Sedako
Chuck Steak
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Well, after the failure that is Hellgate: London, I've been browsing around to hopefully find something worthy enough of being my next big MMO. I recalled a game I had heard about last year called Huxley. After digging up some updated info, I've determined that Huxley may just be the game I'm looking for. The exclusive Korean beta test began on September 16th, and on November 5th, a small group of testers living in or around the LA area will be testing as well. Nothing has been solidified as far as a release date, but Developer Webzen has stated that it would like to release sometime before 2008.
Gamespot has a nice article from May on it, so some details may have changed:
There is also a great interview of Huxley executive producer Kijong Kang by Gamemeca (translated from Korean, so some parts may be hard to understand):
The following video is in no way an indication of the final game, as it is from E3 2006 (Over a year and a half ago). Unfortunately there aren't many game play videos floating around.
http://www.gametrailers.com/player/10926.html
Gamespot has a nice article from May on it, so some details may have changed:
Gamespot: said:We recently had a chance to take an updated look at the PC version of Huxley, the sci-fi massively multiplayer shooter from developer Webzen. The game will take place on a futuristic Earth split between two factions, the sapiens (the futuristic version of humans) and the alternatives, both of which face threats from hybrids (monstrous crossbreeds between the two races). You'll play as a futuristic soldier belonging to either the sapiens or alternatives factions and will win victories for your nation in real-time first-person shooter battles.
In the game, you'll play as one of three character types, or "battle styles": the enforcer, the game's heavily armored, close-range profession; the avenger, the game's medium-armor assault class; or the phantom, the lightly armored sniper-and-scout class. These professions will determine which types of armor and weapons you can use from Huxley's nine different weapon classes, which will include machine guns, shotguns, sniper rifles, and rocket launchers, as well as more esoteric weapon classes like the ballistic "flinger" and the energy-based optical rifle. Producer Kijong Kim suggests that the action in the game will be a bit closer to the arcade-style action of the Quake series than the methodical pacing of the team-based Counter-Strike, though Huxley will have elements of both games.
To go with all those weapons and armor pieces, Huxley will use a paper-doll inventory system that shows which piece of armor is equipped on which body part on your character. In addition, each armor piece your character finds or buys can be slotted with an upgrade that grants an additional skill to your character. The game will apparently have more than 100 skills at launch; these skills represent the kind of powerful advantages you'd expect to pick up as a bonus item in a competitive first-person shooter, such as the ability to sprint quickly, to cloak yourself by turning invisible, to double-jump, to tackle enemies with a melee attack, and some unusual skills, such as becoming immune to headshots (highly damaging, direct weapon hits to your character's noggin) and automatically detonating your corpse as a blinding flash grenade when you fall in battle. Therefore, the game will have a strategic element as you swap different skill-infused armor slots into your character's inventory to prepare for different battles in which, depending on the situation, you may need to be stronger, faster, or sneakier than your adversaries.
While you'll likely start your life in a safe city, which is also where the game's weapon and item crafting will take place, you'll eventually find yourself on a battlefield, duking it out against computer-controlled hybrid monsters or players from the opposing faction. Currently, the game is planned to launch with two major cities (one for each faction) and eight smaller cities, along with about 80 battlefields, each of which can house up to 200 players at once. We were shown numerous concept-art images that depict battlefields based on ruined real-world locations, such as waterlogged harbors and half-destroyed skyscraper complexes. We also had a chance to see a prototype battlefield in action, which resembled a craggy series of foothills at night, crawling with sharp-toothed, multi-eyed hybrids.
For much of the game, you'll spend your time either fighting actively in competitive battles or performing the game's many quests, which will take the form of story-based tasks, field quests, and large-scale "raid" quests with large groups of other players. The developers at Webzen plan to encourage players to play together by letting them form small squads of up to four players each, larger platoons with five squads each, and finally, companies, which include five platoons (with a total of up to 100 players in each).
Groups will also be able to fight battles on the game's battlefields, either in traditional shooter modes such as freeform deathmatch, team deathmatch, and capture the flag, as well as the game's radar domination and part pickup modes. Radar domination requires two opposing teams to try to capture and hold various radar towers throughout the map by holding the area nearby, similar to the Battlefield series' conquest mode. Part pickup requires teams to scavenge various robot parts on the battlefield in a competitive race to see which team can assemble a gigantic mech first. When you pick up and carry a part, you'll act much like the flag carrier in a CTF game--if you're taken down, you'll drop the part and give the enemy a chance to recover it.
Apparently, battlefields where players fight against the monstrous hybrids will allow up to 64 players at once, while competitive battlefields will allow up to 200. Certain battlefields will allow only player-versus-monsters battles, while some may allow monster hunting and competitive play at once. Both quests and multiplayer battles may take place in battlefields with various multiperson vehicles--these vehicles will spawn in and out of the game, similar to the vehicles in the Battlefield series, though opposing teams can hack one another's vehicles to steal them away.
Though the game still has many months to go before launch, it already looks quite impressive thanks to the powerful Unreal 3 technology under its hood. The early prebeta version of the game we saw in action featured expansive outdoor areas for cities with highly detailed character models for players wearing bulky power armor and carrying futuristic guns. The battlefield environments we saw were also quite huge and had varied layouts, such as the quest area we saw that lay just below the ruins of a massive city, split by a river that could be forded only by blasting a ruined train car from above to collapse down into the water to form a bridge. Huxley looks very promising and highly distinctive, and the game should launch sometime later this year for the PC and Xbox 360.
There is also a great interview of Huxley executive producer Kijong Kang by Gamemeca (translated from Korean, so some parts may be hard to understand):
Gamemeca: said:Gamemeca: First wave of beta test is getting closer; how do you feel now?
KJ Kang: Right now I'm very much pleased, but also nervous as Huxley is finally open to public for the first time.
GM: What is the meaning of first closed beta test of Huxley?
KJK: This beta test is literally a test; We've been developing Huxley for years and this time we will get some feedbacks from the test to apply important ones.
GM: How was the reaction of FGT testers?
(FGT is an abbreviation of Focus Group Test, which was conducted internally with selected hardcore gamers.)
KJK: FGT build of the game was pretty much different from closed beta build. Thorough analysis and criticism of FGT testers helped us polishing closed beta build very much.
GM: While Korean FPSs are mainly consisted of CS-style games, Huxley plays somewhat different from them, so some people thinks that learning curve of Huxley could be a bit steep; What do you think about it?
KJK: Many of FGT testers concluded that Huxley was 'unexpectedly easy'. To quote from one of them, "You can learn the basic of the game in just a few minutes so learning curve is pretty much gentle. Gameplay is fast-paced so the battle offers bunch of fun." And all of this was before the closed beta; so Huxley would be easy to play for most of gamers.
GM: What is the object of the game?
KJ: Unlike other multiplayer FPS games, as a member of their own race, characters will live in the virtual world of Huxley and players will participate in the battle against enemy forces occurring on battle zone.
GM: Which kind of battle does Huxley focuses on, run-and-gun or tactical?
KJ: Newcomers are going to play deathmatch or Capture the Radar game, while veterans will usually play clan-based battle. Also, siege battle between clans will be supported for veterans. Siege takes place in certain areas, and winners are going to get a kind of mineral called "Lunarites". Lunarites can also be sold in a shop. There are no racial limit in clan battle and clan house will also be supported, which won't be represented in the first closed beta test.
GM: 100 vs 100 battle in Huxley is similar to race battle in many MMORPGs. How was the problem of unbalanced population in MMORPGs solved?
KJ: We think that 6(Sapiens):4(Alternative) is appropriate population ratio, but until now we could not find out which one was preferred. So we are going to balance population by taking advantage of racial features and extensive analysis which will be continued to opened beta test.
GM: Can Sapiens faction and Alternative faction encounter each other?
KJ: During the quest they can meet each other. It's like in World of Warcraft, Alliances were already there when Hordes arrived in an instant dungeon. If this happens in a quest zone, they can kill each other, but they can also have a peaceful solution; it depends on players' choice. Of course, two factions can't talk with each other.
GM: How long does it take to reach the max level?
KJ: Max level is 50. When you play the game for about 4~5 hours every day, you can reach it in about 3 months.
GM: Is there a stats like Strength or Dexterity?
KJ: There are no stats in Huxley.
GM: Then what is the difference of each faction and race?
KJ: There are Sapiens and Alternative faction, and each faction has 4 races. For example, 'One' race in Sapiens faction has 100HP while 'Alteraver' race in Alternative faction has 120HP. Likewise, every faction and every race has different HP, shield and movement speed.
GM: When squads gathered too much it gives a penalty like debuffing. If squads are scattered because of this, the whole 100 vs 100 battle concept would be meaningless.
KJ: 100 vs 100 battle in Huxley does not take place in completely opened world, and it's tactical. Now let's take a look at Huxley's squad system. 4 players form a squad; 5 squads form a platoon(20 players); 5 platoon form a company. Platoon leader commands 20 men(it is 50 in the original article but as it doesn't make sense I fixed it), and company leader commands 100 men. Debuff effect will be different by a number of squad gathered around. It can make the whole battle harder, but by gathering, scattering and charging by the situation you can make enemies to gather and debuffed. Because of this, complicated strategy of company leader is a key to victory. And the last thing: Voice chat will be supported too; Imagine 100 players talking at the same time!
GM: Does items in Huxley has additional bonus?
KJ: There will be about 1,000 weapons in Huxley. This number includes items crafted by players and weapons with different bonuses. There are 9 types of weapons and each type has about 100 weapons. There will be a level limit in items and bonuses will be varied, for example, additional weapons, faster shooting speed, faster moving speed, poison immunity, slow enemy, etc.
There are secondary weapons but grenades and knives are not included because it didn't fit into the game. Instead there are 9 melee weapons that actually fit into the game.
GM: How can items be crafted?
KJ: You need a recipe to craft an item. It's a list of material required to make an item. Recipes can be bought in the shop but you can also get them by solving a quest. You can also mix or assemble weapons or armors that are in use with recipes.
GM: Is there a scoreboard like other FPS?
KJ: Sure. We are now thinking of many kinds of scoreboards with different standard like the number of kill inflicted by certain weapon or the number of death, so everyone can be ranked to the scoreboard.
GM: Does Huxley support 3rd person view?
KJ: It wasn't considered because we didn't think that it was necessary for FPS, but if players request, we will think about it.
GM: Will saved film feature be supported?
KJ: There is a spectator mode, but saved film is not supported.
GM: How can we enter the battle zone?
KJ: You can enter the battle zone via letterbox-like thing located in outskirts of each city. Zones are opened to certain level of characters so players can enter the battle zone that meets their condition and level. Before entering the battle zone you will ride a train, which is similar to lobby in other FPS games.
GM: Is there a level limit to battle zones and quests?
KJ: Yes.
GM: What kind special licences are included?
KJ: There are 4 types of licenses; weapon, driving, commanding and special. To explain special type which would be a bit hard to imagine, it's about hacking, laying mines and engineering. You can hijack enemy vehicles with hacking, and you can fix burning vehicles with engineering. License can be obtained by license points and also quests.
GM: How is the future beta test plan?
KJ: It will be determined after the first closed beta ends.
The following video is in no way an indication of the final game, as it is from E3 2006 (Over a year and a half ago). Unfortunately there aren't many game play videos floating around.
http://www.gametrailers.com/player/10926.html