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ultrayoba

ultrayoba

Today what I want to talk about is a bunch of Bethesda XNgine games. Specifically: two last bethesda Terminator Titles, Future Shock and SKYnet.

Xngine was a very advanced true-3d render developed by old Bethesda Softworks in 1994-1995. It was primary developed for their Terminator: Future Shock but another project from another Bethesda sub-team also used it for the famous The Elder Scrolls II Daggerfall.

Future Shock came out in December of 1995, and in my opinion, this is the most advanced game for its time. Short description of why this game is so awesome and advanced is in the collapsable spoiler.

Spoiler

Using segmented 3d polygonal textured models and enemies and most of the objects, featuring big semi-open levels with the exterior-interior system, allowing a player to explore a lot of houses from inside. Also featuring riding on 3d cars and flying 3d craft sequences inside the mentioned levels. Level geometry mostly made by external 3d models, not actual map brushes, which cause minor problems with collision, because of limits of collision coordinates, but nobody really did this type of level building up until the 00s at all. Additionally, the game allowing full customize controls and bases itself on the mouselook-WASD scheme of movement and came out only on the CD. Because very limited budget to promote this game and actually print copies (they published it by their own resources, the majority of game copies were produced in early 1996, after Christmas) this game was in the deep shadow of the upcoming Quake and Duke Nukem 3d. This game is also what "arcade shooters" fans disliked for gameplay. This is not an arcade shooter, it has more slow pacing gameplay where you most times should go on an open level from point A to point B and exploring level why you are doing so, avoiding dangers like mines and radiation, more closed parts of the levels like Skynet bases may feature even more slow gameplay, avoiding turrets and pass simple puzzles, making the game feels system shock-y. The game also featuring an awesome soundtrack in my opinion, very atmospheric, and also this is a story-based game with briefings with animated characters where you help resistance become bigger. In my opinion, this game for a time has a very solid art direction, with almost all objects and textures are hand-drawn by a small group of skilled artists and featuring almost no UV stretching, which is a miracle for so early full-3d game. I can not even metion all cool features of the game, like for example your thermal scope on future war laster gun showing actual render of what you are looking at or game map is full3d, showing render of the level of what you can see from bird perspective, or that enemies has segmented damage so you can destroy some parts of robot tank or destroy guns from robot turrets. I also love original Xngine walking mechanics, this games does feels like you playing actual character with legs, not flying blob.

Later, after Daggerfall, another sub-team (one where Todd Howard worked) did SKYnet - a standalone expansion with a new story, more weak (in my opinion) FMV cutscenes instead of hand-drawn characters, the game now has multiplayer, but also featuring great option which FS lacked: 640x480 SVGA resolution, against original FS 320x200 standard VGA and also farther draw distance. So the ideal way to play both games would be to download SKYnet first, (FS and SKYnet are abandonware. None of the people who made them work at Bethesda now except Todd, these games also from old Bethesda Softworks, before Zenimax, and also nobody cares and Bethesda because Terminator license would never publish these games in e-stores ever again) then configure it in DOSBox.
Specs: auto cycles and core, svga_s3 card, basically default settings. There is SETUP files where you should configure sound and music and this is all.

IMPORTANT! Every Xngine game has an installation info file in the directory with the ".dat" extension It should correspond directory you are mounting the game in DOSBox, so the game can find its files.

 

Then, there exists fan patch, which is easy to install. Besides mentioned list of bug fixes, it allowing to fully play original Future Shock from SKYnet menu! So you can play original game in 640x480! Copy SHOCK folder from Future Shock installation and you now have acces to Future Shock from SKYnet menu. Enjoy!

03718807.png

214077-skynet-dos-screenshot-a-skynet-control-room.png

34940590.png

54346141.png

ultrayoba

ultrayoba

Today what I want to talk about is a bunch of Bethesda XNgine games. Specifically: two last bethesda Terminator Titles, Future Shock and SKYnet.

Xngine was a very advanced true-3d render developed by old Bethesda Softworks in 1994-1995. It was primary developed for their Terminator: Future Shock but another project from another Bethesda sub-team also used it for the famous The Elder Scrolls II Daggerfall.

Future Shock came out in December of 1995, and in my opinion, this is the most advanced game for its time. Short description of why this game is so awesome and advanced is in the collapsable spoiler.

Spoiler

Using segmented 3d polygonal textured models and enemies and most of the objects, featuring big semi-open levels with the exterior-interior system, allowing a player to explore a lot of houses from inside. Also featuring riding on 3d cars and flying 3d craft sequences inside the mentioned levels. Level geometry mostly made by external 3d models, not actual map brushes, which cause minor problems with collision, because of limits of collision coordinates, but nobody really did this type of level building up until the 00s at all. Additionally, the game allowing full customize controls and bases itself on the mouselook-WASD scheme of movement and came out only on the CD. Because very limited budget to promote this game and actually print copies (they published it by their own resources, the majority of game copies were produced in early 1996, after Christmas) this game was in the deep shadow of the upcoming Quake and Duke Nukem 3d. This game is also what "arcade shooters" fans disliked for gameplay. This is not an arcade shooter, it has more slow pacing gameplay where you most times should go on an open level from point A to point B and exploring level why you are doing so, avoiding dangers like mines and radiation, more closed parts of the levels like Skynet bases may feature even more slow gameplay, avoiding turrets and pass simple puzzles, making the game feels system shock-y. The game also featuring an awesome soundtrack in my opinion, very atmospheric, and also this is a story-based game with briefings with animated characters where you help resistance become bigger. In my opinion, this game for a time has a very solid art direction, with almost all objects and textures are hand-drawn by a small group of skilled artists and featuring almost no UV stretching, which is a miracle for so early full-3d game. I can not even metion all cool features of the game, like for example your thermal scope on future war laster gun showing actual render of what you are looking at or game map is full3d, showing render of the level of what you can see from bird perspective, or that enemies has segmented damage so you can destroy some parts of robot tank or destroy guns from robot turrets. I also love original Xngine walking mechanics, this games does feels like you playing actual character with legs, not flying blob.

Later, after Daggerfall, another sub-team (one where Todd Howard worked) did SKYnet - a steadloune expansion with new story, more weak (in opinion) FMV cutscenes instead of handdrawn characters, game now has multiplayer, but also featuring great option which FS lacked: 640x480 SVGA resolution, against original FS 320x200 standart VGA and also more far draw distance. So the ideal way to play both games would be to download SKYnet first, (FS and SKYnet are abandonware. None of people who made them work at bethesda now except like Todd, this games also from old Bethesda Softworks, before Zenimax and also nobody cares and bethesda because Terminator license would never publish this games in e-stores ever again) than configure it in dosbox. Specs are: auto cycles and core, svga_s3 card, basically default ssetings. There are SETUP file where you should configure sound and music and this is all.  Enjoy!

IMPORTANT! Every Xngine game has installation info file in directory with the ".dat" extension It should corresponds directory you are mouting game in dosbox, so game can find its files.

Then, there exists fan patch, which is easy to install. Besides mentioned list of bug fixes, it allowing to fully play original Future Shock from SKYnet menu! So you can play original game in 640x480! Copy SHOCK folder from Future Shock installation and you now have acces to Future Shock from SKYnet menu. Enjoy!

03718807.png

214077-skynet-dos-screenshot-a-skynet-control-room.png

34940590.png

54346141.png

ultrayoba

ultrayoba

Today what I want to talk about is a bunch of Bethesda XNgine games. Specifically: two last bethesda Terminator Titles, Future Shock and SKYnet.

Xngine was a very advanced true-3d render developed by old Bethesda Softworks in 1994-1995. It was primary developed for their Terminator: Future Shock but another project from another Bethesda sub-team also used it for the famous The Elder Scrolls II Daggerfall.

Future Shock came out in December of 1995, and in my opinion, this is the most advanced game for its time. Short description of why this game is so awesome and advanced is in the collapsable spoiler.

Spoiler

Using segmented 3d polygonal textured models and enemies and most of the objects, featuring big semi-open levels with the exterior-interior system, allowing a player to explore a lot of houses from inside. Also featuring riding on 3d cars and flying 3d craft sequences inside the mentioned levels. Level geometry mostly made by external 3d models, not actual map brushes, which cause minor problems with collision, because of limits of collision coordinates, but nobody really did this type of level building up until the 00s at all. Additionally, the game allowing full customize controls and bases itself on the mouselook-WASD scheme of movement and came out only on the CD. Because very limited budget to promote this game and actually print copies (they published it by their own resources, the majority of game copies were produced in early 1996, after Christmas) this game was in the deep shadow of the upcoming Quake and Duke Nukem 3d. This game is also what "arcade shooters" fans disliked for gameplay. This is not an arcade shooter, it has more slow pacing gameplay where you most times should go on an open level from point A to point B and exploring level why you are doing so, avoiding dangers like mines and radiation, more closed parts of the levels like Skynet bases may feature even more slow gameplay, avoiding turrets and pass simple puzzles, making the game feels system shock-y. The game also featuring an awesome soundtrack in my opinion, very atmospheric, and also this is a story-based game with briefings with animated characters where you help resistance become bigger. In my opinion, this game for a time has a very solid art direction, with almost all objects and textures are hand-drawn by a small group of skilled artists and featuring almost no UV stretching, which is a miracle for so early full-3d game. I can not even metion all cool features of the game, like for example your thermal scope on future war laster gun showing actual render of what you are looking at or game map is full3d, showing render of the level of what you can see from bird perspective, or that enemies has segmented damage so you can destroy some parts of robot tank or destroy guns from robot turrets. I also love original Xngine walking mechanics, this games does feels like you playing actual character with legs, not flying blob.

Later, after Daggerfall, another sub-team (one where Todd Howard worked) did SKYnet - a steadloune expansion with new story, more weak (in opinion) FMV cutscenes instead of handdrawn characters, game now has multiplayer, but also featuring great option which FS lacked: 640x480 SVGA resolution, against original FS 320x200 standart VGA and also more far draw distance. So the ideal way to play both games would be to download SKYnet first, (FS and SKYnet are abandonware. None of people who made them work at bethesda now except like Todd, this games also from old Bethesda Softworks, before Zenimax and also nobody cares and bethesda because Terminator license would never publish this games in e-stores ever again) than configure it in dosbox. Specs are: auto cycles and core, svga_s3 card, basically default ssetings. There are SETUP file where you should configure sound and music and this is all.  Enjoy!

IMPORTANT! Every Xngine game has installation info file in directory with the ".dat" extension It should corresponds directory you are mouting game in dosbox, so game can find its files.

Then, there exists fan patch, which is easy to install. Besides mentioned list of bug fixes, it allowing to fully play original Future Shock from SKYnet menu! So you can play original game in 640x480! Copy SHOCK folder from Future Shock installation and you now have acces to Future Shock from SKYnet menu. Enjoy!

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