Cain Posted May 19, 2005 Share Posted May 19, 2005 I don't know if it is a good news for you or not but here are the latest updates from E3. http://www.lucasarts.com/games/swempireatwar/images/screenshots/75.jpg http://www.lucasarts.com/games/swempireatwar/images/screenshots/78.jpg And here are the last Previews from E3 : Gamespy - You might think the last thing we need is another Star Wars RTS, particularly considering the genre's track record with this license. The less said the better. But LucasArts is giving it another go, this time with a developer with a proven track record, and a new approach that actually tries to capture the series' eponymous epic scope. Petroglyph is a new developer, but they consists largely of ex-Westwood staffers, including Chris Rubyor, who's been involved in pretty much any game with the words "Command" and "Conquer" in the title. "The guys are getting back together again," he beams, running down the list of Petroglyph's RTS luminaries. Many of the team members worked on Battle for Middle-Earth and it shows. Empire at War features infantry controlled in squad-sized clumps, powerful unique heroes with special powers, and evocative cinematic graphics. The demo begins on Tatooine, where a modest collection of Rebel troops are unwittingly serving themselves as snacks to a rancor. Rubyor then shows off a classic Imperial assault in which he calls down a squad of TIE Bombers to destroy a power generator. Once this drops a shield, he shows how it might be a good idea to retreat by calling his forces back into space. And here's where it's clear that Empire at War isn't just another RTS with a Star Wars skin. The space over Tatooine is a whole other layer. Using a traditional drag select interface, he sends a bunch of TIE Fighters to attack a Calamari cruiser. By selecting hard points on the cruiser, he can target attacks on its weapons or engines. The ground forces on your ships at this level determine what's available when you switch to the planetside map. You're not building barracks and moisture vaporators and cantinas; you're simply calling down your units and getting into the fighting. But once a battle's won or lost, you're into the strategic map and all its planets. It runs in real-time and you're earning credits and unlocking techs based on the planets you control. You build starbases to defend planets and crank out spacecraft and ground forces, which you then move along hyperspace points (if you're one of the disappointed fans pining for a better version of Star Wars: Rebellion, consider this your new hope). When you meet the enemy's forces, the strategic game pauses and you're dropped into the RTS. This makes it possible to support two-player matches in the grand strategic mode; up to eight players can participate in more limited skirmishes. By keeping the money management at a higher level, Empire at War doesn't remove resource management so much as segregate it. Of course, this higher level also allows for certain weapons of mass destruction. As Rubyor demonstrates the space battle, a Death Star slowly heaves into view. Once it's in position, a switch appears at the bottom of the screen. "If we want, we can blow up Tatooine" he says. "Can I pull it?" I ask. He moves his hand off the mouse and I reach in to take over. A quick swoop of the cursor and a left click later, and Tatooine is a bunch of glowering debris under the Star Destroyers, TIE Fighters, and now homeless Y-Wings. You'll get your turn later this year when Empire at War is released IGN - May 18, 2005 - The hubbub at the LucasArts booth is undeniable. In addition to the most excellent Battlefront II, we also had the chance today to check out the latest build of Star Wars: Empire at War. Not much has changed since our last preview of the game but things are getting more and more polished and new bits of content have been finding their way into the game. When you consider the quality of previous Star Wars-themed RTS games, Empire at War seems to be getting a lot of things right. We got a good look at a few different battles today and the sense of scale and the pace of the game still impress us. The first battle raged across the surface of Tatooine. As the battle began, we zoomed in to see a rancor wading through formations of troops laying waste to anyone he could get his hands on. The rancor is a neutral unit on the battlefield, unaligned with either faction and is willing to attack both your forces and those of your enemy. The Jawas on the other hand are an uncontrollable group that will fight in the service of the Rebels. Sadly things went badly for the Rebels once the Empire brought in the heavy artillery. A massive AT-AT lumbered across the sand, blasting away at everything in sight. Though the Rebels were able to take it down (it collapsed beautifully, by the way), the fate of the Alliance was sealed when the Empire called in an air strike of TIE Bombers to blow up their shield generator. The fact that Darth Vader made an appearance on the battlefield helped to push the advantage further into the Empire's favor. He not only swings a mighty lightsaber -- he also has an awesome Force Crush power that can make short work of enemy tanks. The action then shifted to space where an even more impressive battle was going on. Star Destroyers and dozens of TIE Fighters were mixing it up with Alliance cruisers and X-Wings. Though we had seen this kind of space battle before, there were two new treats in store. First, we got a chance to see the new battle camera. This camera offers a very cinematic view of the action, switching to a chase view as a Star Destroyer exploded and then transferring to a view of an Alliance cruiser as TIE Fighters swarmed around it. The second new treat was the appearance of the Death Star. A timer counts down as this Imperial super weapon drifts into position to attack the planet of Tatooine. When the timer reaches zero the Death Star powers up and unleashes a devastating attack that completely obliterates the planet. Those of you who have been following the game know that each of the planets play a role in the larger strategic side of the game, providing significant bonuses and resources that can be used in the battles themselves. When Tatooine is destroyed, it's effectively removed the game and replaced by an asteroid field. Fleets can still battle with each other if they meet in this field, but the victor won't gain any bonuses or resources for winning. This one's looking mighty sweet at this point. We can't wait to get our hands on our very own copies. I should say that "I've told you so" and empty my blaster magazine in all that maded fun of my efforts to have EAW forums hosted by SWR like Warlords for example ... now we stayng on some silly free forums ... ghhhhhrrrrrrr ... they are a good host but nothing compares to my true love SWR when it comes to SW stuff. Anyway for those who will like to keep an eye on this game ... you know were to find us. BTW for the SWR members who are also SWEAW PFF members ; there is an email from Mike Legg (EAW) that is directed at their efforts too. Another thing I could say is that I'm happy that some of our feedback is sneaking his way in the game ... so if you have feedback (High quality one) pls. notify me, Mad78 or Jahled we will make sure that it will go directly to the EAW developers "brainstorm" meetings in a week or two. BTW Evaders can I post a news about EAW in a day or two ? Thanks - The Trivium Organization - Community Manager -- Petroglyph Fan Forums - CoAdmin & Human Resources Manager - Link to comment Share on other sites More sharing options...
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