| Title | Date |
|---|---|
| Bazzite Backlog Blowout Pt 2 | 01.24.26 |
| Bazzite Backlog Blowout | 01.17.26 |
| Spatial Outpouring Pt 5 | 01.10.26 |
| Spacial Outpouring Pt 4 | 01.03.26 |
| Spacial Outpouring Pt 3: Rampancy Rescues... | 12.27.25 |
| Spacial Outpouring Pt 2 | 12.20.25 |
| Rampancy Test Stream | 12.14.25 |
| Title | Transcriber | Date |
|---|---|---|
| Halo 5: Advent (String... | cwhiterun | 06.07.16 |
| Halo 5: Blue Team (Str... | cwhiterun | 10.22.15 |
| Halo 5: Light is Green... | cwhiterun | 10.20.15 |
| Halo 5: The Trials (St... | cwhiterun | 10.12.15 |
| Roll Call - Price Paid | pimpnmonk | 06.02.14 |
| Behold A Pale Horse Fo... | pimpnmonk | 01.24.14 |
| Farthest Outpost/Mercy... | pimpnmonk | 12.30.13 |
| Episode | Date |
|---|---|
| Sony Acquires Bungie (mp3) | 02.02.22 |
| Let's Play Mass Effect 3 #27 Final... | 06.02.17 |
| Anger, Sadness and Envy Ep. 27: Craig Ha... | 05.08.13 |
| Anger, Sadness and Envy Ep. 25: Destiny... | 03.05.13 |
| Anger, Sadness and Envy Ep. 24: Halo Ann... | 04.21.12 |
| Anger, Sadness and Envy Ep. 23: Halo Ann... | 06.26.11 |
| Anger, Sadness and Envy Ep. 21: The Wint... | 04.18.11 |
There is a thread in the FutureMyth forum that discusses some of the items included in GameSpy's latest Myth III article, which includes new screenshots and movies of character animations. A bit down in the thread, Orlando the Axe says that iggy popped claims that players will be able to design their own logos for use online. Santa's Head has a tip for you:
For those of you wanting to plan ahead, the logos will need to be 64x64 RGBA files. There are a few other particulars, but that will get you going for now.
I believe this is something that Bungie had planned to include in Myth II, but were not able to. The more customization allowed for the player, the better.
Strategy Planet had shared a few words with Tim Beggs, Producer for Myth II: Green Berets. Snip:
Dragon: Do the missions have any replay value?Beggs: Absolutely!! For one, the missions are fun, so it's a blast to just play them through over and over to try different plans of attack, trying to keep all of your men alive and so on. Many missions have a certain amount of randomness that is dependent upon the difficulty. Additionally, there is more challenge with the different difficulties since it adds considerably more enemies. The game has plenty of replay value, especially when you factor in multiplayer. And if that's not enough, it includes Myth II. If you haven't played it before you have another game to play.
The interview also includes some new screenshots, so don't miss it.
Head over to the Marathon Resurrection website to find a new desktop image, Audion face and Terminal II.
Matt's Halo Update - July 20, 2001
Recovering from illness and on the brink of lucidity once more, I bring you the regular Friday evening dose of Halo stuff.
- The Bear is in the midst of a complete vehicle physics overhaul; high- and low-level stuff that will make the vehicles work better than they have in recent builds.
- Most of Butcher's time is spent making life easier for the designers. In his copious spare time, he's worked on speeding up our framerate, reducing the AI's memory footprint and teaching the Marines to drive the warthog.
- The Covenant energy pistol overcharges now, and the Grunts have learned to use this to devastating effect.
- Jason managed to keep his pants on for most of the week, and also got grenades to go off when other grenades hit them. This can lead to some amusing chain reactions if you toss a grenade at a well-armed cluster of Covenant troops.
- Adrian Perez, one of two new guys, will actually be working with the Team Formerly Known As Oni once Halo is done. In the meantime he's contributing his coding skills to Halo just like the rest of the Oni team. This week he reworked the motion sensor.
- Chris Hughes built a bunch of little things, including runway signal batons to be used in one of the cutscenes. He also reworked some of the models to show how bullets modify chests.
- On the multiplayer side, this week we started balancing the Sidewinder map, worked on making more new multiplayer maps, did some work balancing the weapons, and reworked the post-game stats to be more accurate and readable.
- Shiek is working on a lovely overload effect for the generators, as well as some stuff I can't talk about.
- Rob has stayed busy putting in more weapon LODs, making yet more revisions to the first-person weapon models, and writing combat dialog for the Covenant.
- Marcus has spent the week fixing the skies; our friend Craig Mullins took some time out of his busy schedule to paint some heavenly bodies for us, and Marcus is putting them in the game.
- The Sin-O-MatiXXX team pushes forward, beginning new cutscenes and adding detail to the ones that already exist. The first cutscene in the game now includes several shots of vehicles moving around a hangar bay while a group of Marines discuss the job ahead. They also got our other new guy, Adam Tews, who's working on sound with Marty and Jay. On the sound front, Marty and Jay recorded ten separate dialog sessions this week.
- From the belated-announcement department, we nod our heads knowingly at Jay and Heather Weinland, who had a baby on Bungie Day (at 3:40 PM, no less). Some might call this mere coincidence, but those of us in the know realize it's all part of the plan.
Take Two has sent this press release announcing the gold status of Myth II: Green Berets. The title will begin shipping by the end of this month. The following is the unedited press release:
FOR IMMEDIATE RELEASETake-Two Interactive Software, Inc. announces Green Beretstm (Powered by Myth IItm) has gone Gold.
NEW YORK ЦJuly 19th, 2001, Take-Two Interactive Software, Inc (NASDAQ-TTWO) today announced that Green Beretstm (Powered by Myth IItm) has gone Gold and is expected to be released by the end of July 2001.
Green Berets is a squad based tactical game set in the treacherous jungles of Southeast Asia. Plan your surgical strike and sneak deep behind enemy lines to attack your enemy head on in 10 dynamic missions through rice paddies, underground tunnels, and superbly detailed terrains.
Powered by the magnificent Myth II engine, stalk through dense jungles with M60Тs, grenades, med kits and radio equipment to call in awe-inspiring air assaults, engage the enemy in blinding firefights and obliterate enemy bases with intense explosions. Combat enemy snipers and mortar crews and secure landing zones with your crack team of M16 gunners, Huey helicopters, and special Heroes (over 18 units in all). Your objectives are clear, rescue POWТs, locate downed pilots, sabotage communication towers, and seek and destroy the enemy.
Myth IIТs already impressive legacy will be greatly enhanced by our upcoming release Green Berets, said Kelly Sumner, Chief Executive Officer of Take-Two. With its combination of action and strategy, Green Berets creates an explosive gaming experience.
-more-
Green Beretstm (Powered by Myth IItm)
2-2-2-2-2Developed by acclaimed experts in the Myth community,Green Berets includes the critical acclaimed 3D Battlefield Action and Strategy game Myth II, whose credits include Computer Gaming WorldТs Editors Choice Ц 4.5 of 5 stars and GameSpots 9.3 out of 10 review which states, Myth II is about as good as a computer game can possibly be.
In addition, Green Berets offers a bounty of multiplayer options including, King of the Hill, Capture the Flag, Body Count and more. Play all 10 solo levels cooperatively via TCP/IP and Bungie.net or fight it out with your friends on 8 brand new Multiplayer maps, each with diverse types of gameplay, offering different units and objectives. Players have the added ability to play the Myth II multiplayer maps using Green Berets units. Also included is a COMPLETE LEVEL EDITOR, providing players with everything they need to create their own levels, units, objects, multiplayer maps and more!
In related news, for more information on Green Berets visit our website at http://www.green-berets.com/
About Take-Two Interactive Software
Headquartered in New York City, Take-Two Interactive Software, Inc. is an integrated global developer, marketer, distributor, and publisher of interactive entertainment software games and accessories for the PC, PlayStation, Nintendo 64, Nintendo Game Boy Color, Nintendo GAMECUBE, Nintendo Game Boy Advance, PlayStationЃ2 and the Xboxtm. The Company publishes and develops products through various wholly owned subsidiaries including: Rockstar Games, GodGames, TalonSoft, Joytech, DMA Design, PopTop, Global Star and under the Take-Two brand name. The Company maintains sales and marketing offices in Cincinnati, New York, Toronto, London, Paris, Munich, Vienna, Copenhagen, Milan, Sydney and Auckland. Take-TwoТs common stock is publicly traded on NASDAQ under the symbol TTWO. For more corporate and product information please visit our website at www.take2games.com.
Sorry about the delay, but there are some technical difficulties going on over here that are preventing me from getting my Marathon Resurrection preview uploaded on the rampancy.net server in HTML format, so I did the next best thing. I have converted the content of the preview to PDF format, which means you will need to download Adobe Acrobat Reader if you haven't already. The plan is to get the PDF version released now and sometime soon get the HTML version online. When this happens, larger versions of the screenshots included in the PDF version will be available, too.
Check out MWA, which has been updated with some bits about Myth III and MacWorld. In one forum post, Andrew Meggs said this:
I'm surprised to hear there was anything at all Myth 3-related at MacWorld on the first day. Tomorrow (er...I guess it's today now, but anyway, the second day) I urge everyone to stop off at ATI and/or MacSoft. There was no official plan to show the game, but the dev team got all sad about it and sent something out this afternoon.
A lot of people have raised concern over the fact that reports keep stating that Myth III will ship with only five unique netmaps, but Meggs had this to say:
Actually, there are more than five multiplayer maps. The exact number that make the cut will depend on playtesting, but the 'five' figure that keeps getting tossed around is one of those 'underpromise and overdeliver' things.
He also says that the Myrk model has been reinterpreted for the MacWorld demo.
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