Rogue Warrior: Black Razor
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Rogue Warrior | |
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Developer(s) | Zombie Studios |
Publisher(s) | Bethesda Softworks |
Engine | Unreal Engine 3 |
Platform(s) | Xbox 360, Playstation 3, Microsoft Windows |
Release date | TBA 2008 |
Genre(s) | Action |
Mode(s) | Single-player, Multiplayer |
Rating(s) | ESRB: RP |
Media | Blu-ray Disc, DVD |
Rogue Warrior: Black Razor is a video game developed by Zombie Studios and published by Bethesda Softworks using the Unreal 3 engine. The game is based on the series of novels by Richard Marcinko. The game begins as Marcinko and his team are inserted deep into North Korea for a reconnaissance mission. They are tasked to determine North Korean nuclear launch capability. As North Korea attacks South Korea, the team is abandoned to fend for themselves behind enemy lines. The player's objective, through the storyline, is to get the team back into friendly territory while evading or neutralizing North Korean forces.
Contents |
[edit] Single-player
Rogue Warrior is a story-driven shooter that provides team-based tactical combat set in massive, contiguous levels using Unreal 3 streaming technology. The game's premise revolves around the idea of a freeform battlefield with greater freedom for the player instead of the use of scripted events and contained spaces traditionally used in this genre to advance gameplay. The game also promises an advanced AI system that allows NPCs to react and fight realistically, see and hear others, and respond as a team.
Rogue Warrior places the character in the role of Richard Marcinko, real-life leader of several elite SEAL units. The game begins with Marcinko's team on a covert mission to assess the threat posed by the country’s nuclear arsenal. War breaks out between North and South Korea, and the SEAL team is trapped behind enemy lines. The player must try to lead the team back into South Korea while greatly outnumbered, with no support and limited resupply.
[edit] Multiplayer
Rogue Warrior multiplayer features a system whereby maps are created using tiles that are selected by each team (Dubbed the Zombie Tile System or ZTS) and will have 10 gameplay modes. On-the-fly cooperative play for up to four players within the campaign is supported, and allows anyone to join or leave an existing campaign game at any time without having to go to menus or save progress.
[edit] Competitive
A competitive multiplayer map consists of three tiles. Before the match, each team votes on the tile they start on, while the middle tile is randomly chosen. This creates a map that is unpredictable, and decrease "map fatigue" (where players memorize a map and rush to certain spots over and over). Rogue Warrior’s tiling system allows over 200 maps combinations in day and nighttime settings. One team composed of snipers might choose an urban high-rise tile so as to have plenty of sniper's nests, or a grassland tile for longer sight lines, while a team preferring closer firefights might choose a forested or rocky tile to cover an advance.
The developers are currently experimenting with the following possible game types:[1]
- DM - Free-for-all Deathmatch, with the goal of being the player with the most kills of other players.
- TDM - Team Deathmatch, where the object is for a team to collectively have the most kills of the opposing team members
- CTF - Variation on traditional Capture the Flag. The team needs to move a "flag" from one capture point to another to capture it. Victory conditions can be based on number of capture points or total time capture points are held.
- VIP - Only one member of each team (the VIP) can capture the control points. Each time the VIP is killed, a new VIP is chosen. Victory conditions can be based on number of capture points or total time capture points are held.
- Hold and Conquer - The team must capture and hold all the domination points at the same time to win.
- Squad Capture - the team needs more than one living player at the capture point to capture it. Victory conditions can be based on number of capture points or total time capture points are held.
- Capture Once - Once a team captures a control point it cannot be recaptured. The team that captures the most points the fastest wins.
- King of the Hill - Only the Center Tile's Control point(s) are active. Victory conditions can be based on number of capture points held at one time or total time capture points are held.
- Pure Time Capture - Time points are awarded for each control point held. Only one team member is needed to capture each point. The more points that are held, the more time bonuses are given. The team that holds the point to collect enough time, wins.
- Promotion - Players are awarded more points for each successive kill they get, but obtain the most points/highest rank by killing those who rank above themselves, and fewer points for killing those ranking below themselves. The goal is to be the highest ranked player at the end of the match.
- Demotion - One player is randomly chosen as the Fleet Admiral. Everyone else tries to kill them. The person that kills the Fleet Admiral becomes the Fleet Admiral. The longer the Fleet Admiral stays alive and the more kills he obtains, the more points they accrue. The winner is the person who is the Fleet Admiral the longest.
[edit] Cooperative
Players may look for singleplayer games-in-progress and send a request to join the game. If the request is accepted the player(s) are taken to a menu screen where the select the role of a friendly character, and replace the AI for control of the character(s). Should a player drop out, the AI automatically will resume control of their avatars. A lobby-based system may also be used, where a campaign game is readied, players join the lobby, and then all players begin the game simultaneously.[2]
[edit] References
- ^ IGN Interview with John Williamson, page 1 10/26/06 http://xbox360.ign.com/articles/742/742139p1.html
- ^ IGN Interview with John Williamson, page 2 10/26/06 http://xbox360.ign.com/articles/742/742139p2.html