Official Site:www.specopstheline.com Release Date: TBA 2010/2011
Engine: Unreal Engine 3
Platforms: PC, PlayStation 3, Xbox 360
Developer: Yager Development
Publisher: 2K Games
Genre Third-person shooter, Single-player and Multi-player
The Line is primarily a third-person shooter with emphasis on squad-based tactics. The player controls Captain Martin Walker who is accompanied by a Delta Force bravo team to rescue a U.S. Army Colonel who remained behind in Dubai. To accomplish this goal, players must traverse the city to neutralize enemy threats and natural disasters to find and recover the lost Colonel, named John Konrad. As the player progresses, better weapons and equipment will become available to accomplish goals more easily. Squad commands will also be available, allowing the player to direct their teammates to perform certain actions or move to certain areas.
The game focuses on the natural sandstorms of Dubai to provide dynamic terrain changing during gameplay, similar to Fracture and the Red Faction series. This is supported by an unpredictable engine that randomizes when and where sandstorms will arise, as well as how harsh they will be. Sandstorms may open or close paths to the players as well as turn advantages in a firefight.
A multi-player mode will be included as well, though the extent of this has yet to be revealed. Yager describes the multiplayer as a campaign that expands the single-player experience. In addition, there will multiple mode types with at least a few focusing on terrain deformation and expansion.
Although in the Spec Ops series, The Line does not take any story elements from previous games, but rather introduces its own storyline. The game will follow the story of player character Captain Martin Walker (Voiced by Nolan North) as he is sent into a post-apocalyptic Dubai with an elite Delta Force bravo team. Previously, Dubai was a wealthy area with many high profile citizens until catastrophic sandstorms left a majority of the city buried. This caused many to evacuate, leaving only a few behind. One of the people left behind was U.S. Army Colonel John Konrad, a founding member of Delta Force, who refused to evacuate from a training facility in the city and instead remained behind with the men under his command to help protect the citizens that could not evacuate. After several weeks of no contact, the Army fears that Col. Konrad and his men are lost to the destruction of the city until a weak distress signal is picked up. This gives the Army reason to deploy the player and their squad, who must infiltrate the city, neutralize outlaws and survive sandstorms as they attempt to determine what happened to Konrad and his men. Through the narrative in the trailer and sound clips from the game's website it is hinted that Konrad may not have entirely genuine motivations for remaining in Dubai against orders.
Following the release of several Spec Ops games in the late 1990s and early 2000s, the series was met with low sales and poor reviews, causing a halt on any production in successive games. From 2001-2009, the series remained largely unmentioned with the rights belonging to Take-Two Interactive. Then, on December 12, 2009, a ninth game in the series was announced and titled Spec Ops: The Line. A trailer was accompanied that depicted several minutes of gameplay and showed off the new setting. This trailer confirmed the title as well as several game features including the third-person perspective, the dynamic terrain elements, as well as the setting. A subsequent press release detailed the premise, other game features, and a possible 2011 release date. An official site was soon launched.
Does this have anything to do with the Spec-Ops games on the psx? Because those two games are to date the most ridiculously bad games I've ever seen. Bursting with bugs, glitches, poor AI, bad controls and awful gamepleay mechanics... me and my friends used to play them just for the laughs at how bad they were...
Does this have anything to do with the Spec-Ops games on the psx? Because those two games are to date the most ridiculously bad games I've ever seen. Bursting with bugs, glitches, poor AI, bad controls and awful gamepleay mechanics... me and my friends used to play them just for the laughs at how bad they were...
Another dev that believes mini walls & rocks & cover system through one corridor to the next is the future
also, scripted events & animations don't count as features, especially when they lack serious polish
The Spec Ops games were on PC as well.Still have the 1st on CD.Although its ancient by today's standards I liked Spec Ops II for its time.I think OFP/Arma has long surpassed any of these types of games.
From what I can gather online; it's a $350k license fee if you decide to pay royalties on your game, or a $750k one if you want to license it outright with no royalty payments.
-edit-
Oh wait, that WAS UE2. I'm not sure about the "full" version of the engine, but for indie devs, the UDK is;
Quote:
According to the current EULA, game makers can sell their games by paying Epic the cost of $99 USD at the outset, and 25% of all revenue above $5000 USD
IIRC for indie developers UE 3 is free to use and you just pay royalties ( but then again i'm no lawyer and i might be missing the little fine print or something )
Oh right , what sabin said - for some reason i didn't read the quote :\
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