We'll be adding some general reviews down below here soon
so check in frequently (it's called a Bookmark, Mister!) and news about Haze as well. So don't think that we didn't earn
that sale. Cheapass Gamer, Indeed! :P
While playing through the game we got speaking to two independent Ubisoft reps. When asking both on whether the game will
ever come out for the Xbox 360, they said in a resolute fashion that the game is not just a PS3 timed exclusive,
but will never make its way onto any other platform.
This result is apparently a recent decision, but final. Sony must have paid Ubisoft/Free Radical a nice little packet to
bag this one.
March 18, 44
In a press
conference today in France, it appears that Ubisoft announced Haze will be released exclusively on the PS3, initially
at least. This suggests that Haze is most likely the exclusive
they mentioned last week. It appears that it will be a timed exclusive, like Virtua Fighter 5, though nothing has
been confirmed on that front yet.
Little is known about Hazeat this point outside of a vague release
date of later this year, but considering it's from the developers of Goldeneye and TimeSplitters, there
is a lot of excitement building for the game already. The highly unusual move of switching from multi-platform to exclusive
will surely bring additional attention to this title as well so expect the hype to increase. We'll have more information as
soon as Ubisoft can confirm Haze's exclusiveness.
Are they for real? I wouldn't be too happy if I were Free Radical.
Canadian EB Games stores are partaking in one of the most
... intriguing trade-in offers we've ever seen. If you pre-order Haze and return it within a week, you'll get all your money
back (in the form of store credit, of course). What could this possibly mean? It seems to suggest that EB Games is placing
a vote of no-confidence in this PS3 exclusive. Are they expecting people to return the game so soon after picking it up?We're
imagining this might not be a closed-loop system. Imagine this, if you will: you buy Haze, get the store credit, and then
buy the same used copy you sold back to the store for cheaper, and pocket the difference. Then, return the game again ...It
won't actually work that way, but it would be a humorous loophole to take advantage of. (Oh, and we highly doubt American
GameStop stores will be as dumb generous.)...
Free Radical has been pretty good about keeping the gaming public informed when it comes to Haze.
It suffered a major delay early on, but the developers were quick to
talk more about the reasons behind that delay, and they now say the
game is on track. This being the case, we certainly expect to see more
concrete details within the next few months.
One of the latest details that just surfaced
today is more than enough to pique our interest. If you check out this
promo video, you'll hear writer Rob Yascombe say the script for Haze
is now over 1,000 pages long! Now, perhaps he's triple-spacing and
using a 24 size font, but we highly doubt it. It sounds more like a FPS
might have a very involving and engaging storyline (for once), which is
a feature that should appeal to hardcore gamers everywhere. We accept
the fact that gameplay should reign supreme and be of utmost
importance, but that doesn't mean we have to sacrifice a great story,
right?
An early trailer for Haze - it showed up on the PlayStation
Store last year - shows an introductory scene where one super-fast
assailant easily disarms a pair of soldiers. Obviously, this dude must
be on that "nectar" we've been hearing so much about. And with over a
thousand pages of script, we imagine there's a lot more to the plot than meets the eye... Keep checking back for more
Haze news; we'll be on the lookout.
Some Gaming Readers and Fans are concerned that perhaps Haze is being Hyped. Their
contention is that the Game may not be all that it's cracked up to be.
The more i analyze Haze the more of a disappointment i think the fans are going
to get. I hope this game lives up to the Hype, i'd love it to, but from what i've seen it doesn't. Maybe the story will make
it well worth while.
I don't know about you fatchad but I'm looking forward to the game.
0 up, 0 down
K Phantom [70.240.229.179]
Friday, March 14, 2008 @ 5:00:46 PM
[Reply] - [Report Spam]
I dont know about u guys but I am sick of the same old story, blah blah blah,
we get it, we're gonna kill some terrorist or aliens and then go online to kill each other. I would love to play a game with
some serious single player, just like Medal of Honor used to be.
I'm looking forward to the game, don't get me wrong, but i really believe that
Haze is not going to live up to the Hype, just like a believe people will be disappointed when Home is released. People are
expecting something more then what is going to be delivered. All we can do is wait and see,
0 up, 0 down
K Phantom [75.53.158.159]
Friday, March 14, 2008 @ 7:28:20 PM
[Reply] - [Report Spam]
I agree, some games are way too hyped, I remember Crysis, I got it the first
day, but my computer could not handle it. I thought that I was missing out but then I got a gaming computer that ran it, and
I could not be more disappointed, the game was graphically awesome but game play was just ridiculous, I mean your character
can't shoot anyone over 2 feet without wasting a whole magazine. The story was lame. And multiplayer was just a waste cuz
you need to buy a LIVE subscription for 50 bucks and then it was just worthless. I wish this game will be a little more fun.
But I doubt this game will ever be as good as Call of Duty 4, cuz it was a perfect ten.
Now this is a first! I guess that's one unique thing about this game... but
still when a game gets quite a few delays I usually start to "not" forward to it until I see raw scores.
Are you kidding me Phantom?
Medal of Honor?
Hahaha that game has and ALWAYS suck ass.
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Here are some cool new photos out by our friends over at Free Radical *they are the
makers of Haze. I think they look pretty cool, the expanse seems to be large and the 'impression' of largeness and size is
very important in a video game.
Pretty cool Haze Video it's about 20 minutes, so if you were just picking your nose
or scratching your butt then you've got nothing better to do! :P.... But we felt we'd better ad this to our big Haze Page...
we want this thing to be around the block someday!
Here's a commercial of Haze as well!
We'll be back for sure with some more cool Haze stuff so keep on coming! Haze is looking
cool and why not? There's nothing like cool video games that will someday be out!
April 08 44 (2008)Well here's some new Haze Stuff Coming at you
through the magic of Video. We get to see some actual action from Haze... it looks good and clear to me and I think we should
support Haze more completely. Listen to some of these comments:
Yeah well I'm not playing "Call of Duty, Man". I think that too many of these guys try to think alike,
a lot like the old man probably, old farts who vote time and again for these old white guys for president... it's that kind
of scratch your ass sentiment that is driving this nation into the trash heap. Think for yourself some! Don't go with the
crowd... don't end up like the Baby Boomers a bunch of burnt out dried up old freaks who's only good times were when John
Lennon was still alive. Make your own way!... I'm just sayin!
Hands-on with Haze This is your game on drugs. See the side effects of Haze's mind altering meds and fresh gameplay footage
Words: Tyler Nagata, GamesRadar US At first glance, Haze looks like a generic shooter with stereotypical marine jocks in
armored suits shooting up terrorists in the name of freedom. But looks can be deceiving, and in Haze, nothing is as it seems.
Youll play the role of Shane Carpenter. Fresh out of college and full of good intentions, Carpenter joins the ranks of Mantel
Global Industries, a private army for hire that sells its services for the good of mankind. Thanks to Mantels proprietary
nutritional supplement, Nectar, Mantels soldiers are faster, stronger and happier - making them the perfect force to fight
those no good, freedom hating terrorists known as The Promise Hand. Youll administer doses by holding down the L2 button and
releasing it. The longer you hold it, the larger the dose. When high on Nectar, you'll get enhanced vision that works
like built-in infrared goggles, allowing you to quickly snipe down enemy insurgents with deadly accuracy. Increased damage
and movement speed will also boost your killing power when drunk on Mantels combat drug. Does the sugary sweet substance
sound a little fishy? It should. Carpenter quickly learns that using Nectar comes with some dramatic consequences. Check out
our video below. It features a montage of some of Nectars dangerous side effects, which include harsh withdrawal symptoms,
delusions of grandeur, and an increased chance of coming off like a total know it all roid raging douche. Below: What happens
when a junkie loses his fix of Nectar? He becomes angry and philosophical It doesnt take long for Carpenter to discover that
Nectar also distorts the users perception of reality. In one area, Carpenters suit experiences a Nectar Disruption error.
The once empty room you were standing in is suddenly filled with the mutilated bodies of dead victims sprawled across the
floor. His previously clean hands are now smeared with globs of blood and time seems to slow down. But once his armor suit
reboots and the Nectar starts coursing its way through his veins again, the room returns to its previously sterile state.
Nectar shields your eyes from the atrocities of war and its the way that Haze implements its effects into gameplay with its
shaky camera and distorted visual effects that keeps things interesting. As Carpenters faith in the intentions of Mantel and
his fellow soldiers wanes, Hazes story begins to shine. Soon, he finds himself on the side of the rebels once he inevitably
comes to terms with the fact that the bad guys of The Promise Hand arent strung out junkies tricked into spilling innocent
blood for the good of Mantels bottom line. Haze will also support up to four players in its co-op version of the campaign
mode. Four player co-op in shooters is a rarity in itself and almost unheard of on the PS3. So we were really excited to see
how it played. From what weve seen so far, it plays well enough but doesnt seem to add a whole lot to the experience youd
get from just playing through the campaign on your own. Sure, you and three other friends can all jump in a vehicle and revive
each other if someone dies. There are also secrets that can only be unlocked when playing through the campaign with friends,
but we were too busy trying not to die to find any. And yes, there are a few areas where you can split up in pairs and take
alternate routes to clear an area. But in the end, protecting your friends and watching their backs will never be as fun as
killing them. For now, it looks like Hazes biggest strengths will still be its intriguing story and the eerie side effects
of Nectar. But while four-player co-op might give you a good excuse to join a few games on PSN and make some new friends,
we dont see it breaking any new grounds in the shooter genre. Since its a PS3 exclusive, itll be interesting to see how Haze
is received when it releases this May. In the meantime, scroll down and click away for to see this shooter in motion. Below:
Youll be able to craft Nectar grenades to use the Mantel soldiers addiction against them. Notice how they turn red when they
overdose and start firing randomly.
Now here's the two new videos! Don't forget to tell your friends to stop by the Haze Page on :P lost
planet! The Bestest Planet in the Whole World! :P
...And oh yeah. Here are some really cool new big photos of Haze to look at.
Enter content here
Haze comes out on May 20th and Just now Learned that there will be a demo of Haze in early May. That's
right Haze fans we'll be able to fire up the ole Playstation and see what it's like! Here to celebrate this cool news is
a new photog from Free Radical! Thanks Fellas! Good Job!
You can bet that we here at Lost Planet will be getting that demo and bringing our thoughts to you
about it here on the #1 Haze Page. So keep coming back and demand, I mean demand that your friends follow you! How else
will they know what's up!? :P
Well now, We have a few new Haze matters to go over... first an interview with Haze Screenplay Writer, Rob
Yescombe and then a new Vid from Korn who created a new song just for the Haze game. In fact the song was so good that now
Korn is putting it on it's new album!
But First the interview with Rob there are some cool photos from Sprong as well!
Interviews// Haze's Screen Writer, Rob Yescombe Link to this: http://spong.com/feature/1010976523 Apr 2008 09:26
by Mark Johnson
Rob Yescombe. This wasn't our fault...Like a neon-clad, slow-moving juggernaut, Haze is coming. It's one of the most anticipated
games for the PS3 and one of the few FPSes that might prove to be a console-seller for Sony. All that and, much to my frustration,
the release date has seemed to stay forever on the horizon. Until early April, that was!
To warm up for the release, I trundled off down to London to take a look at the game and have a chat with its screenwriter,
Rob Yescombe. After Rob had stopped oggling the sports camera I was using to record the interview, we got going on subjects
ranging from Haze's multi-player to which side of the game's conflict Jesus would be on to TimeSplitters. Here is what was
said... SPOnG: You've been worried in the past that certain elements of Haze weren't getting enough media coverage. Do you
feel that Haze would have have benefited from having a single, high concept? Do you feel it has one already? Rob Yescombe:
Well, here's the single high concept two games in one. The problem is that you have a totally unique skillset and play style
and experience on both of those sides. The problem is that we've got a great high concept, but beneath that you've got another
tier that is all the features from two different games to explain in one demo which is incredibly hard to do. On top of
that, you've got the whole story and narrative side of things which we're pushing pretty strongly, as well. So, in fact, the
problem Haze has is that it's got too much good stuff in it! SPOnG: It must be tough... Rob Yescombe: It is! Even if you
can list 50 good things to someone, if the experience they come away with is, 'God, I feel confused', that's bad.
Today, for instance, you've got a good few hours to play. You can get to grips with it and understand some of the subtleties
of it. But doing all the trade shows, when you're talking about demoing both sides of gameplay and explaining how it works
and explaining controls and talking about the story in a seven minute demo... it's madness! But that's, unfortunately, the
way that marketing is constructed. And that's not Ubi's fault, by any stretch of the imagination that's just the forums in
which you can market things... that's what's feasible to do, and that's all you can do. SPOnG: You guys have been really
active in promoting Haze yourselves, that's quite unusual in a developer. Rob Yescombe: Well, it's not that we were going
rogue. Everything we do is tandem with Ubi, but we've combined forces so that, hopefully, rather than them having to organise
something with us and then organise it with you, we can speak direct as long as everyone's working towards the same direction
which we are, of course. SPOnG: Do you have a favourite aspect of the game? Rob Yescombe: All my stuff! No... again,
that's the great and terrible thing about it. There's so much stuff that I really enjoy cos for me, I can get an immense
amount of pleasure just from an animation, for instance, where I know you feel cool when you disarm someone when you spin
that rifle in the air, catch it, shoot them that's fucking cool.
By the same token, I'm pleased with the bigger things like the theme running underneath it, I think is not preachy, which
I think is something we really wanted to make sure we didn't do. We didn't want people to feel like, 'God, I'm being lectured
by a video game'. We wanted the gameplay to come first, and that's something we've done really well, I think. As well as
that, Derek's... sorry, Derek 'Sizzlewood', has done a great job balancing those two completely different sides. That's hard
work. SPOnG: Erm... was he always Derek 'Sizzlewood'? Because I'm sure I remember him being Derek 'Sizzlin'' Littlewood
at one point... Rob Yescombe: I change it. He doesn't like any of those names. I was pleased to hear the other day that his
Mother rang him up and said, Hello, Sizzlewood. SPOnG: A lot of the time with FPSes it feels like you've got a multiplayer
game with a single player campaign tacked on or vice versa. Do you feel that one or the other is the core experience of Haze?
Rob Yescombe: You know, recently we were looking back through the old notes hundreds and hundreds of pages of design documents
that we've written and refined over the three years of development. The very first sheet from the very first meeting, the
things we had on it were; four-player co-op; asymmetric combat, streaming no loading screens and just the word, 'story'.
Which, you know, I had to expand on... (laughs). There are things that we've had to drop, things we've added on, things we've
improved, but the thing that we wanted right at the beginning was that co-op experience and that multi-player experience.
We're not stupid. We know that our lifeblood is replayability making sure that there's a community of people online that
enjoy playing together. The communal aspect of games is, most of the time, the most fun part. That's why the co-op isn't some
short mission thing. It's the entire single-player campaign, no loading screens, you can sit down with your buddies through
the whole thing without having to miss out anything as if you were playing by yourself. SPOnG: So... replayability brings
us to downloadable content... Rob Yescombe: There will be some. SPOnG: What form will it take? Rob Yescombe: I don't
know if we can talk about it yet... Some cool stuff... I guess it's fairly obvious that we can say there will be maps downloadable
and, playing some of those the other day for the first time because the multi-player aspect - as the writer I'm not really
involved with it past a certain point the downloadable maps are fucking cool. The maps that come with the game are great
but, of course, you're learning all the time while you're still playing and finishing those. By the time we've got those set
and ready we can start work on the downloadable stuff and know exactly what's going to be amazing so all the best things
are distilled into that. SPOnG: In regular deathmatch, if one player makes another overdose and the player overdosing accidentally
kills someone, who gets credited with the kill? Rob Yescombe: When someone is overdosing in deathmatch their kills are credited
to them, not the person that overdosed them.
SPOnG: And if you play as a Mantel Trooper in regular deathmatch, do other Mantel Troopers become highlighted by Nectar?
Rob Yescombe: Other Mantel troopers are highlighted if you're using Nectar in deathmatch (essentially the glow appears over
any character that's a threat, so even in team games, other troopers who are currently overdosing will be highlighted, because
they constitute a threat to you). Fact-o-rama! SPOnG: How long do you expect the single-player campaign to take? Rob Yescombe:
If you were running as fast as you possibly could, about 10 hours. If you were slow, probably about 12, I would think. SPOnG:
I just dodged a really bad Tiffany reference... Anyway, the delay. If you look back at the original press release for Haze,
it was slated for a Spring 2007 release. Why has it taken so long? Rob Yescombe: I'll be honest. We lost the keys to the
office, and we got locked out from Novemeber. And then, luckily, we knew a guy, who knew a guy who could jimmy the lock. We
got in, and then we were like, 'shit, we'd better release this bad boy'. (Pregnant pause).
Also... I mean, it's all typical stuff - we wanted to make sure the frame rate was rock solid and just to try and improve
the experience. I mean, the fact of the matter is, Ubi could very easily have said to us, 'no, let's hit the Christmas market',
and it would have been fine. But we have a reputation to protect, Ubi has a reputation to protect, and rather than putting
out a good game, it's better to put out a great game, because that replayability, building that community, is what is going
to energise the success of that game. You can get a little splurge spend at Christmas, or you can build a brand and life
long appreciation of this thing. SPOnG: And get people to come and play Haze 2? Rob Yescombe: Yeah. If we're lucky enough
to do that, then yeah. SPOnG: You're not working on the script for Haze 2 yet, then? Rob Yescombe: Haze 2 is... no one's
talking about it yet, we're gonna wait and see. We're not committed to anything. SPOnG: Busy with TimeSplitters? Rob Yescombe:
That's the thing, we've got this LucasArts project and TimeSplitters 4... we're a big team, but that's still a big ask. SPOnG:
How have you found Sony through the development process? Rob Yescombe: They've never interfered, if that's what you mean.
There are these weird, kind of bogey man stories that publishers are evil, that Sony's evil, that Microsoft are evil. They're
not! They recognise that people have a creative ability, that that's what we do for a living, and they let us get on with
it.
Then, when we come to the end, of course, they've helped us with some of the testing in terms of getting staff in. They've
just made it very easy for us to do. SPOnG: In terms of technical stuff getting to grips with coding for the PS3 how have
they been with that? Rob Yescombe: The fact is that our pedigree was on the PS2. Those coders know that hardware extremely
well. I think for us it's perhaps been less of a challenge although naturally challenging because it's new hardware but
I think for us it's been less of a challenge than for some developers who haven't had that time developing on that kind of
hardware. SPOnG: And you've got rumble in there, right? Rob Yescombe: Yep. And Sixaxis. If you're on fire, shake it shake
it shake it! Also, when you're overdosed on Nectar, if you try and throw a grenade, you'll end up holding on to it, so you'll
end up having to try and throw it out of your own hand. (Frantically shakes imaginary Sixaxis.) SPOnG: Can you talk about
TimeSplitters yet? Rob Yescombe: The irony is, I can talk about it very little because we've got so much going on. The thing
is, in our company, everybody volunteers ideas, and it's a very sweet open-door policy to design. However, when it comes to
TS4, everybody's got a million ideas, and all of them are as valid as the next guy. So, what we have is an enormous list of
great ideas that no one wants to trim anything out of. So, right now, there's no way we could have it out before the year
3000. We've got to figure out, 'how do we reason trimming out great stuff in order to make a game in time?'
SPOnG: Can you give us a hint as to what we might see parodied? Rob Yescombe: I'll tell you something that didn't make it
in, how about that? SPOnG: OK. Rob Yescombe: This was my idea, it was deemed not bizarre enough. A vehicle lava tanks.
The most deadly weapon in the world, made out of lava that's driven by a pirate that fires ninjas. SPOnG: Was it the coders
that kicked that back out? Rob Yescombe: No, no. It was a mutual creative decision. SPOnG: Veering away for a second, what
do you think to Manhunt 2 being allowed to go on sale and all the controversy surrounding violent games? Rob Yescombe: Fine.
Why not? It's this bizarre idea... For instance Cliff Richard. This is something that cracks me up. Cliff Richard was once
deemed to be spawn of the devil. His music was gonna make people into monsters. Rock 'n' roll was gonna destroy the world,
and now it's the same with games. 'Oh my God, games are gonna destroy the world!' Of course they're not! It's the same as
anything else. It's not gonna make us into monsters. People were bashing each other's heads open as cavemen. At least now
we're streaming it into something online instead. I have no objection to Manhunt, and from what I've heard the censored version's
in fact pretty tame anyway.
It's kind of an odd thing. It's one of the underlying themes of Haze, which is that I find it weirder and weirder as I get
older that I pay the bills helping to make stuff in which you shoot people in the face. Whilst like any normal person I detest
real violence, I love virtual violence. That dichotomy is a very strange place to find yourself as an adult. So, yeah, playing
a game like Manhunt, there's a part of me that thinks, 'God, this is a little weird'. I worry about what this could do to
somebody else, but the fact is it doesn't do anything. It doesn't do anything to me, it doesn't do anything to anybody else.
SPOnG: There's been some criticism buzzing around that Haze doesn't look all that great. Obviously there's loads going on
in terms of gameplay mechanics. Was there a decision at any point to focus one way rather than the other? Rob Yescombe: How
do you think it looks? What do you think it looks worse than? SPOnG: It looks good. Not as good as, say, Uncharted or MotorStorm.
Rob Yescombe: That's the thing, though, it's kind of odd. Someone the other day who I met someone not in the industry, a
regular gamer said 'Grand Theft Auto doesn't look that good'... are you mad? Because it's not, 'how does it compare to Crysis',
it's, 'how does it compare to itself'. There are concessions you have to make in order to make something. Of course we don't
look as good as MotorStorm, because we're not a straight line where it has loading times in between. I mean, we're talking
about a 12 hour streaming experience. That is fucking massive, it's enormous. And, personally, I think we look absolutely
great. But we don't look as good as Crysis, because it's a totally different game, totally different hardware. Inevitably,
we're going to look A instead of A+, because there's more going on in the game. The more we give you, that's the concession
you make. Same with Grand Theft Auto.
SPOnG: Has anything about the use of nectar surprised you? Any of that much sought after emergent gameplay? Shane CarpenterRob
Yescombe: There are things that people have learned to do how to use things tactically that we didn't even think about.
Like, with the nectar grenades, when they go off, they've ended up becoming almost like a mobile cover system. The rebels
can run through it, but the Mantel guys don't want to risk running through it. So you can almost set up a perimeter with those,
and likewise with playing dead, you can end up with these really great ambush situations, where you've got three guys who
are playing dead together, and they've set up a bunch of mines nearby. So, standing up makes the Mantel guys run in a certain
direction... You've got people using these things in a clever, team-based, dynamic kind of way. SPOnG: Some of the Mantel
guys have crosses on their helmets. Is that a reference to anything? Rob Yescombe: (Grins). It's NOT a Jesus reference! I
can't stress that enough. It was just something that someone thought looked cool. SPOnG: OK. But if The Devil were in Haze,
what side of the conflict would he be on? Rob Yescombe: (Pauses). It's a good question. He would be one of the butterflies
that lands on your gun if you stand still for long enough. In the jungle, they might land on your gun. You can shake them
off.
SPOnG: With the Sixaxis? Rob Yescombe: You know, I don't know if they ended up doing that. You can just move and they'll
come off. But we should have done Sixaxis. That's a trick missed. You know, you're telling me right. Maybe it does! We should
find out. I can't wait to find out. SPOnG: If it's not... Rob Yescombe: Then you don't have to buy the game. I'll give you
a copy for free. SPOnG: Could you speak a little about the scripting process? You've said that you started with 100 pages
and now you're over 1,000. Rob Yescombe: The process is, I write, basically, a screenplay, which is the narrative structure,
the skeleton, if you will. It's like reading a movie. It's like 'this is what we want the ideal narrative experience to be.
Then, on top of that, your bolting on all the mission objectives, the in-game speech... So, as different game units are designed
and developed, then of course you need to provide the sign-posting and the dialogue for that as well, so it kind of blossomed
like that. But it's all centred around that initial 100-page through-line of the story.
SPOnG: The voice acting is looking good. The bit with the *******EDITED FOR SPOILERS******* was impressive. Rob Yescombe:
Yeah! That's a guy called Chad Ellis. But, other guys we've got in there (the main character) Shane Carpenter's played by
Bertie Carvel, who is playing that in a very particular way for a very particular reason. He's an up-and-coming guy... very
good. We've got Rupert Evans, who you may know from Hellboy, he's the... SPOnG: Was he Abe Sapien? Rob Yescombe: No, he's
the young guy who's looking after Hellboy. Agent John Myers. As well as that, the guy playing the rebel leader, Skin Coat
Merino, is a guy who used to be quite a big star in Spain (Carlos Riera). He retired, and he came out of retirement, when
he read the script, to do this! I'd heard him reading a Book at Bedtime on Radio 4, and he's got this amazing voice, so I
begged him to come and do (Haze). He's done a really great job. SPOnG: How long did you have the guys in for with the voice
acting? Rob Yescombe: One thing that was really important to me in the casting and directing was I didn't want to do what
a lot of other games do, which is record all the voices separately. So, all the main characters who were in that 100-page
story together, we had them all in the studio, all recording together, because some of these guys have worked in radio, so
it's like a radio play, effectively. That meant that they could act off each other, instead of me recording one guy, recording
a line one way, then having to explain to the next guy, 'this is how the other guy did this line.' It's much better, 'cos
then there's chemistry, you know?
SPOnG: How does it compare to other voice acting sessions you've had? Rob Yescombe: Well, Haze is my first game, but the
things I've brought from spending some time in the TV and film industry part of that was having actors actually working together.
Having had experience directing people before, that's something that Free Radical gave me free reign to do. Hopefully it's
paid off pretty well. SPOnG: Can you say anything about the platforms for TimeSplitters yet? Rob Yescombe: We haven't even
decided what we want to do yet. It could be any platform. It's still paper design at this point. We haven't got to a stage
where we're pitching to publishers exactly what platforms. It's still unsigned, so we wanna do it our way and then say, 'this
is what it's going to be, do you want to pay money for it?' SPOnG: Can you give us a bit of background on how you came to
be writing games? Rob Yescombe: Well, I started writing professionally 11 years ago, while I was still at university. I oddly
got writing for Indian cable television. Even though no-one was watching it, it gave me a chance to get the bug. From there,
I got into TV format development. From there, I got into feature film development, script editing. The way I ended up at Free
Radical was kind of weird, because I wrote a sitcom that never got made, but it got shortlisted for a TAPS award, and Free
Radical were speaking to TAPS saying 'we need a writer' and they happened to find me, and the rest is history. SPOnG: How
does writing for games compare to writing for TV? Rob Yescombe: The main difference is it costs as much to blow up a truck
as it does to blow up a firework, and that's the coolest thing about it. And even thought there are restrictions that are
kind of abstract, like in a movie you can have a thousand extras and it wouldn't really cost you very much, and in a game
it's much harder, rendering characters and having them do what you want with AI it's very hard to do that. But you can have
a big explosion for cheap. So it's ebb and flow... It's a good life! SPOnG: Long hours? Rob Yescombe: Most of the time,
the more technical you roll, the more consistently you're doing long hours. For me, I'll do long hours for a very short space
in time, get a lot of stuff done, then sit on my hands for a week or so while we're waiting for that to get into the game,
see if it works, then get into something else. So I'm up and down. SPOnG: Once the hardcore coding gets underway, is there
a lot for you to do, then? Rob Yescombe: Well, that 1,000 page doc doesn't get done all at once. The purpose of having someone
in-house - because, you know, a freelancer will come in, write a script and disappear being in-house means that when something
needs to be tweaked, or re-designed, or cut, or added in, it means they're not waiting six months for someone to polish dialogue
that was written by a designer, instead they've got someone there who can write and have it in the next day. And that is a
constantly present thing. SPOnG: Is Haze going to be on the 360 or PC at any point? Rob Yescombe: I don't know. I don't
even know! SPOnG: Would you be personally disappointed if it didn't make it onto either of them? Rob Yescombe: Sure. I
want as many people to play it as possible. But then, those people have the free will to go out and buy a PlayStation 3.
SPOnG: It's more affordable these days... Rob Yescombe: And now they've got a game that'll make them wanna buy it! SPOnG:
You see Haze as that game that will make people go out and buy a PS3? Rob Yescombe: I would really like that. A lot. SPOnG:
Will your online multi-player be better than CoD4? Rob Yescombe: It'll be very different, because... CoD4, me and Derek were
looking at it, and there's a lot they've obviously got a lot that's... not ripped off from, but very similar to GoldenEye.
Things that GoldenEye did right, they've noticed and capitalised on. They've got the golden gun, of course, as well. We're
just trying to do something different. People say, 'how do you think you compare to Halo? Well, you know, there are similarities
in the sense that they're first person shooters, but the core combat experience is completely different. SPOnG: Thank you
very much for your time. Rob Yescombe: Thank you.
Now onto the Korn Story and Vid of Haze's Korn song.
Korn's Latest "Haze"
Single inspired by upcoming game now available for download.
April 23, 2008 - Earlier today, both Ubisoft and EMI announced that Korn's
latest single, "Haze" was available for purchase from online music sites. The single, inspired by Ubisoft's upcoming video
game for the PS3, will also be included on the enhanced CD version of Korn's untitled album that was released on April 21st
in Europe, Japan, Australia and New Zealand. Haze, developed by Free Radical, is exclusive to the PS3 and will be released
on May 22nd.
To highlight the single, Korn, Ubisoft and EMI have released a video of "Haze" that melds live concert footage of Korn with
clips from Haze itself. To check out the video, click on the link below.
Enter content here
Here is something new about Haze. Ubisoft the games maker has created a neat little page for Hazet's
to have fun on. It is an interesting page with some interesting stuff on it and a few playables... here's a post from a developer
at the Haze page a Ubisoft Forums.
Hi everyone,
I thought some of you might be interested in experiencing HAZE before it's released
Well we just played the Demo on the Playstation 3... the look an feel of the game
leaves you wanting more. Haze is sure to be a hit. I liked the Magnum, it was very powerful... I changed from it to the
main rifle gun a lot.
The Demo of Haze entails you and about two others as you go through some crash sites... apparently rebels have stolen the
so called Nector, which is a drug that give you a sense of new powers and extra perception. I found that when I was under
the drug I could kill a lot more successfully in the game.
The jungle setting was well put together and I don't think that the makers of Haze have much to worry about, this little bit
of Haze leaves you wondering what's coming up next. Your fellow soldiers have alot to say and sometimes they seem to 'lose'
it, like you would in any war but with the added drugs... kind of like Viet Nam or something I would guess!
At any rate it looks to be fun and we are glad to have the game coming out pretty soon, and with our Haze page here things
can only get better and better with Haze!
Now we turn our attention to Free Radical's Haze. As you may be aware we haven't been 'Active' for too long on the Blog-o-Sphere
with Lost Planet being our site for Video Games, we actually have quite a few blogs. And have been Reviewing Movies, Books
and many other things for many, many years... even when there wasn't an Internet in fact! But if you've been here you may
know about our Haze Page!, which is under
our New Games Rising Category on the Right Sidebar of the site. I feel this was a very good
idea, as I intend to keep it where it is regardless... and hopefully there will be a Haze 2, which I'm pretty sure there will
be. Haze just may be the Halo Killer that Sony has been looking for! So do see if there is
anything new on the Haze page from time to time, even though it may be quite a while until the new development stage begins
for Haze 2! :P
With that said let me now turn to Lost Planet's Review of Haze. Haze is a very good start for a beginning game.
What is Haze about?
Haze is about the establishment Versus the counter-establishment. When the game begins we meet Shane Carpenter who has
joined the ranks of Mantel Corporation, a multinational biotech company that fields its own army. This is a popular construction
these days in video games... similair to Army of Two (Army Of Two - :P Lost Planet Video
Game Review). The initial scenes are really off the cuff, you might say as we follow Shane with Squad leader Morgan Duvall,
and Corporals Teare, Peshy, and Watchstrap. The 'conversations' between these hardened veterans of Mantel Coroporations Army
are full of the usual Hyped up talk and dismissals, that our common to the situation...
As the game progresses Shane captures the leader of the Rebel Force, Gabriel "Skincoat" Marino, the leader of the Promised
Hand who supposedly eats his enemies and wears a longcoat made of their skins. This Marino isn't like Castro or Che Guavarra
much, he wears a Cross and seems more Grandfatherly than would probably be required under 'actual' circumstance. He does
go on about the usual nonsense, sentimentalizing life and coo-cooing about the need for togetherness and so forth, he hardly
seems battle hardened and it rather amazed me that he was in charge! Still, with the way things are these days on the actual
Earth, these weaknesses perhaps would be comforting to many! :P
Still, I didn't respect Marino much.... he reminded me of a gardener more than a rebel leader. He would have been more interesting
if he had skinned his victims alive and worn them! I'm not finding the prospect attractive, but good guys do no wrong, according
to our surveys, society, media and government.
In fact I really didn't 'feel' all that sympathetic to the rebel stance. The Mantel Corporation seemed a lot more interesting,
sure they were drugged up on Haze and going nuts but they were a lot more 'alive' than Marino and his Rebels. One of the
really funny things of Haze was this particular rebels voice being heard over and over again... I couldn't stop laughing ("Remember your promise to, Morino!") he would shout over and over at us! :P I don't mean
5 or 10 times during Haze but about 350 times... and here 'developers' of 'growing concerns' (new games)
should be aware not to repeat too much of the dialog. Silence is much more telling and scarier than these weird
moral yelps from do-gooders with a religion to scratch!
That being said, Shane really had more to work with with Duval and the other 'nut-cases' over
at Mantel. In fact it was quite a let down to become a Rebel. Mantel had the cool Drugs, the crazy killers (Duval and his
boys) and a great air craft carrier that floated in mid-air. The Mantel Corporation shuttles were clean and smooth, whereas
the Hand Rebel shuttles were really dirty and unattractive. Now that doesn't really matter when something is at stake...
and here we don't really get a feel that much is at stake at all. So we're in it for the laughs I'd say and why not go with
a Rolls Royce instead of a Pinto was my view. Also, when Shane jumps over to the Rebel side
I lost my Haze sight and my cool Mantel Gun which had a far better sight on it than the Rebel pieces.
The Mantel Magnum - A Haze Gun.
I was liking the Mantel Magnum much better than the Hand Knife.
Hand Rebel Knife
I must say that Haze will have to update the weapons a bit in Haze 2. There needs to be much more force and impact to
such exciting kill machines! I do notice when a cool gun has a maximum destroy range! :P Dark
Sector (A very good game actually, I couldn't finish, but very 'nearly' did) had a better system of updating the force
and skill of a weapon based on currency... and it gives you a breather from the game. The weapons simply are not that powerful
in this first Haze! Shooters really have to have the Armor (for Armageddon! :P)
more than anything these days!
The Rotor Gun
As the game continues, Shane, helps the Hand defeat Mantel. There is a good clip to Haze. It moves along is what I mean
and luckily doesn't take itself too seriously. I think 'the guys' over at Free Radical had a good time making Haze and their
good time does show. Haze is receiving some really scurrilous reviews from game sites recently:
Its PlayStation 3 debut would be matched up against established FPS hits like Unreal Tournament
3 and Resistance: Fall of Man. After spending its first week on store shelves, however, Haze earns an unexpectedly low Metacritic-averaged
score of 57 out of 100.
Matt Bertz at Game Informer rates Haze at 6.25
out of 10.
"The year is 2023, and Shane Carpenter is the newest numbskull to join the ranks of Mantel
Corporation, a multinational biotech company that fields its own army," Bertz begins. "Their secret weapon is Nectar, a supplement
that gives soldiers increased fighting skills and a euphoric high that prevents them from experiencing PTSD."
But then again these are the same people who reek of 'game industry' connections. Guys who are 'plugged in' and never
quite 'plug out' when they should! These reviewers are not always reliable in the first place, since much of their 'reviewing'
is constrained by advertising of the game makers who butter their bread. So on this rare occasion they decide to jump on
'Haze' because it is 'acceptable' since they got the 'go ahead' with their other like minded lunks! :P But they are not
important anymore than a movie critic matters much anymore. I did notice that many game folk seem to like Haze quite a lot
actually! And it outsold Grand
Theft Auto IV just last week.
So although Haze is not without its faults it's hardly a poor game. It's a pretty good game and a good beginning for the
Playstation to build upon its exclusive rights.
Haze is without doubt one of this year's most anticipated releases, but the PS3 exclusive FPS didn't
impress us as much as we'd have liked. Despite some solid gameplay mechanics and scope for a deep and interesting story,
Haze scored a disappointing 6/10. Still, we expect Haze will go on to sell pretty well, so a sequel is certainly on the cards. With that in mind we've
put together our Top 10: things that will make Haze 2 great.
10. Multiple storylines
Part of Haze's problem is how you switch sides from Mantel to Promise Hand a short way into the game. From this
point on the game plays pretty much like your standard FPS. Given the events of the first game, we'd like the sequel to
offer two storylines, one following an elite Mantel soldier and the other focussing on the Hero of the first game as he continues
to fight for the rebels. A fully-fledged campaign for each would be far better than a short burst with one followed by the
other and it would avoid re-treading old ground.
9. More weapons
Haze has the usual array of machine guns, sniper rifles, rocket launchers, flame throwers and the rest, but it seriously
lacks new ideas. No one is going to remember any of the weapons in Haze when thinking back about great video game weapons,
like people will with Halo, Resistance and Gears of War. The game is centred on a performance enhancing drug that makes enemies
glow bright yellow so asking for a few 'novelty' weapons isn't taking things too far. What about Nectar coated
bullets or the ability to cloak, going a stage beyond playing dead on the floor? For a sci-fi game the weapons need some serious
work in the sequel.
8. New enemies
Your enemies in Haze are either generic rebels or generic soldiers, dressed up in quite ridiculous looking black
and yellow suits. This is the army of the future, so what about some robots (the stationary guns put up more of a fight than
soldiers in Haze) or even some animals high on Nectar? What would a pack of high hunting dogs behave like when told to go
after some rebels? We don't want ridiculous aliens or anything too fanciful, but simply more than generic grunts who appear
to have escaped from a university fashion show.
7. Sort out the vehicles
Why is it that Halo still has the best vehicle controls in an FPS? In Haze the various trucks and buggies you drive
all handle appallingly and none of the levels provide much excitement. In the sequel the vehicles need to be given levels
to excel in and feature sharper controls or they should be dumped completely. The odd on-rails section is fine, but if you're
in full control it's pointless including mediocre levels just for the sake of it.
6. Better level
design
While this might seem obvious, Haze just doesn't do enough to get your heart racing. The level designs are bland,
the set-pieces are almost non-existent and the ideas are severely lacking. The sequel needs to be grander in every conceivable
way. There simply wasn't a moment in Haze that left us shocked or in awe. At times in Haze you have to sit through lengthy
cutscenes, but great games can move the story along during gameplay. For such a short game Haze should have been packed full
of great moments, but we've failed to come up with one that stands out.
5. No escort missions
Maybe a little specific, but escort missions suck, there's no question about it. Sadly the escort mission in
Haze is one of the worst we've ever played. In the sequel such dated FPS level clichés need to be ditched completely.
We don't care if you're meant to be protecting the Queen from Mantel soldiers in order to save mankind. Please, no
more escort missions. Alternatively, include escort missions, but don't make the target's survival mandatory. Introduce
some branching paths to make such a tired idea seem a little fresher.
4. Serious story telling
The storyline in Haze isn't bad at all, dabbling with difficult moral decisions and the general ideal of right
and wrong, but it's told in such a gung-ho, macho way that it's hard to take seriously. One moment towards the end
of the game, which we won't spoil here, has almost zero emotional impact, despite the on-screen actions being some of
the most extreme in the entire game. The characters in Haze are so badly realised that they make a joke of the story they're
trying to tell, and it's a real shame. A sequel that takes itself a little more seriously would be great.
3.
Nectar modified
In Haze Nectar can only really be used to its full effect by Mantel soldiers, enhancing their abilities. In the sequel
it'd be great if the rebels figured out how to use some of its power, giving them abilities like enhanced vision and snipe
aim, even if it's for short periods. Use of Nectar is one of Haze's most interesting aspects, as is its almost combo-like
replenishment system, but it made up less than half of the game. In the sequel more needs to be made of it.
2.
Improve the graphics
Haze doesn't look terrible, but it certainly looks dated. Free Radical used its own game engine for the PlayStation
3 exclusive FPS, which is a brave decision but one we think probably hurt it. While the Unreal Engine 3 hasn't always
produced great games, for the most part games using it look great. Haze's environments seem like a perfect fit for Epic's
powerful next-gen engine and now development problems on the PS3 have been sorted out there shouldn't be any issues. Haze
looks like a tarted up Xbox game and not a proper next-gen FPS and that needs to change for the sequel.
1. Next-gen
AI
For a game released in 2008, a good few years after the dawn of this console generation and years after the original
Halo, games with poor AI are just unacceptable. The game tells you that soldiers high on Nectar often don't look where
they're going, allowing you to plant grenades in the ground as mines and watch them walk to their death, but that doesn't
excuse their generally idiotic behaviour. Team-mate AI is also terrible, highlighted even more when you play with a real person
cooperatively. By now games should be offering convincing AI characters, not the brainless robots we got in Haze.