Since my E3 preview of Rogue Spear, my selection for Best of E3 Shooter
remains unchanged. After having received and played a press copy
preview of four missions, my heart has been pounding!
The new features that Redstorm Entertainment (RSE) have made in
Rogue Spear are a culmination of the requests and desires of Rainbow
Six fans from around the world. What started as a list of requests to
improve an excellent product (Rainbow Six) is evolving into the supreme
iteration of real-time REALISTIC first-person shooters (FPS). Allow me
to take you through a rundown of what is new, changed, tweaked and
exciting in Rogue Spear.
New Options
After installing my copy of Rogue Spear I was presented with the usual
choices of options in the Graphical User Interface (GUI) driven menu.
The GUI has been redesigned to accommodate more options and choices.
There are great new options here. One friend of mine wanted to play
Rainbow Six but did not like the fact that he could not turn off "mouse
look." That ability is now present, along with the ability to
completely customize all controls as in the original. A new sound
option is the ability to control the volume magnification of
"footsteps." Also added was a precise mouse adjustment similar to the
one found in Quake 2.
Arm patches make a welcome addition. In my multiplayer games it was
very cool to see different colored arm patches, helping to identify
Friendlies or "Tangos" before you shoot them (although it is usually
after.)
Two new options for game play are also present. The Lone Wolf option
allows you to re-enter a previously completed mission and hunt
terrorists only. For instance, if the original mission was to rescue
hostages that would mean taking along silenced weapons to complete the
mission and not allowing you to take along big fun guns like the M4
Carbine or M-16A2.
In the Lone wolf option the hostages do not exist and 30 terrorists are
randomly placed for your hunting pleasure. Be warned though. They react
quickly, with force and usually with a great amount of coordination!
The Terrorist Hunt option is like Lone Wolf except you can go in with multiple team members.
One new smart option incorporated into the game was the ability
to record your mission for playback later on the cinematic camera. It
provides rotating views through your mission and has provided me with a
great deal of magnificent footage.
Graphics!!
Graphics: WOW!! The graphics are even better than before. When I
checked the graphics options on my gaming box, I was shocked to see
1600x1200!! I about fell out of my chair. My mind was screaming along
thinking, "OMIGOSH Rogue Spear at 1600x1200 I can't believe it. There
is a GOD!"
When my beautiful 21" Viewsonic monitor kicked the image of Rogue Spear
up at 1600x1200 in the first mission I think I started
hyperventilating. "Breathe", my girlfriend kept saying, "just breathe."
Want even more shocking news? The game ran ALMOST totally fluid!!! I
have since kicked the resolution down to 1280x1024 for fluid play but
those with a Voodoo3 and P3 may well hit the sweet spot with 1600x1200.
For that matter, I may upgrade myself!! Rogue Spear supports both Glide
and D3d, but the game runs faster and looks better under Glide.
Click for HUGE image.
The third person view makes a very nice return as most of the screen
shots on the Internet are released using this viewpoint. If you hit
"F1" twice you get to see you persona from "Cinematic camera". This one
I found to be especially cool as you can get an idea as to exactly how
concealed your character actually is in relation to the map.
One of the appreciated additions to Rogue Spear is the ability to crab
walk and even run while crouching. I made constant use of this new
ability in the Multiplayer session and it proved to be quite effective.
I expect everyone will be using this new feature extensively.
Weapons:
There are many new weapons to choose from to arm your persona. The ones
from Rainbow Six and Eagle Watch (the addon to Rainbow Six) make return
appearances except for the CAR-15 and MP5SD5. New weapons are:
MP5A4
MP5SD6 (replaced the MP5SD5)
MP5/10A2
MP5/10SD
UMP45
UMP45SD
M4 Carbine (replaced the CAR-15)
HK G3A3
HK G36K
Enfield L85A1 (Sniper rifle)
Steyr Aug
M-16A2
M-14
Barrett Model 95 (.50 cal) (Sniper rifle. VERY DEADLY)
PSG-1 (7.62mm) (Sniper rifle)
Walther WA2000 (.300) (Sniper Rifle)
Benelli 12 gauge M1 Tactical Shotgun
SPAS 12 Shotgun (Automatic or single shot)
The Impact of Weapons
As I was playing multiplayer with some friends, we were trying
different weapons and having fun shooting each other in the foot. What
is cool about shooting each other in the foot? Well, after your persona
gets popped in the foot, he limps around the maps dragging his leg. You
can actually see the impact and the foot wobbling around. Nice
addition!
The weapon that seemed to make the biggest impact were the different
sniper rifles. If you can find a good place to hide, you can assume the
sniper position and camp out waiting for potential victims to stick
their heads out. The Barrett Model 95 (.50 cal) quickly became one of
my favorites. The M-14 was also a pleasant surprise. It is very
accurate with some long range and good knockdown capability.
The SPAS 12 shotgun was another pleasant surprise. It fires in full
auto or single shot. They have tweaked the impact and spread of the
shotguns to resemble a more accurate impact. Firing across the map now
gets you more damage and more accuracy.
I can remember vividly firing at someone in the bunkers map
from about 25 yards away as they were running straight toward me. When
he got hit with my SPAS 12, his feet lifted off the ground and he was
thrown backwards about 5 yards. We both shot up in our chairs and were
yelling, "OOOHHHHHH that was AWESOME"!
Frag grenades are now much more powerful. They make a lasting smoke
cloud and destroy a larger radius of area. When one of my friends was
playing "camper" in the lookout tower of the Russian Radar Station (see
maps below) he and I were throwing frag grenades at each other. He
would throw one out the window and I would move. I would throw one and
it would either sail over the tower or fall short and about land on me!
He and I went around and around until I finally pulled a Joe Montana
and hit one in the window right at his feet. Just before it went off I
heard him scream, "OH CRAP"!
Flash Bangs are just like I described in my E3 roundup. They make a
very annoying sound in your ears (sounds like a tornado right next to
you), momentarily blind you, make your persona temporarily paralyzed
(can't fire your weapon) and put all sorts of funny colors on your
monitor! These new babies made a great impact on our multiplayer games.
FUN FUN!!
Smoke Grenades are being considered for Rogue Spear but the team is
still not sure if they will be implemented. Apparently, they cause
quite a slowdown in multiplayer. They were not working in beta 1.
Maps and Planning
The first map is a mangled Kosovo. It has the remains of many blown-out
buildings with some excellent sniper spots. Rain is falling and it
sounds FANTASTIC! It actually stuck the hairs up on my skin. The map is
BIG and if I had more than 4 computers this would have been an
excellent map to play with lots of people in multiplayer. This mission
has your team rescuing hostages from a helicopter crash. This one is
graphically stunning!
The second map is one of a Russian dock port facility. This is
another BIG map and its levels reminded me a little of the Russian
Buran test site with the multiple levels and rooms. Lots of open areas
though, and some great sniper positions!
The third mission is the Opera House. This map was by far the HARDEST
one on the CD!! Trying to make it through solo is about impossible. Any
missed shots usually get the hostages shot. We found this map to be
excellent in multiplayer due to all the balconies and the high railings
with great sniper points. This one is another LARGE map and is again
gorgeous graphically.
Recently I was talking with Wendy Beasley (Super PR woman at RSE) on
the phone about the Opera mission. I was telling her how hard it was to
finish the map playing without other team members (going solo on the
mission). She mentioned that the team has designed some missions that
virtually require you to have several teams running through the map at
the same time.
This is going to make people like me (who like to kill everyone
themselves) actually have to depend on teammates to do their job
correctly and use the multiple command maps that have been added to
this version. A new challenge is always fun….
The fourth map (and the last) on the beta press CD was a strike
against a Russian Siberian Radar facility. This one is smaller than the
first three and was the map used in the demonstration at E3. Snow is
falling and your persona leaves footprints in the snow as he runs.
As a result of this, more than once I was able to find out where
someone went just by following their footprints. There is a lookout
station that has great positions for sniping people. This map is just
the right size for good multiplayer games and is fun to run in Lone
Wolf because there are "Tango's" everywhere.
Spectacular! Don't expect the Tango's to go down now without alerting
their fellow buddies. Many times now when they are falling they start
screeching in pain. This of course alerts their compadres that
something is amiss and then they come to evaluate what is happening. If
the Tango's showed up in singles that would be OK but often times they
show up in groups of two or more and WORK IN COORDINATION TO HUNT YOU
DOWN!
The Rain effects I talked about in the Kosovo map are almost downright
scary. I found I was extremely jumpy while playing this one the first
hundred times or so just due to the effects of the graphics and gloomy
"environment" created by the rain.
Another thing I noticed is that many times while moving around through
rooms you can hear the Tango's saying, "Huh?" or "Is someone there?"
when they think they hear you moving around. Footprints have now become
an even more important way to locate your opponent. 3D located effects
are very well done.
Altering the male and female voice pitches was another new addition
that Red Storm thinks will be a big hit with players. Make your man or
woman scream in high or low pitch. Setting the voices to either extreme
makes shooting someone a humorous event.
Artificial Intelligence
Even with all the new update features I have discussed above, I believe
it is the AI that has made the most progress. WOW! No longer do your
partners get in your way. No longer are the terrorists just sitting
ducks all the time. When Tango's see one of their own go down they
either run away immediately, duck down and look for you or run, hide
and stalk you.
If it is a hostage mission, don't expect a terrorist to stand around
and duke it out with your team if he is alone. This time around if the
terrorist feels he is out-gunned, he will run and alert those
terrorists holding the hostages that you are trying to rescue them.
Unless you can run him down and gun him down before he makes it to
alert his buddies, you are going to lose that mission.
In the Opera house, this happened to me several times. A terrorist
would run in a door, see me, turn around immediately and run straight
toward the hostages and tell all his buddies to kill them. I always had
to chase his butt down and "cap" him before he could get out of sight.
Let me share some more examples of the AI at work. This particular
example happened to me in the Kosovo map. A terrorist spotted me as he
saw me dart through some buildings. He did not fire right away or come
straight after me. Nope, he was smarter than that. He simply walked
into a building doorway (knowing I was still used to the no-so-smart AI
from Rainbow Six) and waited for me as he called for reinforcements.
When I saw him disappear from sight I was thinking, "This is going to
be a cake walk. That Idiot did not even see me!" I strolled across the
street (like I am so smart) and just walked right into that doorway.
Well, to my great surprise there was my "Idiot" waiting for me with his
weapon drawn and pointed right at the door. He had set up an ambush!
Just as he fired three more terrorists came running through the door
with their weapons already pointed straight ahead. SHOOT, that never
happened in the original!!!
One point from the original that used to get me really irritated was
when the terrorists would simply look at you and then you were dead.
They never aimed or raised their weapons. They would smoke cigarettes
and kill you all within a split second. That glitch is no more! Now all
the terrorists react like humans. Drawing their weapons, aiming, and
firing realistically. Dying has never been better!
Another very cool change is the way the terrorists die. They
never seem to fall the same way twice. Sometimes they fall flat on
their faces, other times they fall to their knees, and then fall over.
Sometimes they fall backwards. It is totally varied now and often times
quite humorous.
Not only do they not fall the same way they also start in more dynamic
positions. Playing the same map twice in a row almost guarantees that
the terrorists will be in different places.
In fact, most will move around constantly unless they are
guarding hostages. Clearing an area does not mean it is safe the next
time you pass through. A wandering terrorist may enter the area, see
his fellow terrorists down and stalk you from the rear!
Multiplayer: This is the area that I was most anticipating. I have four
machines at networked and I installed Rogue Spear on them all. I
invited a few friends over to test the multiplayer code and we got down
to business.
First point- Rogue Spear is only in Beta 1 right now. The anticipated
release date is now set somewhere around September 15th and the team
has lots of time to get all the bugs worked out. Do I sound like I am
making excuses? The fact is that multiplayer is not totally stable in
beta 1 but our LAN group played Adversarial games for 3 days. Did
machines crash? Yes. Did we have a freaking blast playing? Yes. Did
anybody mind rebooting after their machine crashed once every 5 games
or so? Not a bit!
For a first beta, Rogue Spear is VERY stable. Some new options
available in multiplayer are the ability to restrict weapons and
equipment that other players can access. I thought this was working
pretty well as we played all the different maps with the different
multiplayer options. Some multiplayer options worked and some did not.
For instance, playing terrorist hunt was not working. There were no
terrorists in the maps so we ended up hunting each other. Every other
option we played that did not involve terrorists worked.
Unfortunately, one option that does involve terrorists is Cooperative
play. This was not working for us. Every time the server would click
the button to start the game, that computer would drop to the Windows
desktop and the rest would freeze.
All the maps in multiplayer adversarial play were working just as well
in multiplayer as in single player. One map not available in single
player was the "Bunker" map. Since training was disabled in beta 1 you
could only access this map through adversarial multiplayer. Of all the
maps in the game, the Bunker map was our favorite. We played this one
using pistols only, pistols and shotguns only, or all weapons
available.
Frame rates were outstanding and we found the game ran very well even
on a P200 with a V1 card (with resolution turned down of course). On
our 100mbs LAN, bandwidth was not an issue but as more press/ beta
online games get setup, I will be testing it over the Internet to
ensure it runs smoothly.
A New Standard in Shooters
The main thing I want to convey to everyone who likes playing Rainbow
Six multiplayer is that RSE LISTENED to your requests and implemented
them in the game. Although there are no major additions to team
multiplayer options from Eagle Watch (see my review of Eagle Watch
multiplayer here) they have entrenched lots of new tweaks to make
playing Rogue Spear more involved and exciting. Playing with pistols
only was never so easy!
Also there is a ping utility to see who is lagging the game which
allows the server to eject them if necessary. The addition of false HB
sensor pucks is a very good idea and should add a lot to the strategy
level. New heart beat (HB) sensors are also being implemented along
with heart beat sensor jammers.
Conclusion
I can't put exactly how I feel about Rogue Spear into words. I expected this game to rock and it does rock!
No game this year has me more excited than Rogue Spear, especially from
what I see now. I am so excited about it I actually feel sorry I can't
send everyone who reads COMBATSIM.COM™ a copy because I can guarantee
all of you that you would love this game. It really is that good. Look
for it to hit the stores around September 15th.