It'll be active for a while while I clear out old writing from the ol' clie. E3 2006 dump. Written at the time of May, 2006:
• Marvel: Ultimate Alliance - Looked a lot of like a marvel franchise, single player, final fight. Some cool environmental hazards like Galactus. For anyone who knows him, Scott Walker landed at activision after EALA. Marvel is his baby.
• Quake Wars - Very pretty, which only a handful of "next-gen" games really earn. Terrain lagged a little behind the quality of the vehicles and deployables, but overall looked great. Feels very far along, MP worked wonderfully, and the team specific video training before hand was hella well produced and useful. They did 1st person vehicle cockpits, which is cool but I wonder if anyone will ever see them, preferring to play in 3rd person. Deployable system is easy to understand and use, and I really love being able to watch the skies to time its arrival. It's a great example of de-hudding a hud element (time to finish "construction" in this case). The orbital strike is extremely cool.
Capcom:
• Dead Rising - The "use anything" ethos of this game, combined with the photo taking mechanism, differentiate this from other zombie games. I saw this guy grab a frying pan in a kitchen, and use it on the stove (it starts glowing). He then grabs a loaf of bread, and I thought he was going to make a sandwich! A lot of the items don't seem useful against zombies. Animations are stylized and kinetic, which works well where bashing things heads in are related. A weird thing is that on the outline of what constitutes a good photo, one category is "erotic". I didn't play long enough to find out what's erotic about the zombie apocalypse.
EA:
• Battlefield 2142: The airborne aircraft carrier gametype is pretty cool. It was fun to take on walker vehicles from the turrets mounted on the “titan” which are all aiming down and mighty powerful. Being able to assault these “titans” from an apc with aerial insertion pods sounds cool, but even the ea dudes seemed to be camping where these things land. It’s clearly using the BF2 engine, so it doesn’t look as good as Quake Wars.
• Crysis: Performance was really noticeable, but I overhead an EA suit say to the driver “wow, the frame rate is really improved”. Weapon customization is well done, where you just look at the weapon you’re holding in first person, and the UI overlays the model. Some vehicles, but only a handful.
Eidos:
• Rogue Trooper: I’m a sucker for anything 2000ad and had some fun playing it. All the previews say “unless you are familiar with the comic…”, and I am, so there you go. I loved the “low rider” walker enemies and since the world’s air is poisoned, everyone is wearing these martial bunny suits. When you spray them, the burst leaks wherever you hit them, which turns out to be very satisfying. It handles weapon switching gracefully with the “AI” equipment backpack’s metal arms unfolding out and revealing/hiding weapons.
• Hitman: Blood something – Didn’t play it, but the Mardi Gra scene with 50 people in the narrow alley impressed. I adored being able to kill some random partier wearing a chicken suit, put it on, and then get into gunfights with gangsters.
• Just Cause – As far as I can tell, this is essentially the Jagged Alliance 2 FPS. You’re a rock jawed Special Forces type in this huge go anywhere banana republic with warring, manipulatable factions. The guy claimed 100 vehicles, and they’re a major element of the game. One cool bit was each vehicle had a “stunt position”, like standing on the hood, or hanging on to the wing, which you could safely enter just as you could enter the vehicle. From here you can dive onto other vehicles, or make HALO drops, frequently the best tactic for hitting objectives.
Lucasarts:
• Indiana Jones: Essentially, two tech demos, both of Indy beating people up. It can suck to be pressured into showing at E3 when your high profile product just gets started ;-).
• Empires at War expansion: Big addition seems to be the 3rd army, the Underworld/Fringe of Jabba the Hutt and Boba Fett. They’ll have their own units, heroes and a differing economy. This is one of the few games that allow you the play both the strategy and tactical game against an AI, and not have them fall apart after the first battle.
Microsoft:
• Age 3: The Warchiefs – The new tribal races have buildings that remind me of whatever the “mana” in Age of Myth was called. You have these totems you can send your peasants to, enabling your hero badass to use all his abilities. I really liked the tame animal one which converted this lethal bear into a unit. Tribal council instead of home city seems like a stretch (just saying… ;-))
• Crackdown – Very over the top. The main hero has the ability to throw vehicles around, which adds a much needed dose of surrealism into the modern cop genre.
• Lost Planet – Really kickass visually functioning mech.
• Shadowrun – Really expected this to be a huge single player RPG, when in fact it’s a multiplayer and class focused game. The lack of direct damage spells really reminded me of Wheel of Time, and the leveling system promotes experimentation instead of cautiousness (like, say BF2 or any MMORPG). The ability to resurrect in a perma-death game is interesting in that the revived guy contributes part of his cash until he dies again. Has a decent support class role as well. The guy demoing regularly compared it to counterstrike.
• Too Human: My impression after playing was a robotron. It takes serious adjusting to as you have no control over the camera. The right analog stick is all melee attacks, and I had to unlearn Halo to grok it.
Namco
• Warhammer: Mark of Chaos: My hope was a fantasy battle version of Dawn of War and that’s not a bad description. Very good looking, with fine animations, a polished regiment UI and canon Games Workshop forces. The chaos forces I used the demo would be legal in the tabletop game (I know, I’m a dork). A favorite was challenges made it over from the analog game, and it was KICKASS to watch the battle around me come to a stop as everyone gawked at the demon fight the warboss. Many units have abilities that are only applicable for challenges. A concern is they took the more literal route of fleeing and it seems like you lose control of your units if their morale breaks. I think DoW nailed how to manage this, so why fuck with it?
Nintendo:
• Wii: Didn't wait in line, but the video billboards along it were wild. They were movie poster sized video windows with a person on the other end looking through a camera at the line. You walk up and a "poster" says Hi and starts chatting you up. It was weird but cool, hopefully like the Wii.
Sony
• Resistance: Fall of Man – I didn’t lay hands on controller, but it looked like a world war II game set in the future. Very desaturated mid-range FPS combat.
• Warhawk – Pretty, but putting my 36 year old gamer wrists together and twisting really isn’t my idea of a good time ;-).
• Heavenly Sword – Very pretty. Wish I took this one for a spin.
THQ
• Dawn of War: Dark Crusade – They added a new C&C-like strategic campaign where you choose the battle you fight next. Additionally captured territories provide specific units and bonuses in upcoming fights. Characters now gain XP as well and have access to wargear. The guy was coy about new units for existing armies, but even if there weren’t any, the two new armies justify the purchase alone!
• Frontline – One of those weird theaters that only ran a trailer in it. It was a kickass theater, with these cool 3D weapon schematics, but why would anyone wait in line for that?
• Supreme Commander – Another theater with a trailer. It looked good and seemed very representative of gameplay, but still.
Ubisoft
• BIA: Hell’s Highway – The two things I’ll remember about this demo was the window glass getting blasted into my arm and the 88 team’s awesome reloading animation. The first one was a great example of thinking outside the box about first person actor gags which really got my creative juices flowing. The second will make any artillery piece crew in a WWII game that ISN’T perfectly looking like they should stick out like speaking characters who don’t at least flap their gums. The chimney collapse was also very cool.
• Dark Messiah of M&M – Pretty-ish and going around and kicking goblins through fragile planks into bottomless ravines was surprisingly fun. Evidently I had a weapon that whole time as a slight annoyed Ubi dude let me know, but shit I enjoyed it. The physics puzzles were logical and it rocked to stun the cave Cyclops with one before bum-rushing him and trying to kick his head in. The Ubi dude sighed at this point and walked away. Who would have thought that the challengers to western RPG throne would be Might & Magic and Elder Scrolls.
VU Games
• FEAR: Extraction Point – I fooled around with a new minigun with this dope split barrel muzzle breaks, and it was ridiculously overpowered against infantry (which I LOVE in miniguns). The battle armor was kind of cool. Didn’t know that Timegate of Kohan fame was doing it.
• Joint Task Force – A contemporary military RTS, it seems fairly by the numbers, but I didn’t spend any serious time with it. I did like how you could get infantry into civilian cars and pass undetected by enemy troops.
• World in Combat – A contemporary military RTS, it seems fairly by the numbers, but I didn’t spend any serious time with it. It’s got a slightly wonky interface with unmodified mouse movement only controlling camera orientation. You had to use the keyboard in conjunction with the mouse to scroll, which is a step back IMO. The saved replay function was a great way to demo the game, and they have perhaps the most impressive real-time mushroom cloud visual effect I’ve ever seen. It’s really pretty scary.
Webzen
• Huxley – Great character models was what I came away from with this. They put the environment polys to good use, but really leave the skybox horizon pretty boring. I felt like I was in this giant aquarium. I’m not sure who the H18 and H5 players were, but they were actively griefing the E3 players, blocking them into spawn locations and team killing. I suspect public beta testers..
bioshock - Impressive. Looks very high poly, and boasts the wares of a dedicated water artist since it's all in a submerged base. The whole "eco-system" of npcs is wild and designed with a real Verne flair. Mix with some Fallout-esque humor, and most SS2 systems (cameras, security stations, ammo types, taunting speaker presence), etc. Very neat.
Fun real life demo moments include some irrational guy schooling what I assumed was a take 2 stooge about how to handle crashes with a full house and all the australian accented profanities (most of any demo I've seen yet!). A good time was had by all.
Thanks Dan!