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Hawken

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Sukurta (redaguota)

WOU..tokio UE panaudojimo vizualinio stiliaus labai noreciau..tiesiog wou!! :thumbsup4:

What type of game is Hawken?

Hawken is a multiplayer mech combat game. The focus is on creating an intense and enjoyable battle experience that captures the feeling of piloting a heavy war machine while keeping the action fast-paced and strategic.

 

What game modes are supported?

We have two unique team game modes, as well as team deathmatch and free-for-all deathmatch.

 

When will it be released?

When it’s done. We’re not done yet, but development is going well and we should have more announcements soon.

 

What engine are you using?

Hawken has been developed using the Unreal Engine from Epic Games.

 

What platform is it for?

This is unknown at this point. We are interested in bringing Hawken to Xbox 360, PlayStation 3 and PC.

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Hawken interview: the indie team behind the best mech game we’ve seen

 

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We’ve had a day for our jaws to return to their normal configuration after yesterday’s trailer for mech FPS Hawken knocked us out of our nerd chairs. After we picked up all the Cheetos, we got in touch with the nine-person team at Adhesive Games to ask a few questions about what mech games inspired Hawken and how such a modest crew produced something so lustworthy.

 

Evan Lahti: Not to be flattering in front of all our readers, but your footage is goddamned brilliant. Hawken looks bright but post-apocalyptic; the robot fighting seems as speedy as another modern FPSes. How on Earth did nine of you produce this in nine months?

 

Jon Kreuzer, Technical Lead at Adhesive Games: Haha, thanks for the flattery. It was nine months, but actually less than nine people for most of that time. Our studio is now up to nine people including interns. We have some talented artists and have stayed focused on our core game. Many parts of the levels are created by combining re-usable building blocks into unique structures, which can allow new levels to come together quickly. We don’t have the resources to develop an engine from scratch so we started with UDK [unreal Development Kit] which turned out to be an excellent choice.

 

EL: Where are you guys based?

 

JK: We are based in the Los Angeles, California area. We have a studio that we’re all working at every weekday.

 

EL: Can you talk a little bit about your background as developers, artists, or other roles held by your staff?

 

JK: The four founders of Adhesive Games met while working on Project Offset. None of us were Project Offset founders, though. Most of us have been involved in the game industry and worked on our own projects but I have to admit we haven’t shipped a major title before. Our lead artist Khang Le has an impressive resume of movie credits.

 

EL: The mech game genre has a lot of variation in how mobility (armored suits/exoskeltons vs. slow, walking tanks) influences the design of the game’s mechs and therefore the design of gameplay itself. If we create an imaginary spectrum with, say—MechWarrior’s slow-moving, torso-rotating hulks at one end and something like Front Mission’s more mobile Wanzers at the other (with Gundam, Chromehounds and other games scattered in-between), where would Hawken fall?

 

JK: In Hawken we want the Mechs to feel fast and responsive but also heavy. I would describe the gameplay itself is fast-paced. Some controls like turn speed won’t be as fast as a typical FPS with human characters. I’m not familiar enough with all the games mentioned to give a good comparison.

 

EL: What kinds of mechanics (heat management, slower pace, torso rotation) from MechWarrior—if any—do you think wouldn’t work today in a game with mechs?

 

JK: The mech audience seems to be split between people who like slower (possibly more realistic) mechs and those who want faster and easier to control ones. I think there’s room for both although our games lean more towards the latter category without sacrificing the sense of weight. We do have overheating on weapons but not movement.

 

EL: What games—in the mech genre and elsewhere—do you consider as inspiration for Hawken?

 

JK: MechWarrior for the weight and suspense, and Virtual On for the arcade style action. Our development process however is mainly to just try stuff out from a wide range of inspirations and see what works.

 

EL: Back to the art direction—the trailer gives me the sense that you’re creating a futuristic world that’s rough around the edges, but never dips completely into feeling apocalyptic in the clichéd sense. How would you describe the setting?

 

JK: The world does resemble a post-apocalyptic setting but we wanted it to feel more like somewhere that was once vibrant rather than always destroyed. In the current video the levels are empty except for the battling mechs, but we plan to add some moving background elements or creatures to make the world feel more alive. There will also be more levels than the three in the trailer, some of which have their own unique feel.

 

EL: Are you seeking a publisher, or hoping to remain fully independent?

 

JK: Right now we hope to remain independent and are not seeking funding from publishers. We are open to working with publishers and other companies if the right deals come along.

 

EL: If everything went your way, what impact would you want Hawken to have on the FPS genre?

 

JK: We’re just hoping to release a unique mech combat experience. We think there’s room in today’s market for a good solid fun mech game.

 

EL: At the moment, you’re not sure what platforms Hawken will release on, but you’re hopeful that it’ll be available on as many as possible. Is it more likely to end up on PC than Xbox 360 or PS3?

 

JK: At this point we really have no idea. Ideally we would like to release at some point on all three platforms. We haven’t really started on the business side of things yet.

 

EL: Thanks for your time, Jon.

zmones kurie net neiesko laideju ir ju nenori. cool. reiskia turi visiska kurimo laisve bei gali daryt ka nori ir kiek nori. :thumbsup4:

 

http-~~-//www.youtube.com/watch?v=VB1vD-Gqt_c

 

labiau panasu i CGI filma o ne zaidima.kazkaip sunku patiket kad tiek visko vyksta ir tiek detaliu ir toks miestas unreal. WOU

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labiau panasu i CGI filma o ne zaidima.kazkaip sunku patiket kad tiek visko vyksta ir tiek detaliu ir toks miestas unreal. WOU

 

Realiai tai 3D šaudyklė ir tiek. Paskutinę sekundę parodo vaizdą iš kabinos. Ir pamačius tą vaizdą visos iliuzijos apie CGI filmą išgaruoja. Kol rodo iš šonų - taip.. filmas.

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Realiai tai 3D šaudyklė ir tiek. Paskutinę sekundę parodo vaizdą iš kabinos. Ir pamačius tą vaizdą visos iliuzijos apie CGI filmą išgaruoja. Kol rodo iš šonų - taip.. filmas.

 

as kalbejau apie paskutini video kur siandian idejau kur rodo vien tik gameplay ir vien tik ir kabinos. nezinau beje kodel to video nerodo kaip normaliu youtube klipu. bet linkas matosi juk. tiesiog niekas net nekure tokio stiliaus ir tokio dizaino geimu per daug, tai ner su kuo palygint net. visas geimas ir bus is kabinos losiamas. nzn tiesiog awesome.aisku tik ant pc kol kas. bet zmones kalbejo kad specialiai engine daro tik dx9 paremtu kad galetu lengvai nuportint ant konsoliu ka ir zada daryt matyt veliau gal.

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Skaičiau kažkur, kad šitą žaidima kuria 7 ar 9 žmonės, bet kad tokį vaizdą sugeba padaryt tokia komanda, tai tikrai stebina.

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HAWKEN Registers 100K Players in 24 hours -- You Are Free to Fight on 12/12/12

 

LOS ANGELES, Feb. 7, 2012 -- /PRNewswire/ -- You are free to fight as Adhesive Games announces that HAWKEN, their highly anticipated mech shooter, will launch on 12/12/12 as a Free to Play (F2P) online gaming experience and registers over 100,000 users for their closed beta test in the first 24 hours. The game will be published by Meteor Entertainment.

 

HAWKEN is a visually stunning, multiplayer mech combat First-Person-Shooter (FPS). The game takes place on a post-apocalyptic human-colonized planet that has been industrialized to the point of collapse. In this crumbling, dangerous world, the hunt for vital resources has become a brutal battle for survival.

 

Gameplay focuses on intense battle experiences that capture the feel of piloting a mech while keeping the action fast-paced and strategic.

 

A variety of mech types, game modes and world maps are set for initial release, with downloadable expansive content available post release. Adhesive has licensed Epic Games' award-winning Unreal Engine 3 (UE3) to power HAWKEN for the PC.

 

"HAWKEN is a passion project for myself and the whole Adhesive team; giving it away for free is icing on the cake," says Khang Le, the visionary Co-Founder, CEO and Creative Director of Adhesive Games.

 

HAWKEN is already generating major online buzz, with anticipation and positive feedback blowing up on forums and gaming sites after only a few select videos of gameplay were released since last year. A gameplay trailer has attracted over 1.9 million YouTube viewers, along with 1,400 Twitter followers, 4,000 Facebook fans and an active forum community.

 

Gamers can register now for the closed beta release of HAWKEN at playhawken.com

 

Adhesive Games is an independent development studio located in Alhambra, CA. Co-Founder, CEO, and Creative Director Khang Le, has led his tight development team over the past 18 months of production, resulting in a game with stunning visuals and groundbreaking gameplay.

 

Meteor Entertainment is the newly formed video game publisher assembled by Adhesive to support HAWKEN. Meteor is building out a top tier roster of talent to successfully publish this F2P game globally, setting the standard for customer service and community engagement.

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Free 2 play zaidimai pradeda vis labiau rodyt kokie jie geri ..kam noris gryno MP action, tai kam uz tai moket pinigus jei yra tokie F2P

 

http://www.youtube.com/watch?v=Yp90CMwplgI&feature=channel&list=UL

 

galetu zaidimuose MP isvis panaikint..o visa tai perkelt i F2P grupe, o visa uz ka mokam pinigus butu story .

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taip nureciau matyti kad ant nex-consoliu va tokia grafika butu ir dar geriau galetu buti

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Wow. Žaidimo grafika tikrai nustebino. Ne tuo, kad ji yra begalo relistiška, taip nėra, bet ji tokia unikaloka ( Yra toks žodis išvis ? ;o ). Detalumas irgi puikus.

 

Kažin ar šis žaidimas bus ant next-gen concolių. Aišku, visko įmanoma, bet labiau linkęs ties 360/PS3. Nesu didelis gerbėjas tokių žaidimų, bet būtų linksma išbandyti.

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Žaidimas tikrai ispudingos grafikos bent jau man asmeniškai tik dar niekaip nesuprantu ar ginklus galesi pats detis iskart ar bus kokia leveliu sistema.

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