Herzlich willkommen bei den Krisen Kommando Kräften
Nächster Geburtstag: MetzelMoni am 12.12. (Noch 4 Tage)
Online: Kein Mitglied ist gerade eingeloggt.


Diese Webseite verwendet Cookies. Durch die Nutzung dieser Webseite stimmst Du den Datenschutzbestimmungen zu.

powered by
ClanConcept - Das Clanportal für OnlineGamer
Connect with us

Facebook Youtube Twitch
Twitch Twitch

News-Feeds abonnieren News-Feeds abonnieren  Seite von 1 
geschrieben am 2004-01-22 17:01:13 von Beelze KKK
A few months ago, we saw some potential in NovaLogic's Battlefield killer. Then, the PR folks goaded us into coming back, dangling the promise of exclusive info and pictures that would blow our minds. They have. Thanks to an infusion of fresh insight and direction, Joint Ops now has blockbuster potential written all over it.

Enter new producer Joel Taubel, whose passion and direction have invigorated the project. "No one can stand alone in this industry," Taubel says while howling—he just shot down an Indonesian Super Puma helicopter with a Stinger missile. "It's a team effort all the way." Taubel's impact and the enthusiasm from the development team can be felt. Now, small but important features originally left out of the game—such as skins, voice support, a weapon-accuracy model, and balanced gameplay—are alive and kicking.

Which Way to Mogadishu?

Taubel, a former QA tester who worked his way up the NovaLogic ranks, puffs up with pride. "I am just a gamer with one hell of an opportunity to work with a very talented group in an industry I love." So far, it appears the team is gelling well, but more important, it also has a clear direction. As a tester, Taubel paid attention to what consumers had to say, and as a hardcore gamer, he's been playing a lot of stuff for perspective—games such as Battlefield 1942, Counter-Strike, Medal of Honor, and Day of Defeat. "I am willing to place Joint Ops in the great game category right beside these titles," he says. Sure, they have some stiff competition from the likes of Battlefield: Vietnam, but Taubel doesn't seem fazed. "A game can have some great innovative technology, but if executed poorly, it will fail. On the other hand, a well-executed but cookie-cutter game can fall into the same trap. What I can tell you is that we will come out swinging and give the competition a run for its money."

Slated for a late Q2 2004 release, Joint Ops looks primed to deliver. The improvements and added features could launch this game into stardom.

The Word: Lethal

One Bad Mofo
You've seen most of these character classes before: rifleman, sniper, heavy gunner, medic, and engineer. But there's more balancing here, to ensure team-oriented battles. The engineer, for example, can use a variety of explosives or fire a mortar. The vehicles and aircraft that once dominated the battlefield will now have to contend with Stinger missiles and the like. Yep, ground troops now have a chance—especially the Special Ops close-quarters battle class—which adds more depth to gameplay.

Special Ops units lack long-range capabilities, but they can move silently. "Being a close-quarters-combat fan myself, I immediately fell in love with the idea of the Special Ops class popping up in front of the enemy and opening up within five feet [of them], but we need to balance vehicles on each map," says Taubel. "We want to strike fear into the hearts of the enemy player. When he sees a small helicopter with four Special Ops units on the boards dropping in behind a tree line and [then] watches the bird lift off empty, he knows trouble is coming."
  [Kommentar schreiben]

[Zur Newsübersicht]