Part one of the summit breakdown is going to deal directly with the things we could not talk about. The game play and the units. Honestly, the game play is more like Generals than traditional CNC because we have since moved on from voxels and such to true 3d units. And well this makes allot of sense.
So this isn't your grandmas game version. The thing that struck me most was the level of graphic detail. This cannot be seen from simple screenshots. This only be grasped when you use the zoom mouse wheel and really see the level of detail that the game includes.
But enough of the boring details. I'll add random bits throughout this piece. Some of the game's most astounding features were in the fact the ease of use for people already familiar with RTS games and yet also familiar with CNC.
Like many players, I was at first overwhelmed by the display, than over time, I used each item with some more familiarity until I found the whole structure is actually very efficient, very CNC, and it comes quite natural for an RTS player.
On this subject, I intensely drilled the EA modelers while I was there in the short time before the security guards told me to leave and keep up with the rest of the pack. What I learned was not only have they moved on from the old version of 3d models in the format called w3d files, but they also have adopted w3x files as the new format for models.
What this means, is that now the models can directly be edited as XML files. The downside is, we as modders, will have to wait for EA to release some tools so we can add the new models into the game.
I also learned there that they use programs that do allot of the work for them. This means that while they do use 3ds max and such, they have custom tools/programs so they can expedite the procedure on a level that you and I don't have.
And well I understand it's not reasonable to give those tools to everyday people, it was a treat to have an EA modeler explain "what, see if I click this, the models explodes in a way, and I can set the gravity so the exploding debris fall quickly to the ground"
While we'll never have access to those programs or some others such as the ones that make apt files. (insert funny story here...) when the EA fat guy talked about the flash files, than was corrected by a colleague as they should be called APT files, we all knew what he was talking about.
See the game now loads and uses XML files not unlike EaW. This means the game will load quickly. But it also does make sense to use such a standard format. I believe EA will not make the same mistake as EaW on using a good format but not designed for easy modding.
I believe that EA understands deeply that having a modding community that is smart but doesn't need to be rocket scientists in order to modify their games extends the shelf life of the game to tremendous ends.
But let's talk aliens now, you get to build flying carriers (as well as other flying ships)that house un selectable fighters that simply engage anything they come into contact with. They also have a mother ship that delivers a weapon launch not unlike Independence day. Yes, there is a buggy feel to the aliens, as they seem to be not all one species. They appear to be a collection of bug like species that co-habitate. Like Starship Troopers...
There is one feature from the XBox release that I'd love to see in the PC version, and that is magnetic cursor. So when coming near a unit, it auto highlights the unit and makes for a better gameplay, rather than having to look close and click when you are zoomed out. We'll see if the PC version has any form of that awesome style. But while talking about the XBox version, they have such a great and intuitive style now worked out, that when playing an RTS on a console, is clear and concise.
There is the typical paper/rock/scissors mentality. Aliens have some great things going for them, but sometimes you just need some good old rocketmen to settle things up.
~Eric Edwards (Hostile) CNC3.net