In terms of the missions themselves, Rebellion is currently finalising the chapters. Though the game will be linear, we are promised multiple objectives and various ways to arrest perps.
As well as saving million people from summary execution, handing out six month stints in the cubes for littering will be required. What we've seen is impressive - the skyline extends far into the distance and on the levels set high among the towering scrapers, just looking down is.
It's difficult to tell at this stage how Dredd Vs Death will square up against the likes of Half-Life in terms of Al, but both Rebellion and NDA are confident they can take it to the next level.
Rather than use fixed states 'idle', 'suspicious', etc the Al characters are governed by goal-based fuzzy logic systems, which weigh up the pros and cons of the current situation and react accordingly. Even our basic grunt' Al is capable of team-based multiplayer games. As to the subject of multiplayer, little is forthcoming aside from the fact we are promised a number of unique modes.
Questions of 'Judgematch', 'Block Wars' or some sort of city-wide riot scenario are met only with a knowing smile.
We want to make it a really new experience. Now up to Prog and costing slightly more than eight pence, AD has seen Dredd and his nemesis develop to a degree unrivalled in any other comic. We know it's high time justice was done to the nation's favourite future lawman, and we've got a feeling that the Rebellion team are just the ones to mete it out. They Look good, don't they? The buildings filling the screenshots over the next couple of pages, towering against the dark skyline, with ship-in-a-bottle detail and nightmarish vastness?
Wen, you should try walking around beneath them. Yes, that's right. They're not part of some convoluted artwork to make the game look good to gullible magazine readers, they're physical presences that will take your breath away when you start exploring Rebellion's computerised version of Mega-City One, home of Judge Dredd and million people.
Given that it takes up the whole of the Eastern US seaboard, that would just be stupid. They've taken some of the most recognisable areas from the comic and translated them to the monitor in all their gigantic glory.
At this early stage, though most of the architecture is complete, the swarm of movement and people that will make the city truly come to life in the player's imagination is still missing. But it's already coming together enouatUoisee how incredible it's going to look.
There are even giant screens a la Blade Runner showing full-motion video, adding to the sense that this is a vibrant, living - if also dark, dank and scary - city. There will be news reports playing all over the city, helping to progress the story - about which little is known, by the way, apart from the basic premise of Dredd confronting his arch nemesis Death and the Dark Judges.
Although you can get an idea of its scope by the producer Ed Woolf's words. The script fs quite involved. We've got 25 years of the AD comic to go on. Ed tells us some of the things we can expect to see once the full noise and bustle of the crowded futuristic city is recreated: "There'll be flying robots coming down from the sky, cars sweeping past, a monorail speeding above.
As head of programming Kevin Lea adds, "We focused on visualising mega-city one, and to do that realistically means having lots and lots of people on screen simultaneously. They've all got complex bone structures, animations and lots of polygons, but because of how scalable everything is, it will run quite happily on whatever PC you've got.
It doesn't have to be state-of-the-art. The issue of scalability is an important one. It means that although Dredd vs Death is also being developed for the PS2, it automatically looks better on a decent spec PC.
In fact. Rebellion's Asura engine is so impressive it shouldn't be long before other developers start using it and, thanks to its user-friendliness and fast rendering, we can expect it to have a big impact with the mod community.
It might not have the ultra-realistic look of Doom 3, but it's perfect for the dark, comic-book style of Dredd. Not to mention all those other AD characters Rebellion has lined up for videogame transfers. Of course, it's not just the graphics that remain truthful to the comic original, and the gameplay itself is fashioned in true Judge Dredd style, rather than the generic move-though-corridors-and-kill-everything FPS we're so sick of seeing.
If they resist and pull a gun out on you, then all hell breaks loose. But you have to stand by the laws you've sworn to uphold, which is why you have a law-meter on the screen display. It goes down if you shoot innocent people or ones that have willingly surrendered and if it reaches the bottom you'll get a visit from the SJS, the Special Judiciary Squad, who will try to arrest you.
There's no better way to give a taste of what the game will be like than showing a mission, which is exactly what the Rebellion guys did. The whole thing kicks off in the docks area of Mega-City One, a level which they Originally thought would demonstrate ust the kind of huge scale they were aiming for. It's pouring down, as it so often is in this damp, dark city, and if you look up at the sky you can see the raindrops exploding on your visor.
It's a good job there's no time limit, because chances are you'll be spending quite a while 'coo-ing' and 'ahh-ing' as you take in the full beauty of the Asura engine.
Your first mission is to arrest a gang of hoods. The bad news is they out-number you by quite a margin. The good news is when you find them, half of them decide to leg it. Still, enough of them hang around to make it a pretty hairy fire-fight.
Elsewhere, you're informed of a group i of punks spraying graffiti in a subway I tunnel. As you arrive to bust asses and take names, graffiti-cleaning robots turn up to wash down the defaced walls.
C'ty life must go on, y'know. The city is populated with all types of gangs, not all necessarily part of the main storyline, but adding to the atmosphere and immersion. You can even, if you're feeling particularly devious, lead one gang into another's territory and watch them slug it out. The thing is, all this atmosphere and immersive detail would go out the window if it were not backed up by equally realistic NPC behaviours. I've always said that an FPS should be judged above all on the quality of its Al, and in this case things appear to be well on track - which is especially refreshing given that it's usually the last thing the developers get round to.
In most games, the programmers try to make it look like your enemies are acting intelligently by liaving them run off or shoot at you intermittently from a position of cover. These are usually just scripted patterns and path-finding routines rather than proper responses to an active situation.
In Judge Dredd, enemies will take cover behind any object they find in the environment. And if you drop a new object in. As Ed explains: "The fuzzy logic Al system we're using means that each character makes a decision based on the environment around him and the actions taking place.
For example, if the enemies out-number you, they start firing at you. If you kill a few of them, the others are much more likely to surrender or call for backup. And with the fuzzy logic comes other benefits: "Every time you play the game it will be slightly different.
Different gangs will have attributes they always adhere to. But they're still unpredictable. And the larger the group of people the more chaotic it can all become. But it's not just perps who behave realistically.
All the citizens thronging around you have their own lives to get on with. Another element designed to make each game different from the last is the lack of pre-set death animations. Rebellion has gone for the ragdoll effect where the body of the victim falls according to skeletal physics, the environment and where they were hit.
It also means they'll slump against walls and assume unnatural positions on stairs rather than lie rigidly as most computerised corpses do. This is especially effective when using the high-explosive ammo, a sort of grenade that sends bodies flying in all directions in a magnificent explosion, with limbs twisting in midair and landing in the most painful of positions.
Of course, setting off explosions in the middle of a crowded street and causing massive civilian casualties isn't usually a good idea. But this is Judge Dredd remember, and protecting civilians at all costs has never been high on his agenda. You can say, 'well, my law meter is pretty high and there's one innocent guy and three bad guys. I'll take out all of them. His basic thinking is that a hostage deserves to die for being stupid enough to get caught in the first place. And as for multiplayer?
Well, they're not supposed to talk about it. But you can tell by the twinkle in their eyes that it's going to be special. With AD, Main has been producing some of the world's best comics for some 25 years. Justice will be done. Are you nervous about taking on such a big franchise and such a beloved character as Judge Dredd?
In a word, yes! Very nervous. I've been reading AD since I was 14 years old from issue one, so I'm a fan of the character myself. I think everybody here is a fan as well. We own and publish the comic, we own the characters and we've re launched the magazine and that's going really well. Now we've got the game and we can go in a slightly different direction. We have the freedom to do really more or less what we want. We've got a hell of a task, and we want to be straightforward and honest with the hardcore Dredd fans and also get other people interested in the character and the comics.
We really want to make sure that the game fits in with the slightly dark, slighdy satirical look of life today, which is really what the AD world is a commentary on.
When you think about all the surveillance issues happening, identity cards, people having no right to appeal, you can see that Dredd's world is getting closer and closer in some ways, which is a little scary. We want to bring that dark side out but we also need to make it approachable for the mainstream consumer, for people who are not necessarily big fans of Dredd or don't read the comic.
We want to make sure they can go "yeah I get that" rather than having too many in-jokes. They'll be a very strong storyline, as we're working as much as we can with Carlos EzquerTa and John Wagner, two of the divisional creators behind Dredd.
They want to be involved - whether they haw time is another thing. We want to use them as much as we can to make sure the story and feel is authentic. We are going to try and write the storyline in two layers, so on one level it's fun for people, it's a good story, even if they don't know who Dredd is, and on another level there'll be quite a lot of story references for the hardcore fans. So will you be consulting the fans about the possibilities for the game?
We won't be actively consulting them. If you ask ten fans you'll get 12 ideas for games! I have to admit that I do lurk on the forums and newsgroups. We have to be careful because some of the hardcore fans are very noisy online, but they're not really representative of the mainstream. There are lots of fans who are silent and just like what we do. Fan feedback is important but often there are business realities as well that we have to look at.
We're primarily running a business and we've got to keep the funds coming in so we can keep the comics coming out. We take notice of fans, and we definitely listen even though we don't always agree! Why did you choose Judge Death as the bad guy and what other characters can we expect to see in the game? Judge Death is a particularly strong character from a gameplay point of view in that he can never be killed, he can only be captured.
He can inhabit different bodies so we can play around with the gameplay mechanisms there. He comes from a parallel dimension called Deadworld, and as a character he holds a mirror up to Dredd because he believes that crime is committed by the living, therefore life itself is a crime, so we're all guilty from birth. Cassandra Anderson and Mean Machine will almost certainly appear. I'd like to bring in all types of characters from the various storylines like the Fatties, the Uglies and Max Normal the pinstriped freak, who's weird because he's so normal.
But what we've got to do is focus down on what would make a good game and what would work in terms of the story. I don't think we're going to go with the 'play as the bad guy' angle, because I don't think we have time. But Dredd's not a good guy, Dredd's not a hero. He's not flying around saving babies from burning buildings, he's actually arresting ordinary people and putting them in prison for a long time.
Up until now we have focused on Dredd, but maybe players could play as Death in cheat mode. But I think you're probably right, it would be quite interesting to play as Death and it might be what people expect with our AvP heritage. I'll pass it on to the team!
That's one of the challenges. How do we make a player feel like they're in a living, breathing Mega City? It's a tough one. Our engine can cope with effectively as many polygons as you can throw at it, but we can't model a whole city. People are going to recognise the various areas like the Halls of Justice, and I'd love to use places like the Curse Earth and the Under City. What I don't want to do is have a place that is crowded with people that aren't relevant to you.
Crowds are good for looking interesting but in terms of gameplay if you have any more than four or five targets on screen at once it's almost impossible to tell which one you have to prioritise and it becomes an arcade game, which we don't want. We want to have lots of things flying by, lots of video screens flashing and lots of sounds because sound can give you that atmosphere as well.
In case of unauthorized actions, this scale is lowered for the protagonist, and if it reaches zero, the game will end in failure and it will be necessary to start over. Depletes the scale by shooting at unarmed and civilians, those who surrendered, opening fire first and much more.
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Welcome to Mega-City One, a city of over million people - every one of them a potential criminal. It is the third decade of the 22nd Century, unemployment is widespread, boredom is universal and only the Judges can prevent total anarchy.
Empowered to dispense instant justice, they are Judge, Jury and Executioner all in one. All Reviews:. Popular user-defined tags for this product:.
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