is the first to publish an Indiana
Jones 2007 preview
including in-game screenshots. And
they look damn good! Here follow some
first, a word on game basics. Or
rather, the fact Lucasarts didn't
really offer any. At this point,
they've engineered the technology
to make it run, and they've ironed
out the story. But there's little
in terms of specifics. And speaking
of story, it does in fact tie into
the upcoming movie. Developers said
George Lucas gave them a chunk of
the script for use in the game.
But in terms of how many missions
it'll have or exactly what kinds
of puzzles and obstacles to expect,
developers just aren't saying yet.
What they have said is that it will
include everything fans have come
to expect, including plenty of brawling,
lethal traps, artifacts and moments
of death-defying coolness...
As such, developers have only finished
a small portion of the actual game.
As absurd as it sounds, though,
the technology behind the game is
what's truly exciting. And it's
so for a very simple reason: it
just hasn't been used before now.
But after watching a 40-minute demonstration,
it's abundantly clear it has the
potential to change the way you
play games. All of this may sound
like obscene hype. It may be. But
If Lucasarts winds up meeting its
goals and delivers exactly what
they want when Indiana Jones ships,
then it's not hype; it's simple
treated its guests to a live demonstration
to prove how advanced Euphoria really
is. The scene took place in 1939,
inside of San Francisco's China
Town. Indy appeared in the middle
of the screen, with three enemies
approaching from a nearby ally.
They cautiously walked up and started
throwing punches. Which, at first,
wasn't too exciting at all. It looked
great, like most next-generation
titles, but it didn't seem innovative
by any means.
Half an hour later, opinions had
shifted in a major way. Throughout
the entire demo, enemies reacted
differently to every attack. Every
time Indy grabbed someone and tossed
him through a window or door, he'd
react differently. And that's because
there isn't a single canned animation
in the entire game. Behavioral intelligence
dictates every gesture, punch, kick
then commented that ILM (Industrial
Light and Magic) worked on all the
game's lighting at the same rendering
farm as Pirates of the Caribbean
2, Poseidon and other high-profile
flicks. Impressive, to say the least.
Add this to the fact only 20% of
the game is actually finished, including
special effects, and there's plenty
reason to get excited...
By the end of the demo, Lucasarts
had everyone in the room convinced:
it would deliver one of the first,
true next-generation experiences.
And it wouldn't be just a massive
jump in visual prowess, but the
logical next step in immersive technologies.
This stuff will help make games
play better. And that should be
more important than cramming 90,000
characters on screen at once.
These few parts are not all the highlights
of the Indiana Jones 2007 preview!
If you really wanted me to add all
interesting parts, I could have just
posted the whole 3 page article here.
The whole preview
is just that exciting to read! So
be sure to check it out at IGN.com!
Original date: Wednesday, May 10,