New World Order Gold
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18:01 November 1st, 2002
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Project Three Interactive today announced its upcoming tactical first person shooter New World Order has gone gold last weekend. The highly anticipated counter terrorist combat game developed by Swedish development studio Termite Games will show up on European shelves by mid November with other territories to follow shortly after. (Thanks: Blue's)
The game: New World Order is a single and multiplayer team-based game where teams battle it out in environments and situations that could be taken right out of an action-movie. It is a fast paced action-simulator with attitude, switching between stealthy game play and adrenalin-pumping action, always keeping the player on his toes - never knowing when all hell will break lose. New World Order feature a strong, involving, single player experience and a high-energy tactical multiplayer game. Play the single player missions in cooperative mode with your friends - working closely together to take out the enemies. It's the next step in team-based gaming - coming to your PC in early 2002. The Sound: * High quality efficient sound playback at any pitch and amplitude * Real-time sound-scape ray tracing to detect optimal simulation settings * Dynamic real-time-calculated reverberation simulating early and late reflections - Full HRTF audio 3D-positioning emulation on all hardware, as default * Advanced real-time filters, handling concluders, filtering the sound based on material * Full 3D positioning of sounds, with velocity-filters to model moving sound * Extremely high performance, allowing for unprecedented amounts of simultaneous sounds * Advanced sound-blending, allowing for the creation of unique sounds, in-game The Rendering: * Full 32bit rendering as default * DVA technology for efficient, exact visibility processing * Efficient graphics/texture compression/decompression, without any quality loss * Multiple graphics processing pipelines, distributable over multiple processors * Renders bezier patches, NURBS surfaces and polygons * Supports hardware T&L for increased throughput * Unique surface technology, blends unlimited number of textures * High quality decal support; decals affect bump mapping and lighting * True bump mapping technology, real-time calculated * True real-time dynamic lighting, no light maps * Full real-time Phong/Blinn and Metal shading * Real-time calculated full quality spectacular highlights * Omni, spots, directional and volumetric light-sources * Dynamic real-time shadows, full quality, sharp or soft * 24bit RGB true-color lighting, 48bit internal blends * Light-DVA for fast, exact extraction of light / shadow receivers * Fully dynamic/deformable geometry, no architectural limits * High speed, high quality rendering of blended and skinned geometry * Advanced particle/meta-particle rendering and blending * Skeletal animation with constraints and expressions * Real-time full forward/inverse kinematics * Advanced motion blending / smoothing * Highly sophisticated dynamics subsystems * Full hardware accelerated rendering The Animations: * Highly flexible hierarchy system to support every kind of skeleton or node structure * Highly sophisticated, flexible animation system, unlimited number of animation blends * Regions, or sub-skeletons can be animated independently from the master-hierarchy * Everything is anima table, derived from super-classes to support all sorts of animation * Procedural animations, freely definable output stream contents give extreme flexibility * Animation 'states' allow entities to control basic animation switching by itself * Flexible and fast skinning system, supporting unlimited number of blending-matrices * Animation system interacts with physics system for full flexibility, ease of use * Advanced IK system allows for IK processing of all nodes, not just end-effectors * Inverse Kinematics allows game-code to manipulate predefined animations * Animation system supports blending of different types of animations (vertex + skeletal)

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