No, it's not an earthquake

Friday, December 2, 2011

QuakeCon 2011: Day TWO

Rise and shine, QuakeCon Day 2!

We got ourselves geared as quickly as possible in order to make to the Anatole bright and early. Between major presentations as the legacy of Id software, Bethesda's SKYRIM demonstration, and Arkane's PREY 2 Panel, it was going to be a very busy day, indeed.

Returning to the convention, we noticed more people still hauling in their gaming rigs. To them, QuakeCon was only beginning.

Firstly, we explored around the exhibition and gamed lightly, but then soon headed to the main stage for the first event of the day, THE ELDER SCROLLS V: SKYRIM demonstrated by Game Director, Todd Howard.


This was a serious showcase for gamers, since the demo that was going to be revealed had yet to be seen by any audience. Up to this point, only the press, behind closed doors at E3, had seen this footage.

The ballroom was absurdly packed, with hordes upon hordes of fans clamoring to find the best possible seats. It was undoubtedly going to be filled to capacity.

 
Luckily, we were able to find a couple of vacant seats near the back. Soon, the lights then darkened for the presentation and then Todd Howard took to the stage, fastened himself a seat, and picked up the controller.


Expectedly, the crowd booed and hissed to the notion that the demo was going to be running on an Xbox 360. Considering the fact that this was being presented at a hardcore PC gathering, this was to be expected. Howard acknowledged the reaction and explained that it was much easier to narrate over his actions while playing with a controller, than with a computer rig. He reassured us all that it was still going to be spectacular on PC.

He kick-started the demo and the packed out audience immediately roared into applause. Granted it was only the SKYRIM menu, but even that ignited excitement within the fans. This really illustrates how much this franchise means to gamers. As Howard began the demo, I immediately decided to try and get closer to the screens. We were so far back that it would incredibly tough to appreciate all of what was going to be shown. I wanted to SKYRIM in its full fantastical glory!

Near the front of the stage, many people had lined up against the wall to observe the demo in a much better position. I joined them and found that this was far better.

The demo opened in a lush forest, full of wondrous beauty and color. Again the fans went nuts at the alluringly realized world. Howard proceeded to discuss the various features in the game, including skill traits, weapons, spells, and environments.

He then came upon a wolf. In any other game, a wolf is a wolf, plain and simple. Not in SKYRIM. When he slashed his sword at the wolf in cinematic slow-motion, the room went insane at the glorious victory. It was amazing to see the QuakeCon attendees react with such enthusiasm. Howard continued on to a river which he was about to walk past, but the crowd was going to have none of that. They yelled, screamed, and begged for Howard to walk over to the water. Why? Because water is the most graphically challenging effect to master in any game. Giving into the pleas, Howard finally went over and showed them, well, water. And once more, the crowd erupted in cheers and joy. Brilliant stuff.

He arrived at a village and began interacting with the locals, highlighting to us the new conversation system. He then wandered into a cave, where he battled skeletons with fireballs and ice magic. It was all simply fantastic and the crowd knew it too. SKYRIM's world is so fully realized and polished that it encourages adventurous exploration.

The demo soon reached its climax when he escaped the cave and stepped out onto the highlands filled with mammoths and giants. The epic scale was supremely awe-inspiring. Suddenly a dragon stormed from the skyline striking down the giants, while burning everything in its path. In a blistering battle drenched in magic, blood, fire, and gore, Howard climbs upon the back of the dragon and takes it down in a sweeping axe strike to the skull. The dragon disintegrates to black ash, with the character is left to encompass the essence of the Dragon's soul. With pounding Gregorian music, the demonstration became to a thrilling close.

The room erupted in mad applause, cheers, and yelps. Everyone was salivating for more, ecstatic at the brilliant showcase from Bethesda Softworks. Upon conclusion of the demo, Howard also revealed the Collector's Edition of the game, which is going to include a colossus art book, soundtrack, DVD, and marble-like Dragon statue. It was all a delightful showcase!

Soon after, my uncle and I headed to the front stage to meet Todd Howard. While many of the attendees left the ballroom, a few folks also stuck around to meet the Bethesda team. The small team came out to the front were gracious enough to meet with all the fans.


I asked Howard if he had any plans to implement Eyefinity in SKYRIM, to which responded that they have no plans, but if Nvidia or AMD provide the support, then it’s possible. When I asked what his influences were, he noted the Ultima games as the most impactful. Now, many people compare SKYRIM to WITCHER 2, since they both tread the same genre path. So I asked what his thoughts on WITCHER 2 were. He enthusiastically responded that he's a big fan, but because he's so busy with SKYRIM, he's only half-way through the prologue. On a side note, he was in serious awe of the lithograph we asked him to sign, as it was a beautiful horizontal rendition of the SKYRIM universe.

Matt Carofano, the art director on SKYRIM, was also in attendance.


He was happy to sign and chat with us too. He mentioned that Frazetta paintings, especially Conan, are all over all over the office as source of influence and inspiration. By looking at anything from SKYRIM, you can easily tell this is the case.

Todd Howard even thanked us for coming! The Bethesda team are truly a wonderful group of developers that connect on such a down-to-earth and sincere level. So it's also extra fantastic they're designing one of the most ambitious RPGs of our time!

An hour later, another presentation was up in the ballroom. This one was going titled, 20 years of Id software, and would include key members from the influential company as John Carmack, Tim Willits, Kevin Cloud, and Todd Hollenshead. The panel was going to be hosted by G4's Morgan Webb.


The panel turned out to be quite casual and entertaining. The panelists never focused on complex technology or boring facts. They spoke about fun anecdotes, interesting trivia, and basically how Id Software survived over the many years. It was a thoroughly enjoyable peek into the colorful background of the classic PC developer.

Upon conclusion of the panel, the team came out for a small gathering with the fans. Having the opportunity to calmly converse with the pillars of Id Software was assiduously remarkable.


John Carmack was approachable and incredibly friendly. I asked him what his favorite film was, to which responded that he liked Iron Man, but found EVIL DEAD 2 and ALIENS to be the main inspiration for the original DOOM. I also asked what type of gaming rig he personally owned. He said he actually doesn't have a gaming rig at home, only a Mac! Shocking, indeed. But he did note that at the office, he has a proper rig to support all the work he does. Who would have thought that the wizard of gaming had such a preposterous set-up. I finally asked which he preferred, Nvidia or AMD. He neutrally responded that they both offer the same quality, with only small varying differences between the two.


It was such a superb and memorable experience to personally speak with the core developers at Id Software. Similar to Bethesda, they don't give a hint of arrogance and interact like friends. It's truly heartening to see that that some of the best developers in the world are genuine, graciously amicable, and thoroughly care about their hardcore fans.

We had ample time between the next event, so we hung back at the BYOC but later returned to the ballroom for the final presentation, PREY 2. The original PREY wasn't exactly well-received, but word was that the next iteration was improving on its predecessor in every facet. The base concept of the game is that you play as a modern bounty hunter in a neo-futuristic setting.


The room was packed and the demo itself was showcased by one of the lead designers. Simply, PREY 2 looks incredible! The game feels like Blade Runner in its world design, full of neon colors, futuristic gameplay, and imaginative scenarios. While the studio, nor the IP, are far from world renowned, the potential behind PREY 2 is supremely high and I just hope it can meet the lofty expectations it's now set for itself. Only time will tell!

The rest of the evening was then dedicated to the bountiful offerings at the BYOC. We grabbed some quality Italian food from a local take-out and brought back it back fuel us for our marathon session.


My uncle and I played TEAM FORTRESS 2 and UNREAL TOURNAMENT III till about midnight, and I continued on till about 3am crafting my skills at immensely the challenging SC2 Multiplayer. When you’re housed in a sprawling arena of gamers that are so energized, any sense of tiredness evaporates. No longer do you feel your eyes weaken or your fingers cramped; it's as if you’re being fueled by the energy around you. 


It's slightly hard to explain, but magically true.