videogame. Sure we’ve seen traversable space before, but it’s usually just a black vastness with glowing dots and some nearby objects to add a sense of dimension. Well, thanks to some spectacular visual flourishes, stunning lighting effects and planetary detailing, space truly feels interactive and inhabitable, as opposed to the mere backdrop that space typically is.

Now, when it comes to battles, Brown says his development team found that they encountered a bit of an unexpected problem providing such enormous stretches of space for players to explore and fight across: things just spread out too much. This still characterizes most of the player-versus-player combat in the game (and represents one of its most impressive aspects as well) but the game also features fully enclosed areas that offer a respite from the often overwhelming vastness of open-space combat.

The interior map I saw was called “Descent” and featured a seemingly endless array of massive tunnels through which to battle and navigate. By confining your mobility, the developers ensure a much more personal and more frenzied combat experience, and given that the developers are aiming for 150-player support for any particular battle, frenzied is probably a polite word for the kinds of battles this game is capable of producing.

At one point, Brown warped our ship to a random world, and upon exiting a jumpgate (the gateways used to traverse space), we were thrust into the middle of a space battle on par with any of the major battle scenes from your sci-fi film of choice. Massive space destroyers and hundreds of ships (all of which are fully customizable and feature hundreds of different parts, upgrades and weapons) hurtling through space, exchanging neon green and red laser fire against the backdrop of a scene-stealing planetary vista, and that doesn’t even come close to capturing how incredible it all looks running in real-time in front of your eyes.

The game features three nations and 22 factions to choose from at the beginning of the game. When it comes to missions and experience points, the game includes a soft grouping system that will automatically group players pursuing the same objective, and award each with equal amounts of experience once the objective is completed. This is meant to encourage players to group up and feel a sense of cooperation rather than competition. The game also includes Dolby Digital voice support as well as an extremely in-depth leader board system that tracks every single action you take in the game.

There are countless other features that contribute to the gameplay and genearl MMO-ness of the game, but unfortunately, I didn’t have nearly enough time to learn even a fraction of what this game is attempting to deliver. So let me just say I was very impressed with my very brief time with Jumpgate Evolution. It might not be for everyone, but it certainly has the potential to attract those gamers who have shied away from MMOs in the past. Seriously, keep your eyes on this one.

Thanks to G4 for this one. I was not real happy with G4’s coverage this year at E3. They seemed to favor the consoles when there has been a ton of new PC games and franchises to focus on as well. Oh well that is what the Turtle is here for! I will hunt down everything I can for you guys and share it all with you.