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  • Interview mit Dale Brown

    Es gibt ein Interview bei GameSpot in Englisch zu lesen mit Dale Brown, dort gibt es einige interessante Infos über Act of War zu lesen.

    [U]Englischs Interview:[/U]

    [B]GameSpot:[/B] How did this collaboration between you, Eugen Systems, and Atari begin? Who approached whom first?

    [B]Dale Brown:[/B] I was contacted by my Hollywood agent, Alan Nevins of The Firm Entertainment, and told that Atari was looking for a military thriller writer for an upcoming project.
    [MEHR]
    After working on the Megafortress game project in the past (with publisher Three-Sixty Pacific), I jumped at the chance of developing another game.

    [B]GS:[/B] In terms of plot, how will the book and game be related? Will one continue the story of the other, or do they take place at the same time and complement one another? Is this a case of a book being based on a game, or a game being based on a book, or something else entirely?

    [B]DB:[/B]: The story I wrote came first, and then the book and the game each branched out on their own simultaneous production tracks. Gamers will find common scenes in the book, and readers will feel very much at home with the game. They are two separate productions, with separate creative talents involved, taking advantage of the different media and different players‘ and readers‘ perspectives and experience.

    [B]GS:[/B] We know you don’t want to spoil anything, but can you set up the basics of the plot for us? What’s the time frame? Who are the major players? What’s going on?

    [B]DB:[/B]: The Hollywood logline might be this: A brash young Army commando and his grizzled veteran mentor are given the impossible assignment of hunting down a shadowy multinational corporation that seeks to destroy rival oil companies around the world.

    [B]GS:[/B] Aside from being exciting and entertaining, are there any particular themes that you’re trying to explore in both the game and the book?

    [B]DB:[/B]: Our joint objective in this project was simple: push the boundaries of current-day military special operations. We wanted a firm foundation in modern-day weapons and tactics, but we also wanted to show what might or could be done with tactics and technology that are in development right now.

    [B]GS:[/B] Is Act of War set up in the same universe that most of your books are set in? For example, will we see popular recurring characters such as Brad Elliott and Patrick McLanahan show up? Or is it entirely separate from your established universe?

    [B]DB:[/B]: This was a completely separate project with separate characters. The focus from the beginning was for an 18- to 45-year-old target market, which meant we needed mostly younger characters.

    However, I wanted to maintain my most popular theme that I employ in my novels: bold, audacious characters, plenty of high-tech gadgets, and plenty of unexpected twists and challenges.

    [B]GS:[/B] One of the common themes found in some of your previous work is high-tech weapons and equipment, some of which almost seem more science fiction than fiction. Did some of the more exotic weapons and equipment in the game, such as the SHIELD (super high infantry electronic defensive system) unit, come from your imagination, or are they the product of stuff you’ve seen in development? And how far away are we from seeing such stuff for real?

    [B]DB:[/B]: SHIELD was based on technology in exoskeletons and advanced infantry weapon design that I’ve researched and used in my novels for years, starting with The Tin Man back in 1999. However, the real-world technology has advanced even faster than even I could imagine, so SHIELD is more fact than fiction now.

    I believe we’ll see cybernetic soldiers on the battlefield easily before the end of this decade.

    [B]GS:[/B] What are the different challenges involved in writing a game and writing a novel? Are there any examples that you could share with us?

    [B]DB:[/B]: Both the game and the book started from the original Act of War outline I wrote in 2003. But once Atari and Eugen Systems accepted the outline, they took over gameplay development while I began work on the novel. Screenwriter Susan O’Connor is mostly responsible for the dialogue and scripting for the game itself; I was used mostly in an advisory role.

    [B]GS:[/B] Other techno-thriller authors have made the plunge to gaming, most notably Tom Clancy. But you beat most of them to the punch way back in 1990 with a flight sim called Megafortress. Were you involved with that very much? Have you been a gaming fan for long? Do you have any favorite genres?

    [B]DB:[/B]: Since Megafortress was based on my first novel, Flight of the Old Dog, the story itself was already written. The game producers, Three-Sixty Pacific, used me to explain technical specifications on all of the weapons in the book; I wrote flight plans for each of the scenarios in both the game and the add-on disks; and I participated in publicity and promotional events.

    However, I wasn’t a gamer until I met the folks from Atari and saw the original game engine by Eugen Systems. The only games I ever played were Harpoon and maybe Microsoft Flight Simulator, but always with planes I usually flew–Cessnas and Pipers–never exotic planes like the Concorde that I’d never fly. I always went for realism.

    [B]GS:[/B] This is a bit of a philosophical question, but as a former Air Force officer, pilot, and best-selling author, what are your feelings on the growing connection between the military and games? There are already lots of military-themed games on the market. Meanwhile, the Army now has an official first-person shooter, and the Marines are currently developing their own game, which will be used as a training aid. It seems to make a lot of sense since young people today are digitally aware, but can it go too far? Should there be a balance?

    [B]DB:[/B]: I think ultrarealistic games and simulations are great for the military, and I think the connection will only grow. It will never replace real field training and large-scale exercises, but it will definitely enhance a soldier’s skills. There is nothing like feeling a real explosion or live cannon fire to get your attention.

    [B]GS:[/B] Finally, are you interested in exploring the gaming realm a bit more as an author? Do you see new avenues for storytelling through games?

    [B]DB:[/B]: The two are separate art forms that can do nothing but complement and enhance one another if done correctly. The experience between the game and the book utilize separate and mostly different emotional and mental avenues that create different experiences for the user. I believe Act of War is a perfect example of two separate yet synergistic media experiences that go together perfectly. They can be experienced separately, but for the maximum effect they should be enjoyed together.

    I enjoyed working with Atari and Eugen Systems–the creative energy in those two companies is amazing. I hope they invite me back to do many more projects like Act of War, because I really enjoyed the work and creative experience.

    [B]GS:[/B] Thank you, Dale.

  • Interview mit Alexis le Dressay

    Auf der Website: http://www.computerandvideogames.com wurde ein Interview mit Alexis le Dressay released:

    [U]Interview Englisch:[/U]

    [B]ACT OF WAR BLOWN APART: FIRST IMPRESSIONS AND DEV INTERVIEW[/B]

    We infiltrate Atari’s blockbuster RTS and plant a Q&A bomb under Alexis de Dressay from developer Eugen Systems

    16:50 Sometimes a game comes along that doesn’t have a big name license attached, doesn’t shout about a particularly innovative feature that’s going to ‚revolutionise the way we look at games!!!‘ and doesn’t lug a ton of hype-laden baggage with it, but just makes us say, „that sounds cool.“
    [MEHR]
    Like Act of War: Direct Action. Published by Atari and developed by French team Eugen Systems, Act of War first came to our attentions last year with a couple of cool screenshots. „It’s a PC RTS,“ we were told, „but the battles take place on the streets of some of the world’s most famous cities, and you can blow up even the most well-known landmarks.“

    See? That sounds cool.

    Luckily, it looks like Act of War could live up to our expectations. We recently stormed Atari’s UK HQ for a hands-on with the latest build of the game ahead of its March 18 release, and things are looking good.

    The premise of the storyline – which was penned by multi-selling author Dale Brown, by the way – is that a conglomeration of terrorist forces have declared war on the free world. It’s the near future, and oil is becoming extremely scarce so everyone’s flipping out a bit. In order to ensure that the people who really deserve the oil (rich, developed countries with more cars than anyone else, like the US and the UK) much ass must be kicked with extremely heavy military ordinance.

    The gameplay itself is fairly standard RTS fare, but it’s done with a level of technical flair that more than makes up for the unoriginal mechanics. The battlefields are clear, crisp, and can be fully manipulated with intuitive flourishes of mouse and keyboard.

    We were also especially impressed with the picture-in-picture video footage that pops up as you battle your way through levels, giving you additional TV news-style views of the action and immersing you into the experience more fully. Coupled with the surprisingly adequate full-motion video cutscenes, these aspects give Act of War a pleasingly slick Hollywood techno thriller sheen.

    And while the group-and-point-and-click gameplay is familiar, the twist in Act of War is that much of this ass kicking takes place in locales that will be familiar to most of us. Early levels take place in an under siege San Francisco, with battles raging at the Golden Gate tollbooths or down the steep, terraced streets of the peninsula city. Later you’ll take on the terrorists in cities like Washington D.C., London and Moscow.

    And the inclusion of these real world locations isn’t just superficial, either – every building in Act of War can be demolished to a pile of smouldering bricks, even if it happens to be the home of the Queen of England. Sorry, ma’am. As the crossfire starts and the big guns start going off, the amount of carnage in the environments is hugely satisfying – cars crumple under tanks, trees burst into flames, lampposts tumble and tarmac streets slump into craters.

    There’s plenty of weaponry to perpetuate this level of carnage, too. Act of War purposefully concentrates on real-world military technology and near-future tech that is already in the testing stages. Units range from the standard infantry battalions to brutally silent stealth bombers, buzzing swarms of Apache attack helicopters, legions of armour-plated tanks and even planet-shagging strategic nuclear warheads. It really feels satisfying to command your troops into action, since the atmospheric effects like dust trails and the sound effects are so convincing. And when it all kicks off, the screen erupts in a hypnotic blaze of pyrotechnic pleasure.

    Suitably impressed with how Act of War is shaping up, we sat down for a chinwag with Alexis le Dressay, director general and vice chairman of Eugen Systems. Here are his views on the state of the RTS genre, the terrorist fears of the world, and why Act of War’s depiction of real-life cities won’t stir up controversy.

    [U]The RTS genre has gone through a couple of lean years lately. Do you think there’s still life in the genre?[/U]

    [B]Alexis le Dressay:[/B] I agree that maybe the first-person shooter genre has seen the greatest amount of quality improvements in the past couple years, I guess because it lends itself better to consoles and licensed products. Still, titles like Rise of Nations, LOTR: The Battle for Middle-Earth, Dragonshard and our own Act of War are all brilliant titles in their own right, and for totally different reasons.

    [U]What does Act of War bring to the table to revitalise the genre?[/U]

    [B]Alexis le Dressay:[/B] It’s important to respect the strengths of the genre and not confuse the player with irrelevant features, but a distinctly unique thing with Act of War: Direct Action is the focus on realism, mainly of course in the graphics department. There is no reason why an RTS game shouldn’t be as visually pleasing and realistic as an FPS, or as entertaining or easy to get into. That’s why for example, the whole game is to scale and we’ve spent a tremendous effort on detailed representations of real cities, such as San Francisco, Washington D.C. and London.

    [U]It’s pretty evident that storyline and plot presentation is a very important aspect of Act of War. How important a consideration were these features during development?[/U]

    [B]Alexis le Dressay:[/B] The game is built pretty much from the ground up with storytelling in mind, from the way that mission objectives are defined and presented to the mix between in-game and live action cinematics. Integrating a complex story in a game is always a difficult exercise, and you need to be sensitive to the fact that some people find story elements intrusive. The pace and overall emotion of the story also reflects in the pace and character of the gameplay; as the story changes pace, so does the gameplay, and as the role of the heroes in the story moves from being reactive to active, so does the gameplay.

    [U]Author Dale Brown has penned the storyline. Did you give him a synopsis to flesh out or did he come up with the plot himself?[/U]

    [B]Alexis le Dressay:[/B] We already had a rough idea about the direction we wanted to go in and a bunch of suggestions for the overall storyline, and together with Dale we worked out a framework and structure so that we could start working with the game and level designs, and he could start working on a fully-fledged synopsis. A couple of months later the synopsis was ready, and from that we extracted the storyline for the game, and he extracted the storyline for his upcoming novel.

    [U]What was it like working with Dale Brown?[/U]

    [B]Alexis le Dressay:[/B] It’s been a true pleasure, we’ve kept in close contact throughout the project so that he has had a chance to review our scripts and level designs and game designs, and he’s been a perfect bouncing board for all technical details. It’s always interesting and refreshing to work with someone who comes from a completely different direction and can provide fresh looks and angles on game design.

    [U]Videogame plots are often extremely disappointing. Do you feel the games industry would benefit from a closer relationship with authors and scriptwriters?[/U]

    [B]Alexis le Dressay:[/B] Of course. To be able to grow and become a bigger part of mass-market entertainment, we must also learn how to tell stories that appeal to the mass market, using techniques that work. It’s also important however to respect the constraints and potentials of different media, and that people enjoy different types of entertainment for different reasons.

    [U]Act of War features a lot of recorded cut-scenes with real actors, something that we don’t see a lot of today. Why did you make the decision to use real actors rather than stick to CG?[/U]

    [B]Alexis le Dressay:[/B] Realism is a big part of the overall vision for Act of War, and we felt the only way to realistically convey the drama and tension of the subject matter would be to use live actors. The techno-thriller genre is all about suspension of disbelief, and no matter how realistic-looking CGI is today, it just breaks the boundary immediately when you try and show „human“ emotion through CG.

    On the flip side, the in-game graphics nowadays are so high-quality that there isn’t the immediate quality clash that there was a couple years ago, and that kind of stigmatized live action in videogames. We’ve used actors for voices for a very long time though, and motion capture is pretty standard today, so I think it’s only a matter of time until we will see this in most games.

    [U]As you play through missions picture-in-picture video offers additional views of the action. What influenced you when you were designing how the player would see the action?[/U]

    [B]Alexis le Dressay:[/B] There are of course lots of sources of inspiration, both from TV, movies, literature, comics, and other games. Mainly I think it was just an overall wish to do something a little more cinematic-feeling than what we’re normally used to in an RTS game.

    [U]You’ve made a concerted effort to generally stick with existing or experimental military technology. Did you find that doing so hampered your creativity in any way?[/U]

    [B]Alexis le Dressay:[/B] No, not at all, on the contrary almost. Using existing military equipment and realistic next generation technology was a very good starting point for the techno-thriller game like Act of War, just like the realistic cities in the game.

    [U]Did you have some cool ideas for weapons/units that you couldn’t use or decided not to use?

    [B]Alexis le Dressay:[/B] Of course, we’re saving some really cool stuff for the expansion packs and the sequel! Overall though, the selection of equipment and weapons has stayed relatively intact throughout the process, and I think we have a very good representation of what the future of warfare could be.

    [U]Were there any real-life units that you’d have loved to include but couldn’t?[/U]

    [B]Alexis le Dressay:[/B] The Leclerc main battle tank… :p Jokes aside, making this selection to get characteristic, interesting and relevant vehicles was pretty tough, there’s so much out there which is really cool.

    [U]Similar to your choice of units, the localities you use in the game are primarily based on real places and cities. What do you think this level of realism adds to Act of War?[/U]

    [B]Alexis le Dressay:[/B] An emotional attachment and a sense of reality, and of course very cool and beautiful visuals!

    [U]Do you think you might spark off some controversy with your depiction of well-known landmarks and buildings and the fact they can be damaged and destroyed? Would such controversy be welcome?[/U]

    [B]Alexis le Dressay:[/B] Well, we don’t really have any political message with Act of War, so I’d be surprised if anyone would take offense. It’s more like in a Bond movie or when aliens blew up a number of real cities in Independence Day.

    [U]Basing combat within these cities must have been a bit of a programming headache. How awkward was it to do and how worthwhile do you think the final results are?[/U]

    [B]Alexis le Dressay:[/B] Of course mainly it’s a technological risk, we throw around several million polygons on each level to be able to show these cities and optimizing down to the minimum specs was a bit of a headache. The obvious path finding problems however sort of represent real life; navigating narrow streets with tanks isn’t always that easy. We always knew though that the real cities was going to be a huge part of the Act of War experience and we’d already seen the impact of them during the pre-production prototypes, so it was a no-brainer to keep moving in this direction.

    [U]The terrorist involvement in your storyline is also tapping into an extremely sensitive issue in today’s global climate. How do you think people will react to that?[/U]

    [B]Alexis le Dressay:[/B] I think everyone has their own relation to the fears and problems in our world today, and will have their individual reactions. Our objective isn’t to spark controversy or make any kind of political statement; it’s just an action-filled, techno-thriller story with a relevant subject matter.

    [U]Do you think it’s appropriate for computer games to deal with such contentious issues?[/U]

    [B]Alexis le Dressay:[/B] Well I don’t see that the story in Act of War is that contentious, but even if it were I don’t really see why it couldn’t be dealt with in a computer or videogame? It’s not like we’re glorifying violence or intolerance.

    [U]Command & Conquer: Generals drew some criticism for its portrayal of terrorist factions and they way it presented WMDs. Have you taken a different approach to the subject matter?[/U]

    [B]Alexis le Dressay:[/B] Well, I think we’ve taken a rather sensitive approach to a sensitive issue.

    [U]Some commentators are comparing Act of War heavily to C&C: Generals. In what ways would you differentiate Act of War?[/U]

    [B]Alexis le Dressay:[/B] Aside from the RTS genre and the near-future setting, there aren’t actually a lot of similarities. The resource system is different, the scale, the settings, the storyline, the presentation, the level of detail, etc. You may see the similarities if you only look at the surface, but I think the overall experience is quite different.

    [U]What do you see in the future for the RTS genre?[/U]

    [B]Alexis le Dressay:[/B] There’s still a lot of work left to do in the areas of user-friendliness and immersion, and the added potential offered by increasingly powerful hardware will of course make everything better and better looking, but RTS is always RTS so I’m not sure of the benefits of fiddling around too much with the formulas that make this genre so addictive.

    [U]Do further instalments in the Act of War series feature in that future?[/U]

    [B]Alexis le Dressay:[/B] Absolutely, we’ve already started an expansion pack and the various feasibility studies for the sequel. At the end of the day though it’s the consumers that decide!

  • Generals vs AoW Preview

    Bei [URL=http://grufix1.gr.funpic.de/kategorie/kritik/games/preview/act_of_war.htm]grufix.tk/[/URL] wurde ein Preview released: Command & Conquer: Generals vs. Act of War Direct Action.

    [B]Hier ein kleiner Ausschnitt:[/B]

    Anno 2003 definierte das Strategie-Spiel Command & Conquer: Generals das Genre beinahe neu. Für damalige Verhältnisse bot es eine nahezu fantastische Grafik mit beeindruckenden Effekten. Somit konnte sich Generals ein Platz in den Herzen vieler Echtzeit-Strategie-Fans sichern. In kurzer Zeit baute sich eine riesige Community auf, die bis zum heutigen Tag sehr aktiv ist. Diverse viel versprechende Mods sind in Entwicklung.

    Zwar wurden damals schon Stimmen laut, dass das Spiel kriegsverherrlichend sei, da es einen indirekten Bezug zum Irak-Krieg darstellte.

    Und genau aus diesem kontroversen Plot schöpft auch Act of War – Direct Action, das sich derzeit bei Eugen Systems in Entwicklung befindet. Genau wie Generals setzt auch Act of War auf eine in der Zukunft angesiedelte Geschichte.

  • Act of War General als Berater

    {ALLOW_HTML}
    [U]General a.D. berät Entwickler[/U]
    [URL=http://outpost.cnc-hq.de/Sisslik/genczar.gif]Preview[/URL]
    Wie Atari unlängst bekannt gab, wird General a.D. Barry McCaffrey die Entwickler von Eugen Systems bei der Entwicklung des Strategiespiels Act of War beraten. Das Spiel selbst basiert auf einem Erfolgsthriller von Dale Brown, einem früheren Air-Force-Captain. Für genügend „Sir, yes, Sir!“-Authentizität scheint also gesorgt zu sein. Ataris Marketing-Senior-Vizepräsident Erik Gerson drückt es so aus: „Wir haben nach einem Experten gesucht, der sowohl einen militärischen als auch einen Anti-Terror-Hintergrund mit bringt – und da haben wir mit General McCaffrey unseren Mann gefunden. Act of War spiegelt die veränderten Anforderungen an das heutige Militär wieder, in denen es vom klassischen Kriegsgeschäft hin zu staatlich gesponsorten Terrorismus geht.“ Liebe Entwickler: Lasst solche Aussagen nur nicht den kritschen US-Denker Noam Chomsky hören, dessen Büchlein Media Control auch zehn Jahre nach Erscheinen nichts an Aktualität verloren hat.

    Wie Saturn am 28.1.2005 berichtet, hat sich Atari für das Strategie Spiel Act of War Direct Action einen General der im Ruhestand ist (Barry McCaffrey) als Hilfe für das GamePlay gesichert.

    [B]Hier der Original Text:[/B]
    Für das Strategiespiel Act of War: Direct Action hat Atari sich militärische Hilfe gesichert: Der General im Ruhestand Barry McCaffrey, unter anderem ehemaliger Nationaler Sicherheitsberater, soll dafür sorgen, dass die Besonderheiten des Kampfes gegen Terroristen im Spiel korrekt berücksichtigt werden und Act of War nicht in die genretypischen Massenschlachten abdriftet.

  • Multiplayer DEMO Released

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    [URL=/images/downloads2/000004/Pic_001.gif]Preview[/URL] [B]Beschreibung:[/B] Act of War Direct Action Multiplayer Demo in Englisch.

    am 03.05.2005: Wer schon immer mal Act of War Online ausprobieren wollte, der hat mit dieser Demo Version die Möglichkeit dazu, ihr könnt zwar nur die US ARMY Spielen und das mit Defcon 3 und 2 (ohne Taktische Waffen!), aber es ermöglicht schonmal ein schönen Einblick und lässt auch leute die erstmal das Spiel ausgiebig testen möchten in Act of War eintauchen.

    Dank der Online Lobby können alle Leute die diese Multiplayer Demo haben, Online gegeneinander antretten oder gegen den Computer Spielen auf den 2 Verfügbaren Maps.

    [B]Features:[/B]
    [MEHR]
    + Diese Version benötigt keinen CD Key.
    + Der Spieler muss ein GameSpy Account haben oder Erstellen.
    + Die Spieler können nur die US ARMY Spielen bei der Technikstufe Defcon 3 und Defcon 2.
    + Maps: Fistful of Sand und Last Battlefield.
    + Fort Irwin (Zum Raumerstellen und Joinen: Nur Demo Version) .
    + Kein War Room (Kriegsraum für Quickmatches).
    + Lan Kompatible.
    + Skirmish (KI Tauglich).
    + Diese Version ist nicht Kompatible mit der Vollversion von Act of War.
    + Demo Spieler können keine Vollversion Spieler im Raum sehen oder Joinen!

    [B]Systemvorrausetzung:[/B]
    + Windows 2000/XP
    + 1.5 GHz processor (2.5 GHz recommended)
    + 256 MB RAM (512 MB RAM)
    + 64 MB video card (128 MB video card recommended) with full hardware T&L support (not GeForce 4 MX)
    + DirectX 9.0c
    + sound card, mouse, keyboard
    + about 5.5 GB free hard drive space (5 for the build, 500 MB as scratch space)
    + ISDN Modem, DSL.

    Download Größe: ca. 600 MB + 100 MB für das Deutsche Sprachpacket, das hier allerdings nicht dabei ist.

  • Patch 1.04 released

    14.04.2005 Zum Echtzeit-Strategie-Spiel Act of War: Direct Action ist das nunmehr vierte Update erschienen. Der Patch v1.04 behebt weitere Bugs, fügt die Multiplayer-Karte Alcatraz hinzu und verbessert allgemein die Performance in Mehrspieler-Schlachten.

    Ihr könnt alle Patches bei AoWHQ Downloaden.

    [B]FUNKTIONALITÄT/NEUE FEATURES[/B]
    [MEHR]
    + Neue Karte „Alcatraz“, für War Room und Fort Irwin.
    + Spiel-Replays: Verschiedene Verbesserungen der Benutzeroberfläche
    + Spiel-Replays: Einheiten in Strukturen und Transportern werden nun angezeigt
    + Spiel-Replays: Geld und Energie werden nun angezeigt
    + Spiel-Replays: Gespeicherte Replay-Dateien sind nun kleiner
    + Gefechtsmodus: Man kann nun Beenden, ohne sich zu ergeben
    + Chat: Spielernamen werden nun in Farbe angezeigt
    + Chat: „X neu im Spiel/hat Spiel verlassen“-Nachrichten werden nicht länger in den Chat-Lobbies angezeigt
    + Beobachter-Modus: Chat ist nun auch im Beobachter-Modus verfügbar
    + Beobachter-Modus: Es wird nun eine Nachricht angezeigt, wenn ein Spieler besiegt wird.
    + Spielverlauf: Strukturen können nun gedreht werden (vor dem Platzieren der Struktur Tab drücken).

    [B]REPARATUREN/ KORREKTUREN /OPTIMIERUNG[/B]

    + Verschiedene Anti-Cheat-Vorkehrungen, die alle bisher aufgetretenen Cheats deaktivieren. Gefundene Cheater werden mit dem Ergebnis „Verloren“ aus dem Spiel geworfen.
    + Behobener Bug: Wenn jemand verloren hat, ohne aufzugeben, war der Beobachter-Modus manchmal nicht mehr verfügbar
    + Behobener Bug: Gegnerische Kartensignale können nicht mehr gesehen werden.
    + Behobener Bug: Unter gewissen Umständen konnte es vorkommen, dass eine gemischte Auswahl an SHIELD-Einheiten im Gatling- und Raketenwerfer-Modus keine Feuer erwidert hat, wenn sie einen Stopp-Befehl hatte
    + Behobener Bug: Die Zerstörung einer Bank führt nun nicht mehr zu einem Absturz
    + Behobener Bug: Ein schwer verwundetes Minenwerfer-Team ins Feldkrankenhaus zu bringen, führt nun nicht mehr zu einem Absturz
    + Behobener Bug: Unter gewissen Umständen konnte das gleichzeitige Abfeuern von zwei taktischen Waffen am selben Ort zu einem Absturz führen
    + Behobener Bug: Während der Vermittlung von Quick Match-Partien ging manchmal die Verbindung verloren
    + Behobener Bug: Unter bestimmten Umständen konnte in einer Mehrspieler-Partie mit starkem Lag der Ladebildschirm des laggenden Spielers bei 100 % einfrieren und einen Neustart erforderlich machen.
    + Behobener Bug: Replays wurden manchmal bei Start des Spiels nicht korrekt synchronisiert, was zu einer leeren Replay-Datei führte.
    + Behobener Bug: Unter gewissen Umständen mit schwerem Lag konnten Kriegsgefangene mehrmals gefangen genommen werden
    + Behobener Bug: Unter gewissen Umständen konnte ein schnelles Aufgeben oder Abbrechen einer Partie in der Rangliste als Sieg oder Niederlage gewertet werden.
    + Behobener Bug in deutscher Version: Wenn an einer Stelle nicht gebaut werden kann, informiert einen die Stimme der Baueinheit jetzt, dass man *nicht* bauen kann.
    + Besser verständliche Fehlermeldung, wenn ein inkorrektes Passwort eingegeben wird. Option hinzugefügt, eine neue e-Mail mit dem Passwort anzufordern.
    + Optimierung: Verschiedene Lag- und Bandbreite-Verbesserungen, die besonders die Leistung in größeren Partien erhöhen.
    + Optimierung: Schnelleres Herunterladen der Spielerprofile
    + Mögliche Lösung für das „38% Absturz auf dem Ladebildschirm“-Problem (das wahrscheinlich durch einen Speicherzuweisungsfehler verursacht wird); da wir diesen Bug noch immer nicht intern nachvollziehen können, konnten wir die Wirksamkeit dieser Änderung leider nicht verifizieren.

  • Act of War Gold-Status erreicht

    Wie Alexis LeDressay, seines Zeichens Mitarbeiter der Spieleschmiede Eugen Systems, in der neuesten Aussage des Act of War: [URL=http://pc.ign.com/articles/591/591760p1.html]Direct Action-Entwickler-Tagebuchs[/URL] bekannt gab, hat das Echtzeit-Strategiespiel nach über zwei Jahren harter Entwicklungs-Zeit bereits am 22. Februar den Gold-Status erreicht und wird zur Stunde in den Presswerken vervielfältigt.

    Aktuellen Angaben zufolge, soll die deutsche Version von Act of War: Direct Action am 17. März 2005 in die Läden kommen. Interessierte Spieler finden dann bei unserem kleinen Familien-Magazin neben ersten Tipps&Tricks auch ein umfassendes Review.

  • AoW Demo ein großer erfolg

    Obwohl es weitaus weniger Echtzeit-Strategie-Spiele gibt als noch vor einigen Jahren, scheint die Zahl der Fans seitdem nicht abgenommen zu haben: So gab Atari nun stolz bekannt, dass die Demo-Version von ‚Act of War: Direct Action‘ mittlerweile über eine halbe Million Downloads erreicht hat. Allein in Europa sollen über 230.000 Spieler zugegriffen haben. Weiter geht es dann am 17. März mit der Vollversion exklusiv auf dem PC.

  • Act of War Demo Released

    Atari hat am 17.01.2005 eine Demo-Version seines Echtzeit-Strategie-Spiels Act of War: Direct Action veröffentlicht, die einen Level der Vollversion enthält: In Ägypten dürft ihr die Features des Titels in einer Mission ausprobieren. Der Download hat es allerdings in sich – satte 670 MegaByte wollen vor dem Spielen heruntergeladen werden. Weitere Informationen zu Act of War: Direct Action entnehmt ihr bitte in unseren Preview zusammenstellung.

    Die Demo findet Ihr natürlich wie gewohnt bei uns, sowie eine ausführliche Beschreibung.

    {ALLOW_HTML}
    [URL=/images/downloads2/000005/Pic_001.gif]Preview[/URL] [B]Beschreibung:[/B] Act of War Direct Action Single Player Demo in Deutsch

    Mit der Single Player Demo von Act of War Direct Action, kann jeder Gamer die TASK FORCE TALON in einer Mission spielen die aber in mehrere kleine Missionen unterteilt ist.

    Die Demo gibt allerdings nur ein kleinen Teil von Act of War Preis, da diese Demo vor dem Spiel Release erschienen ist, sind natürlich noch einige Mängel oder Fehler enthalten die bei der Vollversion natürlich schon behoben sind.

    Wer sich ein ganzes Bild machen möchte, sollte die Multiplayer Demo ausprobieren von Act of War.

    [B]Features:[/B]
    [MEHR]
    + Diese Demo enthält nur eine Single Player Mission die in mehrere kleine Aufgabe unterteilt ist.
    + Mission 1 den Strand mit F/a-18 Hornets vom USS Truppen zu bombardieren, um einen Strandabschnitt für Ihre Task Force Talon Ttruppen vorzubereiten. Sobald das durchgeführt wurde, landen Transporthelikopter (V-44) auf dem Strandabschitt und liefern einige Bodentruppen und ein Baufahrzeug die automatisch eine Basis für Sie errichtet.
    + Mission 2 vier globale Hawkdrohnen zu Kaufen um den feindlichen Konvoi zu zerstören in der nördlichen Basis.
    + Mission 3, eine Batterie SAM Sa-12 mit Infanterie zu zerstören, sobald das durchgeführt wurde, erhalten Sie Zugang zu den F/A-35 Joint Strike Fighter Bomber.
    + Mission 4 das feindliche Radar zu zerstören, um den Gegner daran zu hintern mehr MiG-21 Jäger in euere Basis zu schicken.
    + Mission 5 müssen Sie in der Feindlichen Basis den Stronghold zerstören, Sie können dieses entweder mit Ihren Grundtruppen oder mit vielen Luftangriffe ermöglichen.
    + Es gibt auch Sekundärmissionen, wenn sie erfülltwurden, fällt Ihnen Ihr Primär Ziel einfacher.
    + Sie haben automatisch verloren wenn die Hauptfigur „Sgt Major Jefferson“ im Spiel Stirbt.

    [B]Systemvorrausetzung:[/B]
    + Windows 2000/XP
    + 1.5 GHz processor (2.5 GHz recommended)
    + 256 MB RAM (512 MB RAM)
    + 64 MB video card (128 MB video card recommended) with full hardware T&L support (not GeForce 4 MX)
    + DirectX 9.0c
    + sound card, mouse, keyboard
    + about 5.5 GB free hard drive space (5 for the build, 500 MB as scratch space)

  • Act of War neue Screenshots

    [CENTER][URL=/images/gallery/aowhq_movie_screens/pic006.jpg][IMG]/images/gallery/aowhq_movie_screens/thumbnails/pic006.jpg[/IMG][/URL][/CENTER]

    seit dem 14.01.2005 gibt es Bei GamesWeb neue Screenshots über Act of War Direct Action die von Atari geschickt wurden zu bewundern.

    AoWHQ hat diese ebenfalls in unserer Gallerie aufgenommen.