Medal of Honor: Allied Assault 272
Robert writes: "If you didn't like Return to Castle Wolfenstein, Electronic Arts has released the Medal of Honor: Allied Assault demo (133 megs) which is another game that uses id Software's state of the art quake 3 engine. MoH: AA is more realistic in nature than RtCW, and even has Steven Spielberg listed in the game's credits as it draws heavily from the movie "Saving Private Ryan.""
For those who hate fileplanet (Score:2, Informative)
Re:Pure greatness (Score:3, Informative)
From EA: .45.
The demo will contain one of the eleven huge maps that will ship with the full retail version on January 22, 2002. You can choose the type of model that you want to be in the game, including Axis military models, and select from 14 different weapons including the Browning Automatic Riffle, Bazookas and the Colt
So, you didn't play more than one map and your opinion probably can't be trusted.
Trying to download the game, but it is fun! (Score:5, Informative)
Launched the server, didnt know how to tell it private, so I reduced it to 4 guys. Within 1 minute the server was full. Everyone also just downloaded and I was the only server that had a good ping in Seattle. lol Played for 2 hours, learning, then found a 12 person server, much better.
Likes..
Well, its not quake3 with powerups, you get killed quick. You have to watch yourself, its like more like CounterStrike in that respect. Good GFX, fast game play, the level was just made for deathmatch.
Respawn points are rooms in back, so you dont get spawn killed. That was a MAJOR change to most multiplayer games.
Dislikes:
The only level was kinda small, After getting killed by a damn sniper in a good spot, I switched to rockets, (only get 6 shots) and spamed hit window. Dead.
But all the new games, Serrious Sam [croteam.com] 2 beta engine ROCKS. It actually lets you pick the refresh rate, and turn on all the options to make it look freaking awesome. Even plays OGG music files too.
Also, New York Racing [ferrago.co.uk] came out, its about the movie the 5th element, but a race game with floating cars. Gotta pick that up, the demo was really good. Not alot of news about it, but read one on ISO News [isonews.com]
Mirrors here (Score:3, Informative)
Goto Demo News [demonews.com] and download from the mirrors
Re:Welcome Back (Score:0, Informative)
Actually some clarification (Score:2, Informative)
Stephen Spielberg's company DreamWorks helped work on the game which is why he is credited.
! KARMA WHORE ! but we do need this! (Score:1, Informative)
Fast Mirror (Score:4, Informative)
(now watch it get slashdotted...)
Re:Call me squeamish, but... (Score:1, Informative)
This game is ultra realistic (up to a point and not in the style of one hit one kill factor like Flashpoint) so all of these factors have come into play
Re:If you don't like any of these, get Halo (Score:2, Informative)
Nope, the first poster was right. It's not anti-aliased. Yes, the XBox can do anti-aliasing (2x, 4x, and nVidia's quincunx), but no launch titles (or any titles yet, for that matter) use it. Why? Performance issues, among other things. To take Halo as an example, had Bungie added anti-aliasing, it would've needed at least another month of playtesting and tweaking to make sure that the framerate stays acceptable in all situations. Bungie obviously didn't have that time. Along with time concerns, more importantly is performance. Anti-aliasing is expensive (4x anti-aliasing of a 640x480 scene means you're rendering at 2560x1920. That's a lot of pixels to push. Yes, you can use a lower sampling rate, but those just don't look as good). However, as developers get used to the XBox hardware and begin to write their own native libraries (which they will, you can be sure), they'll be squeezing more and more out of the XBox. At a certain point in the future (I'm guessing roughly six months from now, but I'm by no means an expert), it will be possible to tweak out Halo- or DOA3-level graphics with AA at the framerates Halo or DOA3 play at now. The key is the fact that the XBox is a console, and so will be a static piece of hardware for the next 5-6 years. That means developers can safely write directly to the hardware. Even though most of the XBox components are familiar to developers, I'd wager that the reason most (all?) launch games used DX was because few developers have the experience of writing directly to p3 or geforce hardware. They'll learn, and things will get even better.
That said, the Gamecube doesn't have anti-aliasing either, to my knowledge, nor does the PS2 (okay, so I'm sure there are some PS2 games that do AA, but that's due to experience with the platform. But look at earlier PS2 titles, like DOA2: Hardcore. Jaggies galore!).
Re:Game Industry unwilling to take risks... (Score:2, Informative)
It's not so much the Gamecube that's "cracking the stigma", as Sega. Chu Chu Rocket, Jet Set Radio, Super Monkey Ball, etc. All Sega games. I'm assuming that you're referring to Super Monkey Ball, and possibly Pikmin, when referring to the GameCube breaking the trend, but look at Rogue Leader (hey, it's a sequel to Rogue Squadron!), Wave Race: whatever it's called (look! sequel to Wave Race on the N64), and Super Smash Bros. Melee (look! sequel to Super Smash Bros.!). The Gamecube is just as "me-too" as any other platform. It's the game developers that have to make the difference. Thankfully, Sega is playing all the consoles (Super Monkey Ball on the GameCube, Chu Chu Rocket and Sonic on the GameBoy Advanced, Shemue II and Jet Set Radio: Grind on the XBox, and I don't remember what they're bringing to the PS2, besides things like the Crazy Taxi series (was that Sega?)).
Check out Garage Games [garagegames.com]. If the next John Carmack (mmm ... Commander Keen) is going to be found anywhere, it's highly likely it'll be there. Sure, you can license the Tribes 2 engine (or V12, now the "Torque Game Engine", as it's not completely the T2 engine) for cheap, but there are plenty of other engines, or you can write your own. Also, check out places like FlipCode [flipcode.com], GameDev [gamedev.net], and GamaSutra [gamasutra.com] (probably need a free registration to read most of the interesting things) to see what's going on in the world of amatuer graphics and games development (the first two more than the third, as gamasutra seems aimed more towards the game development professional). There's some crazy stuff going on, and lots of great little games that you'll never see elsewhere (the games, that is, not always the concepts. You'll see a lot of tetris clones, defender clones, whatever. but every now and then a completely off-the-wall concept shows up).
Steven Spielberg? So What? (Score:3, Informative)
Granted, different strokes for different folks, but IMHO the one-word summary is: weak. The graphics are average (how bout those closets all with the same perfet purple pattern wallpaper, and the player models), the multiplay/netcode buggy (talk about lagging, even with reported 70ms pings), and the gameplay is unexciting (that's "always run"?). And then there's friggin Gamespy, which as far as I'm concerned is to online gaming what AOL is to the Internet. Basically, unlike RTCW multiplayer test, final, and demo, which allow collection of internet servers in-game, selecting multiplayer Internet with MOH, assuming that you don't have a specific IP#, closes the game and invokes Gamespy. You then have to configure Gamespy and select a server, etc, a big giant friggin pain IMHO, and a ridiculous requirement. Reminds me of the days of Descent 2 and Kali. Deja-vu all over again.
Unfortunately, MOH's been billed as a demo, but it looks like a beta. Hell RTCW multiplayer TEST was miles ahead of this thing. I hope that they can refine it before it's release, cause if what I've seen is close to the finished product I'll stick with RTCW.
RTCW has it all over this demo: atmosphere is the first thing I noticed upon my first beach-storming in RTCW multiplayer test: everything I experienced, except for the venom
I tweaked the config a bit before starting: res set to 1024, changed connect to Cable, turned up the graphical bells/whistles.
Here's the hardware platform I played on:
CPU: AMD Athlon 1.33 GHz
Mainboard: Asus A7M266
RAM: 512 MByte Samsung PC2100 (256x2)
Video Card: Asus V7700 32 Mbyte GEForce2 Pure
Audio Card: Soundblaster Live! Value
CD-R/W Drive: LiteOn 24X
CD-R Drive: LG CRD-8522B (52X)
Mouse: MS Intellimouse Explorer (USB)
K/B: Logitech Internet Navigator
Case: Superpower
P/S: 350 Watt
CPU Fan: Cooler Master #EP5-6I11 (AMD Approved up to 1.4 GHz)
Intake Fan: Cooler Master #AF8-251M-74
Exhaust Fan: " "
Connect: Cable Modem (@home)
MIRROR SITE, 5 OC-12s - Fixed (Score:2, Informative)
http://www.packet-warriors.com/files/mohaampdem
Hopefully slashdot won't break the link this time. Email any comments about the mirror to monolith@packet-warriors.com . Cheers.
Ever shot an AT-4 anti-tank round? (Score:2, Informative)
One aspect I would be interested in is if you can die by standing behind it. In RtCW you can't and that's a shame because that is one of the vital things one has to remember about 'bazookas' - the stuff that is coming out the front is balanced out by stuff that is coming out the back. Think of a jet - same principle (Newton's Third Law).
BTW, I've shot about six AT-4's in real life. Quite fun but I was only able to hit the vehicle (around 200m away) 2/6 times. I was just too excited to be firing the damn things in the first place. Ask a TOW missileer how many times he has fired an actual TOW missile in a four- year period and you'll understand.
URLs (Score:1, Informative)
ftp://downloads.khabal.com/pub/Download/Games/d
ftp://ftp1.volftp.mondadori.com/pub/pc/windows/
ftp://ftp.barrysworld.com/pub/games/medalofhono
http://download.filefront.com/demos/mohaampdemo
ftp://3dgamers.in-span.net/pub/3dgamers/games/m
http://filefront.gnutelliums.com/demos/mohaampd
http://www.7wolf.net/demos/mohaampdemo.EXE
http://drkhwk.net/mohaampdemo.exe
ftp://ftp.axg.net//game_demos/medal_of_honour/m
http://games-sea.tucows.webusenet.com/files2/mo