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Rogue Warrior

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  • Rogue Warrior

    Publisher: Bethesda Softworks

    Platforms: 360, PS3, and Windows PC

    Due out: 2nd quarter 2007

    Rogue Warrior is a story-driven shooter that provides team-based tactical combat set in massive, contiguous levels using Unreal 3 streaming technology. Central to the game's single and multiplayer experience is the idea of a freeform battlefield, where players are given the freedom to choose how to complete a given objective, allowing for creativity and surprises, rather than heavily scripted events and tightly contained spaces traditionally used in this genre.

    An advanced AI system allows NPCs to react and fight realistically, see and hear others, and respond as a team. Rogue Warrior offers a new take on the multiplayer experience, with 10 gameplay modes and a system whereby maps are created using tiles that are selected by each team. Rogue Warrior's tiling system allows users to experience over 200 maps in both day and nighttime settings. In addition, the campaign features solo and on-the-fly cooperative play for up to four players, where anyone can join or leave an existing campaign game at any time without having to go to menus or save progress.

    In Rogue Warrior, you play Dick Marcinko, leader of an elite SEAL unit trapped behind enemy lines in North Korea on a covert mission to assess the threat posed by North Korea’s nuclear arsenal. When war breaks out between North and South Korea, you must try to lead your team back into South Korea while greatly outnumbered and with no support and limited resupply. Your journey will take you through a variety of never-before-seen environments inside of North Korea, including submarine pens, shipbreaker yards, prison camps, and more.

    I know it's a bit early to judge, but this title caught my eye, with its slick screenies, small squad stealthy (optional) action, and a promise of decent AI. The map system could prove very useful in keeping players supplied with randomly generated maps, making each engagement feel fresh and new. Plus, the maps are supposed to be very large, offering unlimited opportunities of approach and minimizing map memorization.

    Bethesda Softworks is the publisher behind The Elder Scrolls IV: Oblivion, so they know what it takes to create a top notch game with staying power.

    There is alot of time between now and the 2nd quarter of 2007. FPS's will need to tow the line in terms of top notch graphics, superb gameplay, credible AI, and repeatability. This game just might fit the bill...




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