Google

Sunday, September 10, 2006

Dead Rising - X360

Frank West is a freelance photojournalist on the hunt for the scoop of a lifetime. He travels to a small suburban town in pursuit of a hot lead, only to find that it's been overrun with zombies. What a way to start an assignment. Frank heads for the local shopping mall, assuming that he'll be safe there, but the zombies have taken over the place. Now it's up to you to help Frank survive this onslaught of the undead, using everything you can find in the mall to help fight off the bloodthirsty mob and search for the truth behind this horrendous epidemic. With an open, free environment, you'll be able to explore plenty of areas both inside and outside the mall. Zombies come in never-ending waves, so be prepared to use the endless supply of vehicles, makeshift weapons and more against these former humans. A real-time system means that key events happen at certain times, so you need to pay attention. You can even use Frank's photojournalistic skills to capture the mayhem on film for posterity — if anyone is left, that is.

Sunday, August 13, 2006

Accelerated Graphics Port

The Accelerated Graphics Port (also called Advanced Graphics Port) is a high-speed point-to-point channel for attaching a graphics card to a computer's motherboard, primarily to assist in the acceleration of 3D computer graphics. Some motherboards have been built with multiple independent AGP slots. AGP is slowly being phased out in favour of PCI Express.


Versions of AGP

Intel released the first version of AGP; appropriately titled “AGP specification 1.0,” in 1997. It included both the 1x and 2x speeds. As of 2004, newer versions of AGP increase the transfer rate from two to eight times. Available versions include:

* AGP 1x, using a 32-bit channel operating at 66 MHz resulting in a maximum data rate of 266 megabytes per second (MB/s), doubled from the 133 MB/s transfer rate of PCI bus 33 MHz / 32-bit; 3.3 V signaling.

* AGP 2x, using a 32-bit channel operating at 66 MHz double pumped to an effective 133 MHz resulting in a maximum data rate of 533 MB/s; signaling voltages the same as AGP 1x;

* AGP 4x, using a 32-bit channel operating at 66 MHz quad pumped to an effective 266 MHz resulting in a maximum data rate of 1066 MB/s (1 GB/s); 1.5 V signaling;

* AGP 8x, using a 32-bit channel operating at 66 MHz, strobing eight times per clock, delivering an effective 533 MHz resulting in a maximum data rate of 2133 MB/s (2 GB/s); 0.8 V signaling.

In addition, AGP Pro cards of various types exist. They require more power and are often longer than standard AGP cards (though they only connect to one AGP slot). These cards are usually used to accelerate the professional computer-aided design applications employed in the fields of architecture, machining, engineering, and similar fields.

There are two versions of the AGP physical interface, for 3.3 V and 1.5 V cards respectively. The 1.5 V version has a key further away from the external connector, while the 3.3 V version is the opposite. But some poorly designed older 3.3V cards incorrectly have the 1.5V key, which may result in burnt mainboard if installed in a AGP 4X/8X slot.

* 64 bit AGP, using a 64-bit channel. Used in high end professional graphic cards.

* AGP Express. This is not a true AGP interface, but rather a way to allow an AGP card to be connected over the PCI bus. It is a technology found on ECS motherboards, and is used as a selling point for AGP card owners who want a new motherboard but do not want to be forced to buy a PCI Express graphics card as well (most new motherboards do not provide AGP slots, only PCI Express slots). An "AGP Express" slot is basically two PCI slots wired together in the AGP form factor. While it offers backward compatibility with AGP cards, its disadvantages include incomplete support (some AGP cards do not work with AGP Express) and reduced performance (the card is forced to use the shared PCI bus at its lower bandwidth, rather than having exclusive use of the faster AGP).

* AGI. The ASRock Graphics Interface (AGI) is a proprietary variant of the Accelerated Graphics Port (AGP) standard. Its purpose is to provide AGP-support for those of Asrock's motherboards that use chipsets lacking native AGP-support. However, it's not fully compatible and several videocard chipsets are known to not be supported. The performance and the quality of that interface is somewhat questionable.

* AGX. The Epox Advanced Graphics eXtended (AGX) is also a proprietary variant of the Accelerated Graphics Port (AGP) standard. It shares the same problems with the AGI port explained above. User manuals even recommend not using AGP 8X ATI cards with AGX slots.


Hardware and Software Adoption

* The AGP slot first appeared on x86 compatible system boards based on Socket 7 Pentium and Slot 1 Pentium II processors.

* The first Socket 7 chipsets to support AGP were the Via Apollo VP3, SiS 5591/5592, and the ALI Aladdin V. FIC demonstrated the first Socket 7 AGP system board in November 1997 as the FIC PA-2012 based on the Via Apollo VP3 chipset, followed very quickly by the EPoX P55-VP3 also based on the Via VP3 chipset which was first to market.

* Microsoft first introduced AGP support into Windows 95 OEM Service Release 2 (OSR2 version 1111 or 950B) via the USB SUPPLEMENT to OSR2 patch. After applying the patch the Windows 95 system became Windows 95 version 4.00.900 C.

* Microsoft first introduced AGP support into Windows NT 4.0 Service Pack 3.

* Linux support for AGP enhanced fast data transfers was first added in 1999 with the implementation of the Agpgart kernel module.

* Intel introduced AGP support with the i440LX Slot 1 chipset in mid-October 1997 and a flood of products followed from all the major system board vendors; this chipset was discontinued by Intel on December 8, 2000. The i440LX chipset included the well established PIIX4 south bridge from Intel's 430TX Socket 7 offering.

* First generation Pentium II systems were based around the 440FX chipset which did not provide AGP support.

* A second feature introduced by Intel for the first time with the i440LX chipset was support for SDRAM, which provided for the extra bandwidth that AGP video cards consumed.

* Early video chipsets featuring AGP support: Rendition Vérité V2200 AGP, NVIDIA Riva 128, 3Dlabs PERMEDIA 2, Intel i740, ATI Rage Pro, 3DFx Voodoo, Matrox Millennium II AGP

* Whereas the V2200 and Millennium II were a PCI design internally with an AGP interface bolted on, the ATI Rage Pro and the Intel i740 were explicitly designed to exploit the new AGP feature set.

* Many of these early AGP video cards were designed to run under the Microsoft Direct3D API.



Compatibility


AGP cards are backward and forward compatible within limits. 1.5V-only keyed cards will not go into 3.3V slots and vice versa, though "Universal" slots exist which accept either type of card. AGP Pro cards (rarely used) will not fit into standard slots, but standard AGP cards will work in a Pro slot. Some newer cards like nVidia's GeForce 6-series or ATI's X800-series only have keys for 1.5V to prevent them from installing in older mainboards without 1.5V support. The graphic cores can only handle 0.8V for AGP8x and 1.5V for AGP4x and will be damaged by 3.3V slots. Some of the last modern cards with 3.3V support were the nVIDIA GeForce FX5000-series and the ATI Radeon 9500/9700/9800(R350) (but not 9600/9800(R360)).

There are some proprietary exceptions to this rule. For example, Apple Power Macintosh computers with the Apple Display Connector have an extra connector which delivers power to the attached display. Additionally, moving cards between computers of various CPU architectures may not work due to firmware issues.


AGP vs PCI
As computers became increasingly graphically oriented, the graphics card became far more important than other PCI devices, and, thus, the AGP slot was developed. AGP slots are superior to PCI for graphics cards because they provide a dedicated pathway between the slot and the processor, allowing for faster communication between the two. In addition, AGP uses sideband addressing, meaning that addressing for packets is carried outside of the packet, meaning that the entire packet does not need to be read to get addressing information. In addition, to load a texture, a PCI graphics card must copy it from the system's RAM into the card's framebuffer. An AGP card is capable of reading textures directly from system RAM using the Graphics Address Remapping Table (GART). GART reapportions main memory for texture storage, allowing the graphics card to access them directly.

The two main reasons graphics cards with the PCI interface are produced is that first they can be used in nearly any PC, as very few modern desktop PCs do not have PCI slots — though some motherboards with built-in graphics adaptors lack an AGP slot. Second, a user with an appropriate operating system can use several PCI graphics cards (or several PCI graphics cards in combination with one AGP card) simultaneously — to give many different video outputs (for the use of many screens). This cannot be done with AGP 1.0 (Early AGP 1x and 2x) and AGP 2.0 (AGP 4x) cards, because both of them does not support more than one AGP Master (videocard piece) per AGP Target (chipset piece). However, AGP 3.0 (AGP 8x) does support more than one AGP Master per AGP Target; but as the matter of fact, very few (if any) motherboards are equipped with more than one AGP slot.


Use today
Although AGP is still incorporated into many motherboards today, it is gradually being phased out in favor of PCI Express. PCI Express allows much faster data transfer, is bidirectional, and also supports other devices. So far, 2006 has seen many motherboards available with PCIe slots, with some gamer-oriented configurations offering dual PCIe x16 slots. Many newer graphics cards are available exclusively in PCIe, with AGP versions of the same cards becoming correspondingly rare. At this rate, it is expected that AGP will be almost totally replaced within a few years.


Historical remarks

Subtleties of the AGP memory interface semantics caused great consternation at AMD when an exotic bug manifested itself in Linux 2.4 kernels running on AMD's then-new line of Athlon processors.[

PCI Express

PCI Express, PCIe, or PCI-E (not to be mistaken for PCI-X) is an implementation of the PCI computer bus that uses existing PCI programming concepts, but bases it on a completely different and much faster serial physical-layer communications protocol. PCI Express was formerly known as Arapaho or 3GIO for 3rd Generation I/O. PCIe transfers data at 250 MB/s (238 MiB/s), per channel to a maximum of 16 channels, a total combined transfer rate of 4GB/s (3.7 GiB/s).


Overview

The PCIe physical layer consists not of a bus, but of a network of serial interconnects much like twisted pair ethernet. A single hub with many pins on the mainboard is used, allowing all kinds of switching and parallelism. This design was chosen because as clock rates increase, synchronization of parallel connections is hindered by timing skew. PCIe is just one example of a general trend away from parallel buses to serial interconnects. For other examples, see HyperTransport, Serial ATA, USB, or FireWire.

PCIe is supported primarily by Intel, who started working on the standard as the Arapahoe project after pulling out of the InfiniBand system.

PCIe is intended to be used as a local interconnect only. As it is based on the existing PCI system, cards and systems can be converted to PCI Express by changing the physical layer only — existing systems could be adapted to PCI Express without any change in software. The higher speeds on PCI Express allow it to replace almost all existing internal buses, including AGP and PCI, and Intel envisions a single PCI Express controller talking to all external devices, as opposed to the northbridge/southbridge solution in current machines.


Hardware protocol summary

The PCIe link is built around dedicated unidirectional couples of serial (1-bit), point-to-point connection known as a "lane". This is in sharp contrast to the PCI connection, which is a bus-based system where all the devices share the same bidirectional, 32-bit (or 64-bit), parallel bus.

PCI Express is a layered protocol, consisting of a Transaction Layer, a Data Link Layer, and a Physical Layer. The Physical Layer is further divided into a logical sublayer and an electrical sublayer. The logical sublayer is frequently further divided into a Physical Coding Sublayer (PCS) and a Media Access Control (MAC) sublayer (terms borrowed from the OSI model of networking protocol).


Physical Layer

At the electrical level, each lane utilizes two unidirectional low voltage differential signaling (LVDS) pairs at 2.5 gigabaud. Transmit and receive are separate differential pairs, for a total of 4 data wires per lane.

A connection between any two PCIe devices is known as a "link", and is built up from a collection of 1 or more lanes. All devices must minimally support single-lane (x1) links. Devices may optionally support wider links composed of 2, 4, 8, 12, 16, or 32 lanes. This allows for very good compatibility in two ways. A PCIe card will physically fit (and work correctly) in any slot that is at least as large as it is (e.g. an x1 card will work in a x4 or x16 slot), and a slot of a large physical size (e.g. x16) can be wired electrically with fewer lanes (e.g. x1 or x8; however, it must still provide the power and ground connections required by the larger physical slot size). In both cases, the PCIe link will negotiate the highest mutually supported number of lanes. It is not, however, possible for a device to operate in a slot that is physically smaller than it (eg. a x4 card cannot fit in a slot which is physically an x1 slot — though it could operate in a x4 slot wired with only 1 lane).

PCIe sends all control messages, including interrupts, over the same links used for data. The serial protocol can never be blocked, so latency comparable to PCI (which has dedicated interrupt lines) can be maintained.

Data transmitted on multiple-lane links is interleaved, meaning that each successive byte is sent down successive lanes. The PCIe specification refers to this interleaving as "data striping". While requiring significant hardware complexity to synchronize (or deskew) the incoming striped data, striping can significantly increase the throughput of the link. Due to padding requirements, striping may not necessarily reduce the latency of small data packets on a link.

As with all high-speed serial transmission protocols, clocking information must be embedded in the signal. At the physical level, PCI Express utilizes the very common 8B/10B encoding scheme to ensure that strings of consecutive ones or consecutive zeros are limited in length, so that the receiver does not lose track of where the bit edges are. This coding scheme replaces 8 uncoded (payload) bits of data with 10 (encoded) bits of transmitted data, consuming 20% of the overall electrical bandwidth.

Some other protocols (such as SONET) use a different form of encoding known as "scrambling" to embed clock information into data streams. The PCI Express specification also defines a scrambling algorithm, but its form of scrambling is not to be confused with the scrambling included in SONET. Rather than embedding clock information, the scrambling in PCI Express is designed to prevent repeating data patterns in the transmitted data stream from causing RF emission peaks.

First-generation PCIe is constrained to a single signalling rate of 2.5 gigabits/s. The PCI Special Interest Group (the industry organization that maintains and develops the various PCI standards) plans future versions adding signalling rates of 5 and 10 gigabit/s.


Data Link Layer

The Data Link Layer implements sequencing of Transaction Layer Packets (TLPs) that are generated by the Transaction Layer, data protection via a 32-bit Cyclic Redundancy Check code (CRC, known in this context as LCRC), and an acknowledgement protocol (ACK and NAK signaling). TLPs that pass an LCRC check and a sequence number check result in an acknowledgement, or ACK, while those that fail these checks result in a negative acknowledgement, or NAK. TLPs that result in a NAK, or timeouts that occur while waiting for an ACK, result in the TLPs being replayed from a special buffer in the transmit data path of the Data Link Layer. This guarantees delivery of TLPs in spite of electrical noise, barring any malfunction of the device or transmission medium.

ACK and NAK signals are communicated via a low-level packet known as a Data Link Layer Packet, or DLLP. DLLPs are also used to communicate flow control information between the Transaction Layers of two connected devices, as well as some Power Management functions.


Transaction Layer
PCI Express implements split transactions (transactions with request and response separated by time), allowing the link to carry other traffic while the target device gathers data for the response.

PCI Express utilizes credit-based flow control. In this scheme, a device advertises an initial amount of credit for each of the receive buffers in its Transaction Layer. The device at the opposite end of the link, when sending transactions to this device, will count the number of credits consumed by each TLP from its account. The sending device may only transmit a TLP when doing so does not result in its consumed credit count exceeding its credit limit. When the receiving device finishes processing the TLP from its buffer, it signals a return of credits to the sending device, which then increases the credit limit by the restored amount. The credit counters are modular counters, and the comparison of consumed credits to credit limit requires modular arithmetic. The advantage of this scheme (compared to other methods such as wait states or handshake-based transfer protocols) is that the latency of credit return does not affect performance, provided that the credit limit is not encountered, an assumption that is generally met if each device is designed with adequate buffer sizes.

First-generation PCIe is often quoted to support a data rate of 250 MB/s (238 MiB/s) in each direction, per lane. This figure is a calculation from the physical signalling rate (2.5 Gbaud) divided by the encoding overhead (10bits/byte.) This means a 16 lane (x16) PCIe card would then be theoretically capable of 250 * 16 = 4 GB/s (3.7 GiB/s) in each direction. While this is correct in terms of data bytes, more meaningful calculations will be based on the usable data payload rate, which depends on the profile of the traffic, which is a function of the high-level (software) application and intermediate protocol levels. Like other high-speed serial interconnect systems, PCIe has a protocol and processing overhead due to the additional transfer robustness (CRC and Acknowledgements). Long continuous unidirectional transfers (such as those typical in high-performance storage controllers) can approach >95% of PCIe's raw (channel) data rate. These transfers also benefit the most from increased number of lanes (x2, x4, etc.) But in more typical applications (such as a USB or Ethernet controller), the traffic profile is characterized as short data packets with frequent enforced acknowledgements. This type of traffic reduces the efficiency of the link, due to overhead from packet parsing and forced interrupts (either in the device's host interface or the PC's CPU.) This loss of efficiency is not particular to PCIe.


Form factors

* Low height card

* Mini Card: a replacement for the Mini PCI form factor (with x1 PCIe, USB 2.0 and SMBus buses on the connector)

* ExpressCard: similar to the PCMCIA form factor (with x1 PCIe and USB 2.0; hot-pluggable)

* AdvancedTCA: a complement to CompactPCI for larger applications; supports serial based backplane topologies



Competing protocols

Several communications standards have emerged based on high speed serial architectures. These include but are not limited to HyperTransport, InfiniBand, RapidIO, and StarFabric. There are industry proponents of each, and because significant funds have been invested in their development, each consortium tends to emphasize the advantages of its variant over others.

Essentially the differences are based on the tradeoffs between flexibility and extensibility vs. latency and overhead. An example of such a tradeoff is adding complex header information to a transmitted packet to allow for complex routing (PCI Express is not capable of this). This additional overhead reduces the effective bandwidth of the interface and complicates bus discovery and initialization software. Also making the system hot-pluggable requires that software track network topology changes. Examples of buses suited for this purpose are InfiniBand and StarFabric.

Another example is making the packets shorter to decrease latency (as is required if a bus is to be operated as a memory interface). Smaller packets mean that the packet headers consume a higher percentage of the packet, thus decreasing the effective bandwidth. Examples of bus protocols designed for this purpose are RapidIO and HyperTransport.

PCI Express falls somewhere in the middle, targeted by design as a system interconnect (local bus) rather than a device interconnect or routed network protocol. Additionally, its design goal of software transparency constrains the protocol and raises its latency somewhat.


Outlook

As of 2006, PCI Express appears to be well on its way to becoming the new backplane standard in personal computers. There are several explanations for this, but the principal reason is that it was designed to be completely transparent to software developers — an operating system designed for PCI can boot in a PCI Express system without any code modification. Other secondary reasons include its enhanced performance and strong brand recognition.

Almost all of the high end graphics cards being released today (2006) from ATi and NVIDIA use PCI Express. NVIDIA uses the high-speed data transfer of PCIe for its newly developed Scalable Link Interface (SLI) technology, which allows two graphics cards of the same chipset and model number to be run at the same time, allowing increased performance. ATi has also developed a dual-GPU system based on PCIe called Crossfire.

Most new Gigabit Ethernet chips and some 802.11 wireless chips also use PCI Express. Other hardware such as RAID controllers and network cards are also starting to make the switch. In 2005, Apple updated both the consumer iMac and the G5 workstation to use PCI Express exclusively, supplanting the AGP and PCI-X connectivity that they had formerly utilized.

ExpressCard is just starting to emerge on laptops. The problem is many laptops have only one slot and it is difficult to give that up for a new ExpressCard slot. Desktops do not have this problem as they have multiple slots and can more easily support PCI Express and the legacy PCI slots concurrently.

Age of Empires III


Age of Empires III (AoE III) is the direct sequel to Age of Empires II and the third title (AoE, AoE II, AoE III) of the history-based real-time strategy Age of Empires series of computer games. The game was developed by Ensemble Studios and published by Microsoft, and was officially released on October 18, 2005. The game is mostly set in the New World, with some early single player scenarios taking place in Malta, and covers the European colonization of the Americas between approximately AD 1500 and 1850.

The game was announced by Ensemble Studios on January 4, 2005. A demo version was released on September 7, 2005 and the game "went gold" (entered mass production) on September 22, 2005. The expansion pack, The War Chiefs, is set to be released in October 2006.

A Mac OS X port of the game is expected to be released in September 2006.



System requirements

Age of Empires III runs on the Microsoft Windows and Mac OS X operating systems, with the Mac OS X conversion to be released in September 2006. On Windows, only Windows XP is supported, although there is a workaround for Windows 2000. Also, Age of Empires III may run on Windows Vista, though a very powerful graphics card is required. Age of Empires III requires 256 MB of RAM and more than 2 GB of hard drive space (the demo only requires 620 MB). It has been tested on a 32 MB video card but officially it requires a 64 MB card supporting hardware transform and lighting, as well as a sound card. Multiplayer gaming requires a LAN connection, 56 kbit/s dial-up modem, or at least that fast an Internet connection.

The game is very graphics-intensive at its higher quality settings, and higher-end graphics adapters are required for optimal performance. On machines with older graphics card, the game will look quite different from some screenshots. For example, with a card like GeForce3 Ti, which is designed for DirectX 8, the game will not display reflections. GeForce4 MX (DirectX 7) will neither have reflections nor shadows. Some of the higher-quality settings will be missing.


Technical features
Age of Empires III builds upon and introduces new features to the Age of Mythology engine. One new feature is the inclusion of the Havok physics simulation middleware engine (used in other recent popular games, including Half-Life 2) on the PC version and the similar PhysX engine on Mac OS X. This means that many events such as building destruction and tree falls will not be pre-created animations, but rather will be calculated according to the physics engine. Other graphical features of the game include bloom lighting and support for pixel shader 3.0.


Gameplay

Age of Empires III is the first Age of Empires game to introduce gunpowder weapons on a large scale (there were gunpowder weapons in Age of Empires II, but they appeared late in the game and were not widely used). However, cavalry with melee weapons, samurai mercenaries, and other non-gunpowder units appear in the game as well.

Combat in Age of Empires III places greater emphasis on the use of formations than in previous Age of Empires games. Depending on the formation that a group of units is put in, they may gain bonuses to melee or ranged attack, or be less vulnerable to enemy fire.

One of the new features in AoE III is the home city system, which gives players a persistent character. Home cities provide both military and economic support to colonies, though they are separate from combat, and can be improved by earning experience points (XP). Players can spend XP on acquiring cards for their nation, and customizing the appearance of the home city. These can then be subsequently used to obtain special shipments during a game. These shipments may be units, special technologies, or resources. Up to 20 different cards may be used in one game; however, these must be pre-selected in groups of custom-built decks. (See The Home City Concept)

Three modes of gameplay are available: A story-based campaign, single player skirmishes (with a random map), and online through the matchmaking service Ensemble Studios Online)


Scenery
Battles are fought on various real world maps, which can be selected from a list of "seeded", or predefined maps. Players also have the option of using the Unknown map which is a map that is never the same. There are a number of variables meaning that each seeded map is different, creating a unique gameplay experience with each new game. Each map has several features which are always present (such as trade routes or a particular number of islands), as well as several characteristics such as a paucity of trees. A large number of potential treasures are scattered about the map, which can be claimed for various prizes: a certain amount of resources, a bonus to explorer hitpoints, units (settlers, natives, fattening animals or tamed animals), or an XP reward. The resources which are available include trees which can be used for Wood, silver/gold mines which can be used for Coin, and herds of animals which can be hunted for Food. Grazing animals (such as cows, llamas and sheep) fatten up over time, and can also be tamed or slaughtered for food. The oceans contain patches of fish which fishing boats can collect for Food, and occasionally whales, which can be harpooned for an inexhaustible amount of Coin. Note that only four units can fish at a whale site at a time.


Campaigns
The 'campaign' game mode lets the player follow three generations of the Black family, and consists of three 'Acts': Blood, Ice, and Steel.


Ages

In the Skirmish menu, the player can choose which age the competitors shall start in. "Nomad", where the player starts only with a Town Center Wagon and an Explorer (for some civilizations also a scout, envoy, or war dog) is an included option. In the "Post-Imperial Age", all improvements have already been researched.

Discovery Age
This is the first age in this game. The players can only explore the map and develop their economy. The player's explorer can be used to scout the map and find treasure. No soldiers can be created in this age.

* New buildings: House, Market, Mill, Livestock Pen, Dock, Outpost, Blockhouses (Russian), Trading Post, Wall, Mosque (Ottoman) and Bank (Dutch).

Colonial Age
Cost: 800 food
This is the second age in the game. As it name tells, the player shall colonize the map through constructing of infantry, cavalry, and, for most civilizations, Grenadiers, which can be classed as an artillery unit. The exception to this is the Ottomans, which receive an extra unit, the Abus Gun. Trade Routes can upgrade to Stagecoaches.

* New buildings: Barracks, Stable, Church, Artillery Foundry (British, Ottoman, Russian, Dutch), Plantation and Arsenal (after sending a home city card).

Fortress Age
Cost: 1200 food, 1000 gold
This is the third age in the game, with advances to existing military units and buildings. Artillery options open up for most civilizations. A Fort can be sent from the home city and outposts can upgrade to Frontier Outposts.

* New buildings: Fort [available only from Home City], Artillery Foundry (other countries), Plantation and Arsenal (without sending a card).

Industrial Age
Cost: 2000 food, 1200 gold
This is the fourth age in the game, with more upgrades to units and buildings. Higher end Home City Cards are unlocked, such as the Factory. Trade Routes can be upgraded to trains, and Frontier Outposts to Fortified Outposts.

* New buildings: Factory [available only from Home City].

Imperial Age
Cost: 4000 food, 4000 gold
The fifth age in the game; players may choose to research more powerful technologies by building the capitol. Also, nearly every Home City shipment may be sent again. Death match games do not reach this age, nor do most 2 player games.

* New buildings: Capitol.



Politicians
Each civilization has a maximum of 4 politicians to choose from each time they advance through the ages, from the Colonial to the Industrial (All civilizations have only 2 politicians to choose from when advancing to the Imperial Age.). Initially, all civilizations only have 2 politicians as their choice while advancing; the other policitians are unlocked at the rate of 1 every 10 levels of the home city (meaning that all choices open up when the player's homecity reaches level 60). Also, note that the unlocking of politicians follows a pre-set order; they are NOT unlocked according to Age.


Explorers

Every home city features a different "explorer" unit, which is present in every game played with that home city. The explorer is used to explore surrounding territory and to claim treasures. It is also capable of building Trade Posts or Town Centers, as well as killing treasure guardians in one shot with a special attack. The explorer unit is immortal, and can never be killed, although he can be rendered unconscious if enough damage is taken. At this point, he must await rescue by a friendly unit (for example, when a soldier approaches within a certain proximity, the explorer will revive). Alternatively, a small sum of Coin may be paid to retrieve the explorer instantly. Cards are available to be placed in the player's deck which will increase the power of the player's explorer in various ways: increased hitpoints, increased attack, special attacks which damage multiple units, or the ability to launch hot-air balloons to scout unknown areas. Different upgrades are available to different explorers; for example, the explorer character Amelia Black in Act 3 of the single-player campaign can gain the card upgrade "Fisticuffs," which increases her attack. Also, Spanish explorer can train dogs, maximum of 5 (previous versions of the game included a Spanish card that let the explorer train up to 8, but this effect was removed. The card now makes all War Dogs stronger), and Portuguese explorer can use a telescope (spyglass) to peek at an area , reveal the map there or see what the player's enemies are doing for a short amount of time.


The Home City concept


Home Cities
Age of Empires III is the first game in the Age of Empires series to introduce the Home City.

The Home City functions as a second city, a powerhouse that is separated from the active game. It cannot be attacked or destroyed, although an Imperial Age upgrade called "Blockade" stops the player's opponents from receiving Home City shipments. Its selling feature is its persistence between games, meaning that upgrades gained through many games can be applied and stay applied for as long as that particular city exists (Cities only cease to exist when they are deleted by the user from the game menu).

Players access the Home City between games, and can customize their city, choose new cards, and organize their card deck. Customizations to the Home City change the visual aspects of the city, but do not affect gameplay whatsoever. In customizing the home city, players can add unique people to the city (for example, a fruit vendor, or a musician), change and upgrade the colour schemes of buildings, or place objects/decorations throughout the city.

Players can also access the Home City within a game (or battle) by clicking on the "Home City" button represented on the HUD as the nation's flag. The home city functions differently inside of a game. Instead of customizing a home city or choosing cards, a player can apply cards chosen before the game (and added to a deck). See below.

Multiple Home Cities can be created and maintained, although each Home City supports only one civilization.


Game cards

Between games, players keep a portfolio of cards that can be used throughout the game. A card can be a grouping of units (13 Longbowmen, 1 Caravel), improvements (Faster woodcutting, Increase to Musketeer/Grenadier Attack), buildings (1 Covered Wagon, or 1 Factory Wagon), or resources (300 Food, or 600 Wood)

During the course of a game, players gain experience through actions done, such as: Constructing buildings, training units, killing enemy units, collecting treasures, and many more. With the exception of the Spanish, who requires less than 200 experience points to send their first card, 200 experience points are required to send the first shipment. Players can enter the Home City menu and use a card. Shipments slow down as the game goes on with every consecutive shipment requiring more experience points to send. In a sense, the player could be an explorer calling on the home city, arranging reinforcements or resources to be sent, to aid in conquest of the New World. When cards are used in a game, the delivery takes approximately a minute before the object arrives in the New World, simulating a "shipment" from the Old World.

Every time a game is finished, experience points gathered throughout the game add to a value dictated as "Total Experience". Once a certain number of experience points are collected (through multiple games), a new "level" is reached, and players are allowed to choose a new unique card to add to their deck. Players start off at level 1, and have 15 cards in their deck to begin with.

It is worth noting that a deck may contain only 20 cards, and there are approximately 120 cards that can be obtained. Players can gear their cards for different play strategies, for example:

* Economy (The use of many resource cards)

* Military (The use of many unit cards in order to obtain a vast army relatively quickly)

* Booming (A strategy of reaching new ages quickly through a combination of technology cards and resource cards).

Each civilization has a different stock of cards that can be chosen. For example, the French can receive an additional fort upon reaching level 25, whereas every other civilization can receive only one.

For every home city, players can also have different decks. The deck to be used is chosen when the first shipment is sent. For the duration of that game, players cannot switch to other decks. This feature encourages players to build decks that are customised for the map being played on or counters against other civilizations.


Buildings

The buildings portrayed in Age of Empires III resemble the architectural design of that era. All of the games in the series share a number of buildings, including the Town Center and Docks. Some civilizations are granted the ability to construct buildings earlier than other civilizations.


Units

The units of Age of Empires III are based, as in previous iterations of the game, around military classes of the historic time period. The majority of infantry utilize ranged gunpowder weapons (Musketeers, Skirmishers), although there are units that continue to make use of mêlée weapons or bows. There are also a number of ships, all of which make use of cannons with the exception of the fishing ship, which has no ranged attack. In some cases, a selection of Native American tribes populate game maps, and support their own brand of military units that can be trained once an alliance has been formed.


Ensemble Studios Online

Bundled with all versions of the game is a free subscription to the game's multiplayer gaming service, hosted by Ensemble Studios. Similar in function to Blizzard Entertainment's Battle.net, Ensemble Studios Online (ESO) allows players to create and join games, as well as chat with other players outside of the game.

An Internet connection (equal to or greater than 56k) is required for connection to ESO. A high-speed connection is encouraged to reduce network latency, or lag.

Each copy of Age of Empires III contains one CD key, which can be used to register one account on the gaming service. As of April 2006, multiple accounts and username changes are not supported.


Expansion

Ensemble Studios has announced an expansion for AOE3 that is named "Age of Empires III: The War Chiefs" and is expected to be released in the Fall of 2006. It will contain 3 new native civilizations that can be completely controlled and they are: The Iroquois Confederation, the Sioux, and the Aztecs. New content for existing European civilizations, as well as new maps and gameplay additions (Including more minor tribes one can ally with) will be added as well.


Demo & Retail Versions

Age of Empires III's Demo was released on September 7, 2005, quickly being criticized due to the fact that it was designed to only install on Windows XP. However, it has been discovered that the installed folder can be copied over to a Windows 2000 computer and it will still work.

The demo version contains two scenarios from the campaign, two random maps (New England & Texas), two playable civilizations (British & Spanish) and the ability to upgrade the player's Home City up to level 9. All ages and buildings (except banks) are available, but some units (mercenaries and units which can only be created by other civilizations) are missing. There are also many user created modifications which change some aspects of the trial version.

An updated demo version 1.1 was made available with the game's release on October 18, 2005.

The full retail version is also limited to Windows XP or higher, and Microsoft has implemented a check within the installer to ensure the computer is running the correct operating system. Users have discovered a work-a-round however, enabling the installation of AOE3 retail on the Windows 2000 operating system.


Collector's edition

A limited edition version of the game was also released that included:

* The official soundtrack
* A player's guide
* A full colour 43" x 27" poster
* A hardback book entitled "Art of Empires" that contained concept art as well as 3d renders from the game
* A demo disc
* A DVD entitled "The Making of Age of Empires 3"
* An extended presentation manual
* The game itself.

The package was contained within a large decorative box which measured approximately 1.5'x1'.


Known issues

* Certain players playing over a router network (with or without NAT) cannot connect to the Ensemble Studios Online service.

* When first trying to run the game after installation, users may get an error about a d3dx9_25.dll - if this is the case, then either download the D3DX April Update[4] or reinstall DirectX9 completely.



Errors

This article or section may contain original research or unverified claims. Please help Wikipedia by adding references. See the talk page for details.

* Janissaries are portrayed in the game as bearded, although in reality they were banned from wearing beards. Clicking on the top right corner of the stats screen of a Janissary recognizes that they were not allowed to grow beards.

* In the campaign, Natives taken captive are portrayed as Incans in Florida. However, the Incans originate from South America.

* The leader of the British civilization is Queen Elizabeth I; however, the Kingdom of Great Britain did not come into existence until over a century after her death.

* The game confuses gunpowder with trinitrotoluene (TNT) several times, and the use of the latter is expressed before its supposed invention date. This is evident during in-game cinematics throughout the game.

* St. Petersburg is portrayed as the main port of Russia. However, St. Petersburg was constructed during the reign of Peter the Great, not while Ivan the Terrible was in power.

* The events of the Single Player Campaign begin in 1565, when the Ottoman Turks attack Malta. Therefore, Morgan Black could not have encountered the Aztec Empire, which had fallen in 1521.

* Also in the Campaign, in the third act Amelia Black has to help Simon Bolivar gain independence for Latin America from Imperial Spain. However, Simon Bolivar died in 1830 and we are told that the third act begins just after the American Civil War, which ended in 1865.

* The Doppelsöldner is a standard infantry unit while the Landsknecht is presented as an elite mercenary unit. However, Doppelsöldners were Landsknechts paid double for fighting on the front lines of combat. Clicking on the top right corner of the stats screen of a Doppelsöldner recognizes that they were elite Landsknechts. However, Doppelsoldner do, in fact, cost 200 resource units each as opposed to the 100 gold cost of Landsknecht units. They are also much stronger after their upgrades, while the Landsknecht units have no upgrades.

* Hussite war wagons would be heavily anachronistic in a game that starts in the 16th century.

* The dog soldiers were an elite warrior society of the Cheyenne tribe, which occasionally made alliances with the Lakota, but were not a part of them. Yet a dog soldier is featured as a "Lakota Dog Soldier" in Age of Empires III. Clicking on the top right corner of the stats screen of a dog soldier recognizes that they were part of the Cheyenne tribe, but most players do not read this.

* When accessing the French civilization section of the Age of Empires III Official Website, a date reads "23-8-45", supposedly signed by Napoleon. However, Napoleon was not alive in either 1745 nor 1845.

* The game recognises dragoons as a ranged cavalry; however, the correct meaning would be an infantry unit that travelled on horseback and normally dismounted when fighting.

* The flag for the Ottoman Empire is actually the flag for modern day Turkey and is therefore different from the historical flag.

* The leader of the Spanish civilization in Age of Empires III is Queen Isabella of Castile who died in 1504, even though Spain wasn't a nation until 1516. The first king of Spain was Charles I of Spain (Charles V, Holy Roman Emperor).

* The leader of the French civilization in Age of Empires III is Napoleon, however it was Louis XIV who oversaw the greatest expansion of France into the New World. In fact, Napoleon actually sold French Louisiana to America and therefore brought about an end to New France.

* The Native American scouts given to the French at the beginning of the game almost always seem to be lost. For example, Inuits have been given to the French even while playing the Great Lakes map.

* The maps sometimes seem to be incorrect, for example, the Great Lakes map has a circular lake with an island in the middle, more similar to Crater Lake than any of the five actual Great Lakes.

* The game ends in the late 19th century, but still includes the civilizations Aztec, Maya and Inca, which had been annihilated in the 16th century. The expansion adds the Aztec as a playable civilization.

* The flag for the French should be the modern one, seeing as it was when Napoleon ruled

Prey


Prey is a first-person shooter video game developed by Human Head Studios and produced by 3D Realms, using a modified version of the Doom 3 engine. Venom Games is responsible for the Xbox 360 port of the game.

A playable single and multiplayer demo of the game was released on June 22, 2006 for PC, and a downloadable Xbox 360 demo was released on the Xbox Live Marketplace on June 30, 2006. The game went gold on June 28, 2006, and was released in North America on July 11, 2006 and on July 14, 2006 in Europe.


Development history

In 1995, the first incarnation of the game was announced. Prey, to be developed in tandem with Duke Nukem Forever, and released around the same time, was envisioned by 3D Realms as first of a number of games to be running on unique, cutting edge game engine technology, to be developed in house. In this sense the project played the same role as Unreal did for Epic Games, and it would retain this role in the company’s strategy throughout its development time in the 3D Realms studios.

However, Prey as a game was to go through many different forms during this first attempt. A rapid succession of different designs developed by Tom Hall (previously of id software and later of Ion Storm), who was at that time fresh off the Rise of the Triad team at Apogee Software. After about a year’s worth of work, however, Tom Hall abandoned the project and left the company to form Ion Storm with ex-id compatriot John Romero. At this point 3D Realms brought on Paul Schuytema to begin the next phase in the game’s development.

The new team would go on to create the most coherent design the game ever had. The alien abduction theme was retained, but now the game was to be set on a massive, living alien space ship inhabited by a number of different alien races (three of them collectively known as the "Trocara" and a fourth called the "Keepers"), and the player would take the role of a Native American hero, called Talon Brave.

The game, keeping with its goal of presenting impressive cutting edge technology, showed off for the first time its portal technology, a feature that allowed rips in space to be created, moved and reshaped in real time. This was to be a core feature of the gameplay, along with heavily destructible environments. Demonstrations of these features drew widespread acclaim at the 1997 and 1998 E³ exhibitions – the television program Infinite MHz was able to capture exclusive footage of the game’s private behind-closed-doors demo at the games both E³ showings.

The public perception was very positive, the game looked impressive, and 3D Realms’ name, fresh from the success of Duke Nukem 3D was a mark of quality. Furthermore, German industrial band KMFDM were supposed to create the game's soundtrack. 3D Realms posted on their website in 1997 that they received a sample of the soundtrack from KMFDM and highly praised the music, described as “ambient industrial”. 3D Realms also released, via their website, two KMFDM songs in MP3 format (that are not on the Prey soundtrack), "Inane" and "Megalomaniac."

However, despite the best of starts, Prey’s development was troubled. Seemingly insurmountable technical problems ground development to a near-halt, and this version of Prey too fell apart. Later, on an internet discussion board head engineer William Scarboro would comment that "In hindsight, portal tricks such as these should be used as tricks, not as an engine paradigm."

Shortly after the Schuytema variant of Prey disbanded, 3D Realms attempted again to revive the project by bringing on tech programmer Corinne Yu in November of 1998. At this time there was no active game development going on, Corrinne was the only person on the project. She was solely there to write an engine which would be used for the Prey project. It was also thought at the time this engine would be used for Duke Nukem 5 (the game after Duke Nukem Forever). However, after a time, this iteration of Prey also fell apart too. 3D Realms & Corrine Yu parted ways, and Prey began its long period of inactivity in 1999. The title was put on indefinite hold (although never formally cancelled, contrary to popular opinion).

In 2001, 3D Realms began development on a new version of the title. This time, with the advantage of the necessary portal technology already being a stable and functional component of all modern game engines, 3D Realms was able to license the necessary technology instead of having to develop it. Specifically, the Doom 3 technology from id was licensed, and Rune developer Human Head Studios was commissioned to develop the game using the previous designs as a base.

Rumors of this new project leaked out to the public in 2002, through the website Evil Avatar, but were at that time neither confirmed nor denied. It wasn’t until 2005, when the cryptic clue "Keep your eyes open for the unveiling of our next game very soon. ;)" appeared on the 3D Realms website that the previous rumors were confirmed in any way. This was followed by a CNN article by Chris Morris, claiming that Prey was not only in development, but that it would be shown at E³.

Soon afterwards, the official Prey teaser site was launched, confirming the game's existence, and hinting that more would be revealed in the June issue of PC Gamer, which indeed featured a seven page article on Prey.

On April 26, 2005 Prey was officially announced in a press release by 2K Games:

"New York, NY – April 26, 2005 – 2K Games, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), and 3D Realms today announced Prey, a revolutionary first person shooter for PC and a next-generation console system in development at Human Head Studios, under the direct supervision of 3D Realms."
The press release later went on to say that:

"Prey will be exclusively showcased at this year’s E3 Expo by ATI in a movie theater-style exhibition. For the world exclusive first details on the game, look for PC Gamer’s June issue featuring Prey as its cover story, arriving on newsstands in early May. Prey is currently scheduled for a 2006 release."

On April 28, 2006, a July 10, 2006 release date was announced (although 3D Realms claims that is not the formal release date since it did not come from them or Human Head). On May 19, 2006, 3D Realms announced that a demo of Prey would be released on June 22, 2006 — the PC demo was released on this date, but the Xbox 360 demo was delayed until June 30, 2006. On June 28, 2006 it was announced that Prey had officially gone gold


Story
The story focuses on Domasi Tawodi (aka Tommy), a Cherokee garage mechanic and former U.S. Army soldier living on a Native American reservation in Oklahoma. At the beginning of the game, Tommy is in a bar owned by his girlfriend, Jenny. After an unfortunate bar fight, the bar is lifted up by a gravitational force, as various items are sucked from their stationary positions into a green light above. Tommy, Jen, and Tommy's grandfather Enisi are transported into shuttle craft to be transported back to the massive alien starship called the Sphere. After docking, all three, along with countless other captives, are dragged through the upper levels of the Sphere and Tommy is freed in an explosion set off by a stranger who, despite being cybernetic like most of the Sphere's denizens, appears to be working against it rather than for it.

Tommy, who is armed only with a wrench he happened to be carrying when he was abducted, witnesses Enisi's death in a brutal alien device, and, while trying to find Jen, he falls from a walkway and has a near-death experience where he meets with his grandfather's spirit who bestows him with spiritual powers. After returning to the world of the living, Tommy gains the power to perform astral projection, using his spiritual body to pass through forcefields and reach places otherwise inaccessible to his physical form. Despite being entrusted by his ancestor's spirits with the mission to protect all of mankind from the sphere's invasion, Tommy can't stop worrying about Jen, and he only cares about how to find and rescue her. As the game's tagline says, "Earth's savior doesn't want the job."


The Sphere

The Sphere is an organic, Texas-sized alien ship similar in shape to a Dyson sphere (though many orders of magnitude smaller). It has a small, concentrated star at its core, which is used to support itself and all life inside it. The origin of the Sphere is unclear, but its main goal is to maintain itself. It travels the galaxy searching for various alien races to maintain it, like white blood cells in a body. It also uses these races as food to provide much needed extra energy to sustain the Sphere and its star. The Sphere is fused with cybernetic enhancements, and has the power to manipulate gravity inside of itself. Various walkways allow the occupants to walk on surfaces otherwise designated as walls and ceilings. Switches that change the direction of gravity, effectively changing the orientation of anyone in the area, are present in some locations, causing floors walls and ceilings to change their roles depending on the switch used. The Sphere also has the ability to produce portals to other sections at will. This implies that the Sphere is in a constant state of flux, existing in multiple dimensions at once. These portals allow occupants to move much faster around the Sphere and fulfill their duties more efficiently.

The Sphere divides the multiple races into a few categories.

Workers are employed as slaves for all purposes to maintain the Sphere. They have the least freedom and are underlings to all other categories. Workers are the least dangerous but are prone to attacking if confronted by a hostile visitor. Most of the workers want to get off and destroy the Sphere, but have abandoned these hopes long ago. Workers are also prone to experimentation by the scientists. Workers who fail to comply with the guards are given as food to the Sphere.

Scientists are intelligent races employed on the Sphere to research technologies that help extend the reach, influence, power, and life of the Sphere. Scientists experiment on other races that are deemed to have potential for experimentation. These experiments result in horrible mutated creatures that are designed to help and succeed the guards. The Sphere's experiments are similar to the Strogg of the Quake series, as they will sacrifice anything to ensure combat efficiency, which results in cruel, twisted creatures that lurk in the corridors of the Sphere.

The guards are strong and efficient races that enforce the Sphere's rules like a police force. The guards are often stronger than the workers but less intelligent than scientists. The guards will mercilessly kill anyone who resists the commands of the Sphere, including Tommy. The guards are given more leeway than the workers as they are more important to the Sphere. The only real motivation of the guard races is to keep a higher authority in the Sphere and keep themselves from painfully dying in experimentation.

Multiple species may be consumed as more energy for the Sphere. The only group of beings aboard the Sphere who live relatively free are a small band of humans who call themselves the Hidden. The members of the Hidden, individually known as "Hiders", are slightly enhanced with cybernetics, but nowhere near the extent of the other beings on the Sphere, and have not lost their individuality. Led by a seemingly young woman named Elhuit, the Hidden strive to ultimately destroy the Sphere, though what they want most is to return to Earth, where they were taken from many years ago.

The Sphere is controlled by a superior being called "The Mother". She makes her first appearance in the game by communicating telepathically with Tommy. She is actually a human being who, like Tommy, fought against the Sphere and then was allowed to survive to replace the original being inside it. She, coupled with the Sphere, is omnipotent and immortal, and will live as long as she wishes until she tires of life and chooses a replacement. As the game progresses she questions Tommy about his resolve to persevere despite being alone against an entire alien civilization, and says that she is always watching his progress, curious about how far he can go. At the end of the game, having destroyed "The Mother", Tommy gets imprisoned within the same device Mother was in. Before Tommy goes power mad, Enisi tells him he knows in his heart what he needs to do. Tommy drives the Sphere straight into the sun, and ends up in the land of the ancients to see Enisi and Jen once more. Knowing that when it is his time he will see them both again, Tommy goes back to Earth.

A question left unanswered in the game was "what happened to the simple citizens abducted by the Sphere?". Perhaps they were rescued by Elhuit and her tribe, destroyed with the Sphere or by this time they had already been transformed into workers, soldiers or used as "food". These questions may be answered in a sequel/expansion pack, as suggested below.

Six months later, Tommy finds himself in a rebuilt Roadhouse, apparently not yet open to the public. The official story is that people, buildings and objects vanished because of an unknown, unexplained natural phenomenon. No one on Earth knows that Tommy is a planetary savior. He turns around and sees Elhuit, who he thought had died when the Mother located and attacked the Hidden's base of operations, suddenly standing across the bar. She tells him that while people on Earth do not know of the great deed he has done, that there are those "elsewhere", who have taken notice and want to meet him. Elhuit opens up a portal, which looks different from the others in the game, and Tommy walks through it. The player sees a mixture of light as the view warp towards the final destination and the screen goes black as the words "Prey will continue..." appear.
Spoilers end here.


Enemies

* Fodder — These feral bipeds roam the craft in search of food. While they make do with carrion, they prefer the taste of fresh meat over a rotting corpse. They were specifically picked and engineered by the ship's scientists to work to keep the ship clean of rotted corpses and bodies of various creatures.

* Harvester — Beings who apparently have a vital role in harvesting the protein from captives to feed the Sphere. Physically weak, Harvesters enhance their bodies with cybernetic parts far more than the other races. They come in two varieties, one which walks around on mechanical legs (which can be blown off) and can travel freely through a network of organic tunnels, and one which has attached an antigravity device to itself, allowing it to fly through the air freely. This version has been said to bear resemblance to the Assault Commanders from Duke Nukem 3D. Both kinds of Harvesters are armed with Crawler Launchers, but only the walking variety use the alternate fire.

* Hunter — The foot-soldiers of the invading force, it is their responsibility to track down and eliminate any captives that get loose. They are armed with the standard Rifle, and will use both firing modes, depending on how far away they are from Tommy. The majority of the enemies faced in Prey are Hunters.

* Mutilated Human — These unfortunates are humans who have had painful-looking machinery implanted into their bodies, leaving them in a zombie-like state, fit only to perform menial, repetitive tasks for the Sphere. They only fight when provoked (by either shooting at them or getting too close) and will continue to fight even after being decapitated.

* Hound — These beasts began life as normal animals, but their mutation has not only altered their physical body; it has ramped up their instincts as well. They resemble the Xenomorphs from the Alien films.

* Gasbag — floating, tentacled creatures which spit acid. Apparently Gasbags are some sort of parasite that dwell within the Sphere and do not aid it in any way. Gasbags will attack anything that moves near them, whether it is Tommy or a Hunter.

* Mutate — Born of the melding of the DNA of human and alien victims of the living Sphere. The Mutate is a surprisingly nimble opponent despite its bulk, and possesses a massive claw that it uses to impale its enemies in a spinning attack

* Wraiths of Fallen Spirits — When Tommy loses all his health, he enters the Death Realm. He must battle the Wraiths of Fallen Spirits to regain both health and spirit energy before returning to his living body. These dishonored spirits inhabiting the realm of the spirit world also seem to inhabit the sphere. This is most probably because their souls are bound to the sphere because of their dishonored deaths at the hands of the Sphere. One of the examples of these wraiths is in a scene where it enters a holding chamber and possesses a child who abruptly is used to brutally murder the other child in the cell. This is an indication that these wraiths are similar to, if not the same as, demons in other religions, who possess hosts to perform terrible acts of evil. A short time later, possessed children attack on two occasions, including one scene where a school bus is encountered. However, these children only appear relatively early in the game and are conspicuously absent for the remainder. The human possession aspect is neither further explored nor resolved, leaving something of a loose end in the plot. However, the Wraiths occasionally appear at various points and fly around, sapping spiritual energy if they come in contact. It's interesting to note that the Sphere Mother, after first seeing a wraith, states that they were not on the sphere until Tommy showed up. Rather than being upset, she instead finds it intriguing.



Bosses


* Centurion — One of the Sphere's most dreaded warriors, the Centurion blasts through adversaries using dual machine gun turrets grafted to both arms. In addition to this advanced weaponry, the Centurion's sheer size and brute strength makes it a truly intimidating obstacle.

* Girlfriend X — Tommy finds Jen in a strange pod of sorts and she is unable to feel her legs, according to what she says. The pod opens and we find out why; her torso has been surgically grafted to a vaguely reptile-like beast, resulting in a singular creature that is fairly quick, tremendously strong, and uses quite a few weapons against the player. Seeing as Jen is unable to control the beast she is now attached to, Tommy must either kill the beast, and his girlfriend in the process, or be killed himself.

* Keeper — After seeing fleeting glimpses of an alien creature that is apparently able to control portals by itself, as well as hearing a psychic describing said alien (as well as Tommy) via the aliens' monitoring of an Earth radio call-in show (Coast to Coast AM), Tommy finally comes across the alien in question, seeking vengeance for the recent death of his girlfriend. It is here the player learns that the Keeper's race seeded innumerable worlds across the galaxy with the prerequisite components for biological life so that, when the times arose, the Keeper's race could harvest that which they initially sowed so long ago. Earth was a barren and desolate rock until this process happened. Because of this, the Keepers ultimately do not care about, or even acknowledge, the rights of the beings that evolve on the seeded worlds, for they are merely protein to be harvested and used at their discretion. It is possible that the Keepers are the actual builders of the Sphere, seen as though it performs the very task they set out to initiate.
The first Keeper Tommy fights is able to summon just about every lesser enemy to fight Tommy, including a creature virtually identical to Girlfriend X (called Creature X), but with an anonymous human male in place of Jen. Later Keepers are not able to do this, but they share the same characteristics with the initial Keeper; an absolutely gigantic brain, which gives them the ability of telekinesis (with which to shield themselves, as well as hurl balls of energy or physical objects, such as barrels, at Tommy), and a body structure that is unlike any of the other alien races encountered on the Sphere.

* The Sphere/Mother — At the very end of the game, Tommy finally comes across the being that is in direct control of the Sphere, which is a human woman who was abducted from Earth long ago. She says that, at that time, she was just like Tommy; fighting tooth and nail every step of the way to the Mother's den. The being in control of the Sphere at the time was old and tired, so it made a deal with her: stop fighting and take control of the Sphere, so that she and her people will live. Seeing as it was either this or a swift death, she chose to become the new Mother.

After a very turbulent fight, Mother is defeated and, in her death throes, begs Tommy to take over her job, lest the entire Sphere die. As she dies, a huge burst of light engulfs Tommy and when vision is restored, the player sees Tommy inside the Mother's den, complete with swarms of data overwhelming him. Once the process is complete, we find that Tommy is basically numb with power. His grandfather contacts him from the spirit realm and tells him that such power is only an illusion and that he needs to look in his heart and make the right decision.
So Tommy does just that; by having the Sphere break from the Earth's orbit, target Sol (Earth's sun), and plunging the Sphere into it, ending the galactic menace's existence once and for all.
Spoilers end here.


Weapons

In keeping with the Biomechanoid theme of the Alien Sphere, most of Prey's weapons are also hybrids of both mechanical and living, organic parts.

* Wrench — Tommy's Pipe wrench, used as an improvised mêlée weapon. Holding primary fire swings it back and forth quickly, while holding secondary fire makes Tommy bring it above his head for a more powerful strike when released.

* Rifle — An automatic weapon which fires bolts of energy at a medium rate. Secondary fire causes an appendage to emerge from the weapon and attach itself to Tommy's eyeball, augmenting his vision with a zoomed-in "scope" view. The zoom can be further magnified too. In this mode, creatures glow brightly when the targeting area passes over them, making them highly visible. Also, while zoomed, the Rifle fires only single shots which are much more powerful and use more ammo.

* Crawler — Small, 3-legged crab-like creatures which are found roaming all over the Sphere. Can be used in two ways: by ripping off all of its legs and throwing the abdomen, it becomes like a grenade which explodes after a couple of seconds. Ripping off just one leg and throwing will make the crawler become like a proximity mine; attaching to whatever surface it lands on and exploding when a creature comes near. Pressing secondary fire makes Tommy flip the Crawler over to select which way to use it.

* Acid Sprayer — Created by the friendly Hiders. A shotgun-style weapon which sprays acid rather than buckshot. The primary fire is deadly at close range, but much less effective at further distances. The secondary fire launches the entire vial of acid, which can be lethal if the shot hits its mark. Skillfully-aimed shots with the secondary fire can be rebounded against walls and around corners and so on.

* Auto Cannon — A rapid-fire, multi-barrel machine gun complemented with a secondary fire which lobs grenade-like orbs from an orifice above the gun barrels, exploding on impact. Continuous use of the primary fire will make the gun overheat and stop firing for a moment until it cools down again.

* Leech Gun — A powerful and versatile weapon. Ammo is gained by using the secondary fire to draw energy from nodes found throughout the Sphere. Different nodes make the gun take on different properties, namely: Plasma (fires fast-moving balls of energy causing moderate damage), Freeze (short-range attack which turns enemies into ice), Lightning (fires a bolt of electricity, one or two shots kill most enemies) and Sunbeam (a violently incandescent beam which cuts down most enemies almost instantly, as well as pushing the player back while firing).

* Launcher — An RPG-type weapon with Crawlers used as the ammo (although this is not shared with the individual Crawlers that are used as hand grenades). Primary fire shoots in a straight line to the target, exploding and causing damage in a large radius. Secondary fire vaporizes the Crawler into a lingering cloud of acid, effectively creating a shield in front of Tommy which dissolves any projectiles that come into contact with it.

* Spirit Bow — Tommy's only weapon while spirit walking. Its ghostly arrows are powerful and effective over a long range, but with a relatively slow firing rate. At certain points in the game, it has some special uses which cannot be done with any other weapon.

Only the Wrench, Rifle, Crawler, and Leech Gun (in addition to the Spirit Bow) are available in the single player portion of the demo (while all eight can be used during the multiplayer aspect). In order to use the remaining three guns in the single-player aspect of the demo, activate the in-game console by holding down control, alt, and tilde, and entering "give all".


Technology
The June 2005 issue of PC Gamer revealed that the game uses a heavily modified Doom 3 engine capable of rendering "huge cavernous spaces as well as more traditional passages". The game also supports the dynamic portals that were seen in the 1997/1998 video clips, which are used by friends and foes alike.

The game also has the ability to change gravity in many parts of the game, via small items that need to be shot to become active, which is used to solve many puzzles throughout the game. Also, various landscapes in the game (large rocks, for example) have their own gravity that overrides the normal gravity in the game.

Two vehicles make an appearance; one is a flying vehicle used frequently for travel and attacking (as well as puzzle solving), and one is only used during a small portion of the game.

The bar that the game begins in is very interactive, utilizing usable restroom facilities, a TV with various channels, a fully playable Pac-Man-like game, several video casino machines, and a jukebox that plays songs from Prey's soundtrack.

Prey is the first major title to utilize the new Triton distribution system, whereby users can play the game while streaming from the service. Triton uses "next-gen technology" to reduce download times drastically.


Trivia

* In the game's original design document, the protagonist was originally named "Talon Brave". Although the character's name was changed to Tommy after the project began, the name "Talon" is reused as the name of Tommy's spirit hawk. This name is not accidental; it is a nod to the old version of the project.

* In a later section, Tommy exclaims “Man, so dark in here. I’m doomed,” possibly a reference to Doom 3, known for its poorly-lit levels despite that Prey uses Doom 3's engine. This could also be a reference to Duke Nukem 3D, which made puns relating to other FPS games such as "That's one doomed space marine."

* The game is dedicated to the memory of William Scarboro, who died of an asthma attack on 9 August 2002. (News Story) He was the game's original lead programmer in 1995, and devised the portal technology in the game's original incarnation.

* During the game, the player encounters special consoles that are tuned to Earth radio frequencies. The one most commonly heard is presumably the late night program Coast to Coast AM with the program's main host Art Bell making a vocal appearance.

* In the bathroom that the player starts in, a reference to the animated short Rejected can be found above the right urinal. The drawing shows a stick figure holding a large spoon with the words, "My spoon is too big" written next to it.

* On the playable arcade machines (which are in the bar at the start of the game), instead of showing your "lives" in the game it refers to them as "mans". This is a reference to the playable flash video games at the Homestar Runner website, which in turn stems from how young children would refer to their lives in games like "Super Mario World"

* During Prey's epilogue, a radio announcer can be heard mentioning snakes onboard a flight, an obvious reference to the film Snakes on a Plane.

* In the men's bathroom (where the player starts), one stall has a poster advertising "Viking XXX Chat", which asks, "Looking to get slayed?" The image shows a character from a previous Human Head game, Rune.
o Similarly, in the women's bathroom, there is another "Viking XXX Chat" poster in a stall. This poster states that the man in the picture (another Rune character) will "Ragnarok your world."

* The television in the bar has 2 channels. One of them has a clip of the Duck and Cover video running.

* Early in the "Hidden Agenda" level (where Tommy can watch a video of Jen being shocked), there is an animation of Jen's face. This image is randomly replaced with an image of Jen that is angry and not altogether human looking.

* Early trailers for Prey showed that the Dishonored Dead were possessing children (visible through glowing eyes), and then forcing them to perform evil acts. In the final game, however, the children were clearly shown to be killed, and the Dishonored Dead were simply taking the children's forms to commit acts. Given that Tommy is forced to shoot these spirits, it is likely that the change was implemented in order to avoid the controversy of a game demanding one to kill children (even if they are possessed). Interestingly, Art Bell talks to a father whose child is "acting strange," with glowing eyes.
o All the children in-game that are replaced by the Dishonored Dead are girls. There is a "spirit boy" monster, but is unused in-game.
o After the "bus scene," the possessed children make no more appearances in the game, with no explanation as to why.

* Despite her praying post, Elhuit can be spoken to twice after her initial spiel. She confirms that the Hidden are from Earth.

* The meaning of the word "Elhuit" in Hebrew is "a divine female".

* The music playing on the jukebox in Jen's bar is Heart's "Barracuda" as well as one of the selectable tracks on the jukebox at the beginning of the game is Ted Nugent's "Cat Scratch Fever". "Take me home" by After Midnight Project plays during the end credits

* In the level "All Fall Down," in the room where Tommy must fight dozens of dishonored dead children, several phrases are seen written in blood that do not appear in any other area. These include "I want to go home," "No one hears us," and "Francine." There is no explanation as to what these mean.

* On the bottom of a promotional card, included with the Xbox 360 version of Prey, the letters "prymvyscrnplycmng2007" are mashed together to suggest that a Prey motion picture is in the works.

* The basic storyline of Prey bear a similar vein of traditional Native American hero mythology in which the hero (Tommy) against all odds trying to rescue their loved ones (Jen) from an invincible enemy that existed from eons ago (Mother).

Heroes of Might and Magic V


Heroes of Might and Magic V (sometimes referred to as Heroes V or HoMM5) is the fifth installment of the Heroes of Might and Magic computer game series. It was developed by Nival Interactive, under the guidance of franchise-owner Ubisoft. It was released in the United States and Canada on May 24, 2006. The Russian version, distributed by 1C, was released in Russia on May 19. A worldwide release continues.


Features

* The game is rendered fully in 3D, unlike previous installments.
* A new skill/spell/creature system is used.
* There are six town types: Haven, Inferno, Necropolis, Academy, Dungeon and Sylvan.
* Players can see their opponents' tracks on the ground. They get deeper and last longer with size of the army. Each faction has its own distinctive 'trail'.
* Multiplayer has a "fast mode" option, where it is possible to set a limit on turns so the pace will be faster.
* There are four skill levels: Easy, Normal, Hard and Heroic.
* The set of resources are the same as previous Heroes games, the fog of war acts like Heroes III, as does the retaliation. However, some creatures have the ability of ranged retaliation.
* There are four magic schools: Light, Dark, Destructive and Summoning Magic. (As well as four 'Adventure Map' spells)
* Creatures are upgradeable.
* Creature generation in town stuctures is on a weekly basis, like in Heroes III.
* The game's music is composed by Rob King and Paul Romero.
* The battlefield is divided into squares instead of hexagons, like in the fourth game and unlike all the previous ones.



Factions


Haven

A land populated by humans and ruled by religious warlords, the Holy Griffin Empire propogates "Law and Order" as their supreme goal. Arising from their military tradition, they have the ability to train their soldiers, promoting them from one level to another. They are the primary protagonists of the game's campaign missions, led into battle by Queen Isabel.


Inferno

A dark kingdom of demons from the underworld, the Inferno is a faction which uses "Gating", a method used to teleport additional reinforcements onto the battlefield. Making their infernal abode on blasted lava terrain, the demons are the primary antagonists in the game, led by their evil overlord, the Demon Sovereign Kha-Beleth.


Necropolis

Once a secret cult flourishing within the dark underside of the Empire, the Necropolis is ruled by corrupted wizards who worship a twisted version of the Dragon of Order, seeking to find everlasting peace and beauty in death that has been denied to them in life. They can use the dark magic of Necromancy to re-animate slain enemies and fill their own ranks with shambling corpses.


Dungeon
Hailing from the underground empire of Ygg-Chal, the dark elves are a group of fallen elves whose society is built around secrecy, plots, betrayal, and occultism. They were once in the Sylvan faction, but became renegades when they made a pact with the mysterious Faceless. They mastered the ability of "Irresistable Spell", which made their spells so powerful that even the strongest has little chance to resist.


Sylvan

The old Rampart faction from Heroes III in spirit, the Sylvan faction is more distinctly Elvish this time around. Their heroes focus on archery, and so do their creatures, who can finish off their enemies without touching them. They are the counterpart to the Dungeon.


Academy

Academy is a town predominated by wizards and magical creatures since its debut in the beginning of the series. Not much difference is found besides its base moved from snowy mountains to a vibrant desert scene, filled with middle-eastern dress. Most of its heroes focus on magic, and their army comprises mostly shooters and flyers. It is comparable to the Tower city from Heroes of Might and Magic III.


Skills and abilities

A hero can learn a new skill, upgrade an existing one, or gain a new ability upon gaining a new level or visiting special buildings on the adventure map. There are two sets of skills available to heroes: racial skills and regular skills. A hero can have up to five regular skills and always has the proper racial skill.

Skills are divided into three levels: Basic, Advanced and Expert. Each skill is associated with three to five abilities, depending on the race of the hero. Each level of skill gives the hero a chance to learn one ability under the skill. That is, a hero with Basic level of a skill can learn one ability, Advanced level two, and Expert level three. An ability is not immeadiately learned when the hero increases the cooresponding skill level.

The racial skill that a hero learns is dependant on their native faction. All heroes from a faction learn the same racial skill and racial abilities. Each racial skill culminates in an 'ultimate ability' that can only be gained by learning a very specific set of regular skills and abilities. In addition to the three levels of skills that apply to regular skills, the racial skill can reach an ultimate level when a certain artifact is worn by the hero.


Timeline

* October 2003: Development began (approximately)
* March 30, 2005: Ubisoft officially announced that the game was being developed.
* A closed beta began in late 2005; it is announced that the game will be released after March 2006.
* On January 10, 2006, Freeverse announced that the Mac port had been arranged.
* An open beta began on January 23, 2006 for Gamespy subscribers, with non-subscribers able to join on January 26.
* On April 5, 2006, Ubisoft debuted a free minigame related to the game.
* On April 9, 2006, Ubisoft announced the release of a Heroes V Demo sometime in that week.
* On April 12, 2006: Ubisoft decided to remove controversial StarForce CD copy protection from Heroes V. The company stated they will use another form of CD copy protection instead. The game shipped with SecuROM.
* On April 13, 2006, Ubisoft released a Heroes V Demo.
* On April 20, 2006, Ubisoft announced that Heroes V had gone gold.
* On May 19, the game was released in the UK and Russia.
* On May 23, the game was released in the US and Canada. (on limited edition DVD-ROM and on 4 CD-ROM's). The limited edition DVD-ROM contains material not included in the CD-ROM release including the complete game soundtrack on audio CD. The Limited Edition also includes Heroes III and IV remastered to work on computers running Windows XP
* On June 5, the Limited Collectors Edition of the game was released in Poland.
* On June 6, the first patch was released, updating the game to version 1.1.
* On July 20, the second patch was released, updating the game to version 1.2, and adding many new features, but still lacking the much sought-after map editor. A lot of bugs were fixed in this version including a bug that would crash the game after playing it for 2 or more hours. Multiplayer was fixed up and some grammar errors were corrected although some still remain. A 'Hall Of Fame' was also added as a high score table for single player campaigns and skirmishes.



Patches

Patch 1.1 was released on June 6, 2006, and contained an auto-patcher and easy difficulty mode, as well as numerous bugfixes.

Patch 1.2 came out on July 20, 2006, fixing multiplayer mode and many minor issues.

Patch 1.3 does not have a release date as of July 2006, but is promised to include a level editor.


Open beta controversy

After the release of the open beta, a number of concerns arose from the participants. The March 14, 2006 version is known to randomly crash during multiplayer sessions, making it difficult to even finish a game, as well as serious gameplay bugs and performance issues.

The perceived poor quality of the open beta raised a concern that all the bugs would not be fixed in the time remaining for the final release, which was scheduled for April 3. This led to twelve major Heroes fansites to form the "Save Heroes movement", an attempt to persuade Ubisoft, using a petition, to postpone the release of Heroes V. The site went online on January 26, three days after the beginning of the open beta, and in less than three days, SaveHeroes.org received 30,000 unique visits, and the petition received 1,500 signatures, 333 of which were made in the first 11 hours.

On January 27, GameSpot published a news entry where it was stated that the game had already been delayed before the beta test even started, which was quietly indicated by the removal of Heroes V from the list of planned releases for quarter 4 of the 2005 financial year, which ended on March 31.

Regardless, the SaveHeroes.org participants were dissatisfied with this silent move. On January 29, the sites' webmasters signed the "News Suppression Pact", which stated that they would not post any news about Heroes V until Ubisoft publicly announces that the game is delayed. The reaction to this move has been controversial, and the announcement-related thread on Celestial Heavens has gathered mostly negative comments. Some readers went as far as calling this move "childish", despite supporting the Save Heroes movement in general.

On January 30, Heroes V producer Fabrice Cambounet announced that Ubisoft would delay the release until Q2 2006 because of the "rising of the community". The News Suppression Pact was lifted, and some links, including the "How can I help?" link, were removed from SaveHeroes.org.

Amid the turmoil, a number of users on the Celestial Heavens forum, the Heroes Community forum, the official Ubisoft forum, and other forums worldwide suggested a conspiracy theory, expressing the belief that the collaborative Save Heroes movement was in fact orchestrated by Ubisoft (and, as some say, Nival) as a PR tactic.


Critical reaction

So far, the critical reaction to the retail version of Heroes V has been generally good, with an average review score of roughly 79%. Positives that have been mentioned include appealing 3D graphics and music, decent AI, and gameplay faithfulness to the traditions of Heroes III, arguably the most successful game in the series.

Noted negatives or disappointments include: focus on graphics at the expense of playability, broken multiplayer, cheating AI (receiving extra resources each turn), a number of minor bugs, spelling/grammar mistakes, too few maps, lack of a map editor and random map generator (although both have been promised to appear in future updates along with additional maps), a cliche-filled storyline with unconvincing voice acting outside of the CGI cutscenes.

Titan Quest


Titan Quest is a PC action role-playing game developed by Iron Lore Entertainment. It was released worldwide by THQ on June 26, 2006.


Overview

Players take the role of a hero and fight monsters in three ancient, mythological world settings including Sparta/Greece, Egypt and Silk Road/Asia. The game was conceived by Age of Empires co-creator Brian Sullivan and features rag-doll physics, full lighting effects, day-night cycles, ancient world mythology, modern 3D graphics, unique treasures, fast gameplay, and a world editor for players to rapidly create their own custom worlds, mods, and quests.

The game has a loot system where monsters can only drop items that they were using. After the player kills the monster the player can pick up the monster's items.


Storyline

As opposed to most games based on mythology, Titan Quest is based on the end of the communication between the Gods and Humanity. The main character (whose name and sex is chosen by the user) begins the quest on a dirt road near a small village named Helos. The town and all of Greece have been overun by beasts and creatures that are terrorizing the countryside wrecking harvests, burning farms and olive groves, invading villages and cemetaries, etc. After being sent on a mission to Delphi by the Spartan general Leonidas, the hero finds centaurs, satyrs, minotaurs, gorgons, demons, and skeletons relentlessly guard the way to prevent the hero from reaching the next village or town. Battling from one rebirth fountain to the next through miles of infested countryside and caves, the hero earns a brief reprieve in the fictional historic recreations of Delphi, Athens, and Knossos. In each town or village the hero passes through the storyline is expounded through interaction with non-player characters. The cause of the havoc is eventually gleaned from the representatives of an organization called "The Order of Prometheus." A mythical lesser Titan called a Telkine has apparently destroyed the communication "conduit" used by the ancient priests and oracles to contact the gods.


After defeating the first Telkine in a fierce battle under the palace of Knossos, the hero then travels to Egypt in an attempt to reconnect communication through rituals hidden in a sacred scroll. But the rituals fail and the character has to fight another Telkine in the Valley of the Kings along with Egyptian mythical creatures in and around Giza and the Nile. The search for the final Telkine takes the hero along the Silk Road to the Orient, battling yetis, Myrmidons and the Terracotta Army along the way with stops in the Hanging Gardens of Babylon, the Himalayas, Mongolia, and the Great Wall of China. Chasing down the final Telkine proves difficult as the ememies grow eminently more powerful. Reaching the Jade Palace in China, the Yellow Emperor warns the hero that the Telkine has made its way to release the Titan Typhon from his earthly grave. At the Wasou Mountains the hero discovers that Typhon has made his way to Olympus. After killing the final Telkine, the hero must travel through a portal to reach Olympus and battle Typhon. Upon reaching Olympus and defeating Typhon, Zeus the king of the Greek Gods, thanks the hero for their courage and talks about the break in connection with the gods.

The game then has an "Epic" level and then a "Legendary" level in which the monsters and battles in the storyline become significantly more difficult.


Features

* Thirty-Six Classes, pick from one of eight, then another, if you wish. (28 Hybrids, 8 additional classes for those who do not wish to use their other class)
* Mythical Hero armor and weapons
* Creatures and beasts based on myths and tales
* Three Acts with real world locations
* Three difficulty levels, Normal, Epic and Legendary. Each grow harder, but more rewards are found with a higher difficulty.
* On-Line play where you can trade, compete and play together.
* Thousands of items which come from your enemies.
* Powerful modification tools.

Neverwinter Nights 2


Neverwinter Nights 2 (NWN2) is a computer role-playing game currently in development by Obsidian Entertainment and to be published in October, 2006 by Atari. It is the sequel to BioWare's Neverwinter Nights (NWN), a successful game based on the Dungeons & Dragons system. Where NWN was based on the Dungeons & Dragons 3rd Edition rules, NWN2 will be based on Dungeons & Dragons v3.5 (also known as the Revised 3rd Edition), somewhat changed to adapt to real-time gameplay.


Production, promotion and release

The original Neverwinter Nights was developed by BioWare. Rumors of a sequel came to fruition in July 2004, when Obsidian Entertainment announced they had begun production. Obsidian was founded by members of the defunct Black Isle Studios, which had worked with BioWare on the Baldur's Gate series. In December 2004 Obsidian released Knights of the Old Republic II, sequel to another BioWare game. NWN2 is being built using a significantly rewritten and updated version of NWN's Aurora engine, now called the "Electron engine". BioWare provides technical assistance for the engine.

Obsidian decided to switch from OpenGL to Microsoft's DirectX Graphics API for NWN2, anticipating an Xbox 360 port of the game that never came to pass. Consequently the sequel will be Windows-only, unlike its predecessor which also ran on Linux and Mac OS X.

Release was initially expected to be some time in 2006. On April 12, 2006 an Obsidian spokesman said that a soon-to-come press release would specify a September 2006 release date.

The official website was launched on March 28, 2006, though as of April 2006, it contains very little new information. However, in the interviews that developers have given, they have mainly been very proud with their work and confident that the community will enjoy the game. The first official screenshots were small black and white images of early models and were published in the manual of Atari's Dragonshard game, released in September 2005. The first full-size color screenshots were exclusively granted for an article in the December issue of the PC Gamer magazine, available in some US stores from October 10, 2005. The general response to these screenshots from the community has been very positive.

Various screenshots and low-resolution videos have surfaced in the weeks leading up to, and during E3 2006. Most notably, an official trailer was released to the game's website immediately preceding the event. Unlike the lower quality videos circulating on the internet, the trailer shows no actual gameplay, but appears to be the game's opening cinematic.


Production Team

* Frank Kowalkowski - Lead Programmer
* Josh Sawyer - Lead Designer
* Ferret Baudoin - Lead Designer - Left March 2006 to join BioWare[4]
* Tramell Ray Isaac - Lead Artist
* Darren Monohan - Producer



Features

The following is a list of features which have either been confirmed or excluded. Information here has been compiled from the official website forums


General

* Gameplay
o Very similar to original game

o Rules for Dungeons & Dragons upgraded from 3E to 3.5E

* Software specific
o Windows-only
o Completely re-written graphics rendering engine (Electron engine)
+ Uses Microsoft's DirectX 9 and Pixel Shader 2.0b, 2.0a and 3.0
# Although only 2.0 will be required to play the game as well as a 128mb video card



Game Client

* Interface
o More flexible and customizable game interface and camera controls
+ Windows can be resized, customized, and dragged around via XML
+ Inventory icons are now all same size
o Original radial menu system now replaced with context menu system similar to Fallout 2
* Party Support
o Multi-player support
o Party control has been improved with full party control confirmed with up to 3 NPC's
+ Party system revised to include 'Companions' rather than 'henchmen'. Commands are now easier to issue.
* Character Creation
o Advanced character customization
+ Scaling of characters and monsters
+ Deeper equipment customization
o Support for subraces
o Portraits are removed and replaced with 3D avatars of the player, similar to KOTOR
o All base classes from NWN
+ Addition of warlock base class
+ Confirmed that characters can choose up to 4 classes now instead of 3
o All prestige classes from NWN (Except the Shifter which has been removed)
+ Addition of the Arcane trickster
+ Confirmed Champion of Torm renamed to Divine Champion
+ Confirmed Harper Scout renamed to Harper Agent
o High level spells such as Timestop will not be included
o Level cap is 20th level
o Support for many of the Forgotten Realms deities based on characters alignment, race and class
* Skills
o A more complete Crafting system has been implemented using appropriate skills
+ Visual customization of weapons and armor can only be done when the item is created



Dungeon Master client

The current plans as of Wednesday, May 17th in regards to the delay of the DM client shipping with the finished game were posted in this forum topic here.

An excerpt from the above link addresses the DM client issue in official capacity:

"We looked at a number of different scenarios and the best one that the team decided upon is to release the DM Client in full as a download the same day of the release. So while it will not ship in the box it will come out with the game. That's the official word as of today."


Toolset

* Completely re-written using C#

* Improved to allow for multiple windows to be opened at once

* Design your own modules to distribute to others or host on the Internet for online play

* Some game content, including NWScript and dialogs will be directly importable from Neverwinter Nights

* Exteriors now use a heightmap instead of tilesets



Official Campaign

* General
o A pool of 10 NPC's are available to join your party
o Players will be able to build their own strongholds
* Subraces
o Shield dwarves
o Gold dwarves
o Grey dwarves (duergar)
o Dark elves (drow)
o Moon elves
o Sun elves
o Wood elves
o Deep gnomes (svirfneblin)
o Rock gnomes
o Lightfoot halfling
o Strongheart halfling
o Aasimar
o Tiefling
* New characters
o Jalboun of the Two Blades
o King of Shadows
o Lord Nasher Alagondar will return
* Locations
o The city of Neverwinter
o A new village named West Harbor
o Mere of Dead Men



Confirmed exclusions

The following is a list of confirmation about features which will not be in the initial release. It remains possible that some or all of these features may be added in future expansion packs.

* Epic levels have been removed.

* The Shifter Prestige Class has been removed.

* Modules cannot be directly imported (builders can import scripts and dialogs, however).

* Psionics will not be implemented, although illithid NPC's will have psionic-like powers. (This was considered a design decision; psionic abilites would require the addition of a separate ruleset).

* Riding will not be implemented in the initial release, although non-rideable horses may be included.

* Skills such as sense motive, climb, swim, and jump are not included.

* Flight and levitation will not be included. The Electron engine uses 2.5D geometry like the original, meaning that while rendered in true 3D, the dimension of height has no impact on gameplay.

* There will be no Mac or Linux versions at initial release, and Atari has no plans to create them in-house. A porting developer would need to obtain a license from Atari and rewrite their code.



Official campaign

The official campaign will be set around the City of Neverwinter, although it will not be a continuation of the NWN campaigns. It has been stated that a character playing through the official campaigns of NWN and its two expansion packs will have reached around level 30, so there is little that will be a credible 'challenge' to those players. In the NWN2 campaign, players will start from level 1, and there will be a level 20 maximum. The official fact sheet says:

Bards sing tales of heroes from ages past, but never have the Forgotten Realms so desperately needed a champion. Years have passed since the war between Luskan and Neverwinter, almost enough time for the wounds of war to heal. But the brief peace the Realms have known may be at an end. Tension growing between the mighty city-states means the Sword Coast again teeters on the edge of open war. Unnoticed, a greater danger stalks the City of Skilled Hands. Unbeknownst to the denizens of the North, deep in the Mere of Dead Men, dark forces from across the Realms have been rallied under the banner of a legendary evil. If left unchallenged, all of the North is doomed to fall under its power.

Even in this darkest hour, hope remains. A mysterious relic is borne to Neverwinter in the hands of a lone hero so that its secrets may be unlocked - secrets that carry the fate of all the North. So begins an epic tale of shattered alliances, noble acts and dark deeds to be told across the Realms for generations to come.