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e3 impressions
full article (polls, links, images, and text) @ http://csnation.totalgamingnetwork.com/articles.php/article_147/

by rizzuh
saturday may 17th, 2003

On Thursday, May 15, I, rizzuh, went to the Electronic Entertainment Expo, or the gaming industry event known as E3.

It was a very exciting day that ended with sore legs and heavy eyelids. The main thing about the E3 floor is sound: Everything is loud. You leave E3 for a second and you'll be surrounded by chain smokers. Buy a soda and prepare to pay $3.

But it was an excellent day full of gaming goodness. You're swarmed by hype, boothbabes and horrible music.

CS: Condition Zero had a small area on the Vivendi booth where you could botmatch on CS 1.6 or watch a non-interactive demo of the SP game. It's not that big of a deal so I'll skip it for this article. The biggest new thing is CS 1.6 bots, and those were already announced (http://csnation.totalgamingnetwork.com/viewnews.php/5972/). The game should be shipping very soon and for more info you can read our recent Levelord interview (http://csnation.totalgamingnetwork.com/articles.php/139/).

One of the first things I did was check out Counter-Strike's Xbox port. You can skip my write-up on CSX and read our Half-Life 2 report here (http://csnation.totalgamingnetwork.com/articles.php/147/4/).

Counter-Strike on the Xbox
Underneath a huge artist's render of three Counter-Terrorists and the large title "Counter-Strike" stood dozens of fans. The CSX display was always crowded and the eight systems there weren't enough to feed the hunger. So a few dozen were always waiting for one gamer to relent and hand the controller over. Finally, I got my hands on a controller. A half a minute later:

"Don't worry, no one saw."

That's what Joe Waters, a programmer for Counter-Strike for Xbox (CSX) and employee of Ritual Entertainment whispered to me jokingly. Indeed, I am thankful that no one saw my first round of Counter-Strike played using Microsoft's Controller S.

I'm glad no one saw, but I'm ecstatic that no one knew that I am rizzuh, being webmaster of a large CS fansite and a dedicated player of the game for nearly four years. And boy, it didn't show.

And, really, it—any skill or experience you have now—won't show for anyone else once they play CSX. Counter-Strike for Xbox, co-developed by Ritual Entertainment (also working on Condition Zero, more on that later) and VALVe Software, is a different game based on a different type of skill and a unique type of play. It's not a threat to PC Counter-Strike, it's just different. Okay, this is starting to sound like a PBS after-school special on racism, but the point is important to get across.

Let's talk about the game. Firstly, the controls. I made this spiffy diagram using PowerPoint and thirty cups of coffee:

image: http://csnation.totalgamingnetwork.com/images/content/image_16525.png


If you're an Xbox fan, you can probably tell that the analog sticks are used as they are in Halo, the first and most popular first person shooter title on the platform. Overall the basic control setup is very well done. The radial options menu, accessed by pressing the start button, will allow you to increase or decrease your sensitivity and invert your controls. More options, like the ability to change teams, will probably be added but I saw no signs of them at E3.

Switching guns is a bit haphazard because, unlike Halo, you hold three weapons: your primary gun, your pistol, and a knife. If you accidentally switch to your pistol and want to go back to your primary, you'll have to go through your knife first which can cost time.

Aiming is solid. It's like Halo, which works well enough. There is a noticeable auto-aim which results in a lot of headshots. The game is a lot more arcadey because aiming isn't as tight. Generally, this means that it is not necessary and even silly to burst fire on most occasions. Certainly bursts themselves, if used, are much longer. That two round burst is now a ten round one.

My only major complaint about the gameplay is the recoil. There is a lot of recoil, but the game is meant to be played in an arcade fashion. Hold down fire, or you die. I think recoil should be toned down significantly and then, to make up for that, they should make the weapons slightly less powerful. I feel that this would make the game feel more balanced in leaning toward a full arcade experience, rather than have everything else but the recoil be radically different; CSX is certainly a lot different from its PC brother already and I think this change would make CSX an even more enjoyable experience.

However, aiming and firing is still fun and I could play this game endlessly even in its current, unfinished state.

Speaking of arcade style gameplay, it seems that the small delay after jumping has been removed from CSX. While I think that the change in jumping was an excellent change for CS when it was introduced with CS 1.4, the removal of the delay absolutely suits CSX. If for some reason this was an omission and the delay should be there, then I recommend that Ritual do themselves a favor and keep it out.

One missing element from the game is the radar. This is most important for terrorists who need to know the status of the bomb and where it might be located after one of their teammates dies. Otherwise, the HUD is just as functional as the PC version's. Many weapons and items were not available in the version I played, such as the riot shield, but overall not much was left out besides maps.

image: http://csnation.totalgamingnetwork.com/image.php?id=16531
caption: The new buy menu for CSX. Thanks to Ritualistic (http://www.ritualistic.com/) for the picture.

The new buy menu is stellar. You can see the new radial buy system on the left. Although it might be less than ideal for a PC, where we have dozens of keys to use, the radial user interface works very well on the Xbox. I was impressed with the design. The menu opens at the beginning of each round or you can manually open it by depressing the left analog stick.

Graphically, the game looks fairly well done. Although the trailer (http://csnation.totalgamingnetwork.com/viewnews.php/6063/) showed in-game shadows, there were none in the version at E3. Lighting looks a bit better on the Xbox version compared to what we have now and there were no aliases, or jaggies, apparent. All the models have been re-done and they're all good. The weapons, in particular, were re-done rather than improved in my opinion. They look different and it's no big deal, but they don't look better to me. However, it would be stupid to use the current PC models on the Xbox version of CS or too many people would complain about the lack of change.

And, boy, the graphics have changed. Every minute detail seemed different. Dust was redone with a more diverse atmosphere, complete with a detailed background, palm trees, colorful crates, and more. It seemed a little cartoony, which isn't a knock, considering the gameplay itself is arcadey. Again, not a knock. This is a console system, after-all. Of the 15 total maps shipping with CSX, many will be updated versions of the maps we all play and love. Since Xbox Live supports Downloadable Content, CSX will certainly be complemented by more maps as time goes on.

image: http://csnation.totalgamingnetwork.com/image.php?id=16548
caption: The Counter-Strike display at the Xbox booth was grand.

One interesting graphical tweak is a feature that simulates your eye's pupils. When you enter into a dark room, for example the middle area of Dust with all those crates, everything will be impossibly dark. As time goes on, your pupils will get wider than the waistline of your average Linux fan and you will be able to see better. When you get flashbanged, the effect is much more apparent and your world around you looks blurry and lacks detail before you begin to fall back to normal vision. This is an interesting change of pace, but this is another advantage to the defending team who will already benefit from easier aiming as it is relatively difficult to use an analog stick to aim in the first place.

Sound has been significantly improved and there are new sounds for seemingly every action that happens in the game. Gunshots sound more pronounced and a lot more scary. Like every other Xbox title, CSX will ship with Dolby Digital 5.1; those of you with surround sound setups will certainly enjoy the feature. I myself recently bought a surround sound package and the Xbox's DD 5.1 support is something that must be heard and really adds more depth to any title.

On the subject of sound, CSX will obviously support Xbox Live's microphone, the Communicator Headset. Currently, there is no way to see who is speaking (without them being in your field of view) but that will likely be a feature in the final version.

I came into the event quite cynical about CSX. I didn't know if it would be good or half-assed. After playing it, I knew that the game had an appeal. But it was mindless, much like almost any public server. I didn't really appreciate the game until 2:45 PM on Thursday, when 'eight of the best CS players in the America' (who I have never heard of) faced off in a 4v4 match on an upgraded Dust.

What I heard was beautiful. The sound of teamplay: The Xbox Live Communicator Headset was being used to give updates on positions of the enemy, to tell whether or not the bombsite was clear, and to dish out a plethora of information. Microsoft would be stupid if they didn't support a CSX clan community with official and automated tournaments as well as easy team creation.

That's what convinced me. Teamplay, my favorite aspect of CS (and the reason why I play in a clan), carries over. Aiming is different, the maps are all changed, and everything about Counter-Strike for PC has been retouched in this extravagant port to the Xbox. Teamplay, however, crosses the system divide clearly and competently.

The game supports both Live and system link play, but it will feature a significant single player campaign which will be a ported version of Counter-Strike: Condition Zero (http://csnation.totalgamingnetwork.com/view.php/czinfo/), Ritual Entertainment's other CS-related title scheduled for release this month. In the E3 demo, however, only multiplayer (and a single map at that) was available. Online play current supports 16 players, but Ritual will be bumping that up to 24. In the version that was played, a dedicated server was used behind the scenes; how hosting will work in the final version is unknown. It's also unknown whether or not a split screen mode will be introduced so multiple gamers can use a single Xbox.

In conclusion, Counter-Strike's Xbox port is a different game. Sure, things will be familiar and you'll have an edge if you play CS right now, but so will those who play Halo. Aiming and firing, the most basic elements of any first person shooter are not only different in CSX, but the differences change the entire game. You cannot possibly play in the same fashion you do with CS 1.5 on the PC and expect to succeed. For that reason, CSX is a unique and fulfilling experience on its own.

The game is shaping up to be great so far and will certainly be Xbox Live's most prized title when it is released this Fall.

Read on for Half-Life 2 impressions...

image: http://csnation.totalgamingnetwork.com/image.php?id=16533
caption: Yay, a Half-Life 2 Tee!

image: http://csnation.totalgamingnetwork.com/image.php?id=16546
caption: It's like a nerd shrine.

Half-Life 2 & me not seeing it
I waited in the line to see Half-Life 2 for about an hour and half before the convention center security came over and shut down the ATI booth. I got a T-Shirt, but I didn't get to see the demo. I found out that Erik was there and if I spoke to him I certainly could have skipped the line, but sadly I am a tool and am unable to communicate with someone unless they open up to me prior by speaking about either The Matrix or The Lord Of The Rings trilogies.

Anyway, I got a T-Shirt (right) for waiting in line. Everyone who saw the demonstration also got a shirt. Half-Life 2 was easily the talk of the show and everyone who saw it had to tell everyone else how impressed they were. In the end I'm kind of sad I didn't see HL2 in action, but luckily I only have to wait four months and a dozen days to make my own presentations. The game is scheduled to be released on September 30th. Yes, that's this year.

I did see the new Vampire game, which uses the Source engine that also powers HL2, and it looked great.

Half-Life 2 report from mutata
Since I didn't see the 30 minute presentation on Half-Life 2, mutatedjellyfish was kind enough to provide us with this report:

All of Thursday, as far as I was concerned, was spent waiting in line for the Half-Life 2 presentation. Showings started every half-hour and lasted just as long, so the line was slow moving. I took my place in line at roughly 11 AM. Five hours later, I and a motley crew of Counter-Strike forum ops filed into the jam-packed theater with about 30 other people. An exhausted-looking Gabe Newell sat at a small podium flanked on either side by large, widescreen displays.

The doors closed and the Half-Life 2 logo on the screen was replaced with a lovely glamour shot of the original Half-Life's G-man. His mug disappeared and was replaced by the new, made-over G-man. The audience gasped. Gabe Newell grinned. What followed was by far the greatest E3 presentation I have ever had the pleasure of witnessing in my 3 years of attendance.

Accompanied by Gabe Newell's narration, the G-man used his 40 facial "muscles" to demonstrate a variety of emotions, each one perfect. His eyes followed the camera as it panned left and right. G-man looked around, and spouted some menacing comments. The light glossed on his eyes as would be expected. What's more, this was being rendered real-time, in the Source engine.

Speaking of Source, Gabe demonstrated it and its Havoc physics engine with a small, real-time, techdemo. The terrain in front of Gordon deformed in front of him. Real-time terrain deformation. Gordon continued on into a courtyard. On the far wall was a giant peg board. Gabe pointed out the Havoc physics engine as Gordon used his pistol to shoot out a support on a small dock over a deep pool causing the entire structure to collapse under its weight and dump the barrels sitting on top of it into the water. The physics were flawless. The wood splintered as in real life, the barrels bobbed and floated as in real life.

Gordon then turned his weapon on some more wooden supports holding some more barrels in place above the giant peg board. The barrels made like Plinko chips and bounced off the pegs and each other and ended up in the drink as well. Gordon was then given a gravity gun. This is the coolest gun ever. Gordon proceeded to pick up and throw various objects including crates (of course), wooden planks, a dead body, and watermelons. Everything reacted as they should. Everything was flawless.

image: http://csnation.totalgamingnetwork.com/image.php?id=16545
caption: Half-Life 2 will have many scripted sequences, just like the original which was the first title to showcase them. Thanks to GameSpot (http://www.gamespot.com) for the pic

image: http://csnation.totalgamingnetwork.com/image.php?id=16547
caption: What rizzuh didn't see!

[mutatedjellyfish's account of Half-Life 2 continues...]

A few tech demos later (showcasing the astounding fire effects and real-time security cameras) we were treated to some game footage. An almost familiar HUD appeared and Gordon was dropped into City 17. Cautiously walking forward, he was spotted and pursued by an enemy soldier. Gordon ducked into a nearby building and proceeded to close the door and push a table in front of it, effectively blocking the pursuer.

In return, the pursuer (using the apparently insane AI), immediately ran over to the window and sprayed his bullets into it causing it to erupt in a hailstorm of glass shards and wood splinters. Eventually, back up arrived and they kicked the door open sending the table and the junk that was on it flying. Other demonstrations showed us how the environment and the physics engine it obeyed could be interacted with in order to solve problems. Gordon, at one point, shot out the leg holding up a dumpster, sending the entire thing crashing off of the building it was on and onto some zombies. In another instance, Gordon used a spinning rotor to chop up incoming zombies, one of which lost its legs and continued crawling towards Gordon.

Other demos showcased Gordon's teammates' AI. Fighting their way through one of City 17's insanely-detailed streets, Gordon's backup shouted out cover requests and warnings to one another. They followed Gordon when necessary, and held their position when necessary. None of them decided to charge the enemies Rambo-style and get themselves killed. In fact, one of Gordon's comrades decided to stay behind, in one case, and distract some barricaded enemies as Gordon and some other teammates snuck around back and took them out. But, in Gabe Newell's words, "Not all of your teammates will be human."

In one demo, Gordon picked up some "Bug Bait" and decided to start chucking it around. The result was a sizable army of "friendly" Ant Rhino creatures to do your bidding. Using the bug bait, Gordon used his ravenous comrades to attack enemy soldiers. In another demo, a giant Strider (think War of the Worlds) decided to stroll through City 17 and spear some humans with its giant legs. When it happened upon a low catwalk, it first tried to destroy it by blowing it up. When that didn't work, it lowered its giant pod body and inched, spider-like underneath it. All the while Gordon was using the gravity gun to shuck anything and everything at it from desks and chairs to letters from signs on nearby buildings.

All of this coupled with the amazing graphics and the return of Half-Life's trademark kickass scripted sequences (not to mention 'Walter' the scientist and Alyx, Gordon's newest best friend) plus fully drivable vehicles and the return of the laser-guided RPG (which looks amazing and is a bit more intelligent this time) will make for a truly amazing game once released.

In conclusion, when my forum compatriots and I exited the theater, Half-Life 2 t-shirts in hand, we were stunned. We said nothing for a few short minutes until we simply looked at each other and muttered "Holy @^$%." We all went on to agree that waiting the 5 hours was well worth it, and the wait till September 30th (when it's slated to be released) will be as well. There hasn't been much hype on this one. Valve did very good in keeping this from us. For all of you, myself included, that have been bad mouthing Valve this whole time for not producing anything new as of late I hope you like pie. My favorite flavor is Humble Cream.

You can download videos from the HL2 presentation at:

whatever else
The rest of my day, the part that didn't involve CSX or waiting in line to not see HL2, was a hoot as well.

I think what Microsoft did with the Xbox booth was great. They had the best selection of titles, in my opinion, and plenty of stations to play at. Near the middle of the booth was a small stage, a large screen, and about 50-odd seats around it. Every hour or so, some special event was taking place. I don't think any other booth had this kind of schedule going on and it was very interesting. If I was ever bored I knew something was happening at the Xbox booth.

Crimson Skies looks like a fun Xbox Live title. Are the italics annoying you yet? Deus Ex 2 was on display at both the Xbox and Eidos booths, and it looked to be fun. I only played it for a few minutes and I really would need to pick it up and play it for an hour or so to really get used to it. I was a big fan of the original Deus Ex, so it was a hoot to get a sneak peak on the sequel.

The Metal Gear Solid 3 trailer 'ended' about 10 different times. It was very long and kind of odd. At times it read like a basic introduction to living life, such as when the screen flashed "Eat or Die!" Yes, thanks for that, Professor Billings. Either way I'll buy the game and will like it since I liked MGS2's gameplay. And only its damn gameplay.

There was a huge wall with a Max Payne 2 promo on it. Sadly, the game was only demoed behind closed doors since apparently E3 isn't elitist enough, you need to be someone's in-law to actually see the game. The Doom 3, or however you type the title, video looked great but I was still more impressed with Half-Life 2, even though I only downloaded the HL2 demos from GameSpot (http://www.gamespot.com). Speaking of GameSpot, I met Ryan MacDonald who does a lot of their video stuff and he was very nice.

The best PR move at the event was when GameSpy started handing out branded surgical masks in reference to the SARS epidemic in that zany continent we know as Asia. Sony gave away a demo disc, some stickers, and a SOCOM II dogtag to everyone and NVIDIA apparently gave away hundreds of their shirts. Dell and ATI held daily drawings. Someone from the popular IRC network GamesNET won a very expensive new computer, but they were too busy to actually be there for the drawing so the person actually didn't win anything.

I was invited to the Bungie Fanfest and that was plenty fun. Bungie, of course, made Halo and is currently working on Halo 2. Halo 2 looked pretty great and what everyone saw is an actual live presentation of someone playing the game. Halo PC looks absolutely stunning and includes some new weapons and stuff for the multiplayer mode which I didn't get a chance to play. I did seriously embarass myself by playing with a Bungie programmer on the Xbox version of Halo while using inverted controls which I apparently cannot hit the broad side of a planet with.

What a day.

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—rizzuh, send feedback to rizzuh@csnation.net

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