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Silent Storm

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Silent Storm is a 2003 turn-based tactics video game developed by Nival Interactive and published by JoWooD . The game is set in a fictionalized World War II Europe with science fiction elements.

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58-572: An advanced game engine , the Silent Storm engine , was developed for the game and reused in several later titles. Silent Storm was followed by the expansion Silent Storm: Sentinels in 2004. A third game taking place in the same setting, Hammer & Sickle , was co-developed by Novik&Co and released in 2005. A Gold edition containing both the original game and the expansion was released in Europe later that same year. The player commands

116-416: A data-driven manner. Game-engine developers often attempt to preempt implementer needs by developing robust software suites which include many elements a game developer may need to build a game. Most game-engine suites provide facilities that ease development, such as graphics, sound, physics and artificial-intelligence (AI) functions. These game engines are sometimes called " middleware " because, as with

174-460: A scene graph —an object-oriented representation of the 3D game-world which often simplifies game design and can be used for more efficient rendering of vast virtual worlds. Most game engines or graphics engines use a Graphics API , which lets you easily communicate with the GPU . But older games did not have hardware acceleration or GPUs and had to build their own software renderer. As technology ages,

232-605: A compiled binary library . Some middleware programs can be licensed either way, usually for a higher fee for full source code. PC Gamer US PC Gamer is a magazine and website founded in the United Kingdom in 1993 devoted to PC gaming and published monthly by Future plc . The magazine has several regional editions, with the UK and US editions becoming the best selling PC games magazines in their respective countries. The magazine features news on developments in

290-577: A game for the Atari 2600 , for example, had to be designed from the bottom up to make optimal use of the display hardware—this core display routine is today called the kernel by developers of games for older systems. Other platforms had more leeway, but even when the display was not a concern, memory constraints usually sabotaged attempts to create the data-heavy design that an engine needs. Even on more accommodating platforms, very little could be reused between games. The rapid advance of arcade hardware —which

348-713: A run, rather than move at a constant speed like in earlier platformers. While third-party game engines were not common up until the rise of 3D computer graphics in the 1990s, there were several 2D game creation systems produced in the 1980s for independent video game development . These include Pinball Construction Set (1983), ASCII 's War Game Construction Kit (1983), Thunder Force Construction (1984), Adventure Construction Set (1984), Garry Kitchen's GameMaker (1985), Wargame Construction Set (1986), Shoot-'Em-Up Construction Kit (1987), Arcade Game Construction Kit (1988), and most popularly ASCII's RPG Maker engines from 1998 onward. Klik & Play (1994)

406-716: A series of loosely connected game middleware components that can be selectively combined to create a custom engine, instead of the more common approach of extending or customizing a flexible integrated product. However achieved, extensibility remains a high priority for game engines due to the wide variety of uses for which they are applied. Despite the specificity of the name "game engine", end-users often re-purpose game engines for other kinds of interactive applications with real-time graphical requirements—such as marketing demos , architectural visualizations , training simulations , and modeling environments. Some game engines only provide real-time 3D rendering capabilities instead of

464-511: A single double-sided DVD. In August 2011, the UK magazine announced it was to be discontinuing the disk as of issue 232, and replacing it with more pages of content within the magazine and exclusive free gifts. The magazine has many regular features which make up each edition of the magazine. These include sections called ´ Eyewitness ´, ´ Previews ´, ´ Send ´, where letters from the readers are spread over 2 two-page spreads, at least one special feature, which reports on gaming related issues such as

522-430: A strong separation between rendering, scripting, artwork, and level design . It is now common, for example, for a typical game development team to have several times as many artists as actual programmers. First-person shooter games remain the predominant users of third-party game engines, but they are now also being used in other genres . For example, the role-playing video game The Elder Scrolls III: Morrowind and

580-447: A successor to the two games. Game engine A game engine is a software framework primarily designed for the development of video games and generally includes relevant libraries and support programs such as a level editor. The "engine" terminology is akin to the term " software engine " used more widely in the software industry . Game engine can also refer to the development software supporting this framework, typically

638-610: A suite of tools and features for developing games. Developers can use game engines to construct games for video game consoles and other types of computers . The core functionality typically provided by a game engine may include a rendering engine ("renderer") for 2D or 3D graphics , a physics engine or collision detection (and collision response), sound , scripting , animation , artificial intelligence , networking , streaming, memory management , threading , localization support, scene graph , and video support for cinematics . Game engine implementers often economize on

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696-404: A team of six characters from a pool of 20. Each character has a role such as medic, sniper, scout, grenadier, soldier or engineer. Each role has different advantages and liabilities in battle. As the player progresses through the game, the armoury will receive new weapons for the player to use, either stolen from enemies or contributed from their own forces. Silent Storm depicts a wide variety of

754-467: A team of up to six elite soldiers on the Axis or Allied side , undertaking a variety of missions. Once the player begins a campaign, they may select a premade character or create their own to lead the team through the game. Once the introductory mission is complete, the player can access a base complete with a medical station, armoury, personnel, and a panzerklein hangar. From this point, the player may select

812-523: A version of Dalí's The Persistence of Memory featuring items from Portal . For a time, one of the magazine's features, ´ Gamer Snap ´, where amusing pictures sent in by readers were printed in the magazine, however the feature was discontinued and replaced with a Guess the Game where readers sent in drawings of memorable scenes in video games drawn in Microsoft Paint . The PC Gamer blog

870-617: Is a low cost robust audio library and toolset. Havok provides a robust physics simulation system, along with a suite of animation and behavior applications. Scaleform provides GFx for high performance Flash UI and high-quality video playback, and an Input Method Editor (IME) add-on for in-game Asian chat support. Other middleware is used for performance optimisation—for example ' Simplygon ' helps to optimise and generate level of detail meshes, and ' Umbra ' adds occlusion culling optimisations to 3d graphics. Some middleware contains full source code , others just provide an API reference for

928-472: Is a valuable advantage in the competitive video game industry . While there was a strong rivalry between Epic and id around 2000, since then Epic's Unreal Engine has been far more popular than id Tech 4 and its successor id Tech 5 . Modern game engines are some of the most complex applications written, often featuring dozens of finely tuned systems interacting to ensure a precisely controlled user experience. The continued evolution of game engines has created

986-436: Is another legacy offering that is still available. The term "game engine" arose in the mid-1990s, especially in connection with 3D games such as first-person shooters with a first-person shooter engine . Epic games, founded by developer Tim Sweeney, debuted Unreal Engine in the year 1998. Such was the popularity of Id Software 's Doom and Quake games that, rather than work from scratch, other developers licensed

1044-913: The MMORPG Dark Age of Camelot are based on the Gamebryo engine, and the MMORPG Lineage II is based on the Unreal Engine. Game engines are used for games originally developed for home consoles as well; for example, the RenderWare engine is used in the Grand Theft Auto and Burnout franchises. Threading is taking on more importance due to modern multi-core systems (e.g. Cell ) and increased demands in realism. Typical threads involve rendering, streaming, audio, and physics. Racing games have typically been at

1102-416: The business sense of the term, they provide a flexible and reusable software platform which provides all the core functionality needed, right out of the box , to develop a game application while reducing costs, complexities, and time-to-market—all critical factors in the highly competitive video-game industry . Like other types of middleware, game engines usually provide platform abstraction , allowing

1160-426: The video game industry , previews of new games, and reviews of the latest popular PC games, along with other features relating to hardware, mods , "classic" games and various other topics. PC Gamer and parent Future began digital PC Gaming Show at E3 2015 . PC Gamer reviews are written by the magazine's editors and freelance writers, and rate games on a percent scale. In August 2023, Baldur's Gate 3 became

1218-514: The 1980s that are also considered to be game engines, such as Sierra's Adventure Game Interpreter (AGI) and SCI systems, LucasArts' SCUMM system and Incentive Software 's Freescape engine (in 1986 ). Unlike most modern game engines, these game engines were never used in any third-party products (except for the SCUMM system which was licensed to and used by Humongous Entertainment ). As game engine technology matures and becomes more user-friendly,

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1276-647: The July 1998 issue of the Slovenian, Swedish, and UK editions of PC Gamer were infected with the Marburg virus, which CNN Money stated caused the malware to become a "widespread threat". In the September 2011 edition of PC Gamer , it was announced that they would be dropping the demo disk altogether and concentrating on improving the quality of the magazine instead with a promise of a larger magazine printed on

1334-501: The UK edition, the lowest numerical score was 2%, awarded to The 4th Golden Satellite Awards for Interactive Media Winner Big Brother 1 . The sequel, Big Brother 2 , was given an even lower score of N/A %, the review explaining that "[ PC Gamer ] put as much effort into reviewing it as they did in making the game". In issue 255, August 2013, the score of 2% was matched by the review of the re-released Leisure Suit Larry: Magna Cum Laude , originally given 3% when it first launched. In

1392-702: The US and UK magazines, all hosted at the new website along with the forums for both magazines. The PC Gamer UK podcast started on 4 May 2007 and ran 93 episodes until its final episode, which was released on 5 July 2013. It had a rotating cast made up of members of the staff including Chris Thursten, Tom Senior, Graham Smith, Tom Francis, and Marsh Davies. The podcast was formerly hosted by Ross Atherton until his departure in June 2009 and then by Tim Edwards until his departure in 2012. The host position varied between Chris Thursten and Graham Smith from week to week. Previously monthly,

1450-613: The US edition, the lowest score awarded was 4%, given to Mad Dog McCree , unseating the previously lowest-rated game, Skydive! , given 5%. There are two main editions of PC Gamer , a British version and an American version, both are published by Future plc . Founded in the United Kingdom in November 1993 , the American sister version was launched a few months later in June 1994 . There are also numerous local editions that mainly use

1508-524: The United States; GameSpot reported that "fewer than 20,000 copies" of the game sold during 2004. While praised for its tactical depth, aesthetics and the quality of its game engine, the game has been criticized for its "silly", "over-the-top" story and voice acting, and for its inclusion of science fiction elements – specifically the Panzerkleins – and their effect upon game balance in

1566-484: The Xbox Live Indie Games channel designed specifically for smaller developers who do not have the extensive resources necessary to box games for sale on retail shelves. It is becoming easier and cheaper than ever to develop game engines for platforms that support managed frameworks. Producers of game engines decide how they allow users to utilize their products. Just as gaming is an industry , so are

1624-834: The application of game engines has broadened in scope. They are now being used for serious games : visualization, training, medical, and military simulation applications, with the CryEngine being one example. To facilitate this accessibility, new hardware platforms are now being targeted by game engines, including mobile phones (e.g. Android phones, iPhone ) and web browsers (e.g. WebGL , Shockwave , Flash , Trinigy 's WebVision, Silverlight , Unity Web Player , O3D and pure DHTML ). Additionally, more game engines are being built upon higher level languages such as Java and C# / .NET (e.g. TorqueX , and Visual3D.NET ), Python ( Panda3D ), or Lua Script (Leadwerks). As most 3D rich games are now mostly GPU -limited (i.e. limited by

1682-451: The authentic weaponry and equipment of circa 1943 with great detail. Mixed into otherwise realistic elements is a plot that features secret weapon projects reminiscent of spy-fi , including energy weapons. Most notable are the Panzerkleins (pseudo- German for "little tanks"), crude powered armour suits. The game features a remarkably advanced physics model. Nearly all structures are completely destructible. This has many tactical effects in

1740-400: The combat. For instance, if a character hears an enemy moving in an adjacent room, they can simply fire through the wall to attack them. Silent Storm also employs ragdoll physics for bodies according to the precise velocity of an impact. Fully three-dimensional mapping allows for obstruction calculations and cover effects from all angles. Bullets ricochet and their stopping power depends on

1798-438: The components of an engine may become outdated or insufficient for the requirements of a given project . Since the complexity of programming an entirely new engine may result in unwanted delays (or necessitate that a project restart from the beginning), an engine-development team may elect to update their existing engine with newer functionality or components. Before game engines, games were typically written as singular entities:

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1856-428: The core portions of the software and designed their own graphics, characters, weapons and levels —the "game content" or "game assets". Separation of game-specific rules and data from basic concepts like collision detection and game entity meant that teams could grow and specialize. Later games, such as id Software 's Quake III Arena and Epic Games 's 1998 Unreal were designed with this approach in mind, with

1914-476: The effect of PC gaming on the environment, a review section which reviews the latest released PC games and re-reviews titles that have been released on budget and ´ Extra Life ´ which reports on modding games and gaming culture and revisiting old games. There is also a ´ Systems ´ section, which reviews and recommends hardware such as video cards and monitors. The back page of the magazine is entitled ´ It's All Over ´ and usually consists of game related artwork such as

1972-516: The engine and content developed separately. The practice of licensing such technology has proved to be a useful auxiliary revenue stream for some game developers, as one license for a high-end commercial game engine can range from US$ 10,000 to millions of dollars, and the number of licensees can reach several dozen companies, as seen with the Unreal Engine . At the very least, reusable engines make developing game sequels faster and easier, which

2030-434: The engines they are built off. The major game engines come at varying prices, whether it be in the form of subscription fees or license payments. Unity and the Unreal Engine are currently the two most popular choices for game developers. Although the differences among the different game engines blur as they build their own tools on top of them, different game developers may be too used to a system to change, or attracted by

2088-538: The features of the CD, including the demos, patches and reviews, the user had to navigate a 'basement', which played very much like classic PC games such as Myst . It was in this game sequence that the magazine's mascot, Coconut Monkey, was introduced just as the editor was leaving the magazine, marking the transition from the FMV demo CDs to the more contemporary menu driven demo CDs that were subsequently used. The cover disc of

2146-399: The first game to receive a rating of 97% in the UK edition. Prior to this, no game was awarded more than 96% by the UK edition ( Kerbal Space Program , Civilization II , Half-Life , Half-Life 2 , Minecraft , Spelunky and Quake II ). In the US edition, no game has yet received a rating higher than 98% ( Sid Meier's Alpha Centauri , Half-Life 2 , and Crysis ). In

2204-477: The forefront of threading with the physics engine running in a separate thread long before other core subsystems were moved, partly because rendering and related tasks need updating at only 30–60 Hz. For example, on PlayStation 3, physics ran in Need For Speed at 100 Hz versus Forza Motorsport 2 at 360 Hz. Although the term was first used in the 1990s, there are a few earlier systems in

2262-505: The game's "sweaty-palm firefights, clever leveling system, and its use of its World War II setting". Silent Storm received year-end award nominations for X-Play ' s "Best Original Game", Computer Gaming World ' s "Strategy Game of the Year (General)" and GameSpot ' s "Best Strategy Game". Silent Storm was followed by an expansion pack entitled Silent Storm: Sentinels . The later Hammer & Sickle (2005) serves as

2320-704: The huge benefits of such engines regardless of pay-walls. In the broader sense of the term, game engines themselves can be described as middleware. In the context of video games, however, the term "middleware" is often used to refer to subsystems of functionality within a game engine. Some game middleware does only one thing but does it more convincingly or more efficiently than general purpose middleware. The four most widely used middleware packages that provide subsystems of functionality include RAD Game Tools ' Bink, Firelight FMOD , Havok , and Scaleform GFx. RAD Game Tools develops Bink for basic video rendering, along with Miles audio, and Granny 3D rendering. Firelight FMOD

2378-456: The latter stages of the game. The game's "tired", "played-out" World War II setting, poor performance on contemporary hardware, lack of meaningful managerial features, and lack of multiplayer, were also noted. GameSpot named Silent Storm the best computer game of January 2004, and the "Best Game No One Played" of the year overall. It also won the annual "Best Turn-Based Strategy Game 2004" prize from PC Gamer US , whose Mark H. Walker praised

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2436-460: The magazine. Similarly to the British edition, the magazine shipped with a demo disk , though diskless versions were available. The CDs were replaced by DVDs in the American edition on a month-to-month basis. When PC games with full motion video (FMV) sequences were popular in the mid-to-late 1990s, PC Gamer's CD-ROM included elaborate FMV sequences featuring one of their editors. To access

2494-536: The materials of one of the two editions, typically the British one, including a Malaysian (discontinued in December 2011) and Russian edition (discontinued in December 2008). The Swedish edition, though rooted in its UK counterpart, has grown to be more independent, largely due to the immense popularity of PC games compared to console games in Sweden, and now produces most of its own material. An Australian edition

2552-484: The mid-1980s was the smooth side-scrolling engine developed by Shigeru Miyamoto 's team at Nintendo for the Nintendo Entertainment System (NES). The engine they had developed for the side-scrolling racing game Excitebike (1984) was later employed for the scrolling platformer Super Mario Bros. (1985). This had the effect of allowing Mario to smoothly accelerate from a walk to

2610-482: The online version of PC Gamer . The British edition of PC Gamer has been in constant monthly publication since 1993. Subscribers get a special edition of the magazine with no headlines on the front cover (only the masthead and BBFC rating). Almost exclusively devoted to PC games, the magazine has a reputation for giving in-depth reviews. The magazine originally shipped with an accompanying 3.5-inch (89 mm) floppy disc. A CD demo disc (labelled CD Gamer )

2668-482: The podcast was recorded every fortnight . Participants discussed the games they had been playing and news from the industry, and answered questions submitted via Twitter . The podcast began again in March 2016 with a new episode being released weekly. The American edition of PC Gamer launched in 1994. In 1999, Future US, then known as Imagine Media, purchased the rival magazine PC Games and merged its staff into

2726-511: The power of the graphics card), the potential slowdown due to translation overheads of higher level languages becomes negligible, while the productivity gains offered by these languages work to the game engine developers' benefit. These recent trends are being propelled by companies such as Microsoft to support indie game development. Microsoft developed XNA as the SDK of choice for all video games released on Xbox and related products. This includes

2784-423: The process of game development by reusing/adapting, in large part, the same game engine to produce different games or to aid in porting games to multiple platforms. In many cases, game engines provide a suite of visual development tools in addition to reusable software components. These tools are generally provided in an integrated development environment to enable simplified, rapid development of games in

2842-401: The same game to run on various platforms (including game consoles and personal computers) with few, if any, changes made to the game source-code . Often, programmers design game engines with a component-based architecture that allows specific systems in the engine to be replaced or extended with more specialized (and often more expensive) game-middleware components. Some game engines comprise

2900-497: The switch. The blog has since been regularly updated with contributions from many of the magazine's staff. The topics discussed range from the controversy over violent video games, to the benefits of buying a PC over a console. In 2010, PC Gamer re-launched their website and blog by bringing together the online communities of both the US and UK magazines into one website. As a result, the PC Gamer blog now has contributions from both

2958-529: The two sides of World War II devastate each other, while THO makes a grab for power when both are exhausted. The obvious influence of Norse mythology on the organization's name is further shown by the fact that all THO members use a mythological name as their call sign. In exchange for the services of both Allied and Axis higher-ups, Thor's Hammer provides them with some of their inventions, including Panzerkleins. Panzerkleins are difficult to destroy, as they are essentially immune to small arms fire. Silent Storm

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3016-554: The weapon. The effects are exaggerated for a more cinematic experience (a hail of non-fatal bullets only make the target shake, but a single fatal bullet can send the target flying). The game's story takes place during World War II in an alternate history . Thor's Hammer Organization (THO) is a shadowy organization with connections all over Europe and the goal of world domination. THO knows that this goal cannot be attained while there are powers capable of challenging them, and aims to use its connections and advanced technology to make sure

3074-660: The wide range of functionality needed by games. These engines rely upon the game developer to implement the rest of this functionality or to assemble it from other game-middleware components. These types of engines are generally referred to as a "graphics engine", "rendering engine", or "3D engine" instead of the more encompassing term "game engine". This terminology is inconsistently used, as many full-featured 3D game engines are referred to simply as "3D engines". Examples of graphics engines include: Crystal Space , Genesis3D , Irrlicht , OGRE , RealmForge, Truevision3D, and Vision Engine . Modern game- or graphics-engines generally provide

3132-530: Was developed by Nival Interactive , a Moscow -based studio previously responsible for the Allods ( Rage of Mages ) series. The game's showing at E3 2003 won it the "E3 2003 Best of Show" award in the tactical genre from Wargamer . Its English version went gold in January 2004. According to Metacritic , Silent Storm received "generally positive reviews" from critics. The game experienced poor sales in

3190-572: Was published monthly by Perth-based Conspiracy Publishing since August 1998 , but it appears to have been discontinued in mid-late 2004. A Spanish edition titled " PC Juegos y Jugadores " also existed, but closed in 2007. Both American and British magazines are published thirteen times per year (twice in December), although there are sometimes variations. In 2018, Future purchased Australian video game magazine and website PC PowerPlay from nextmedia , incorporating PC PowerPlay articles into

3248-467: Was released alongside the floppy disk edition from issue 11 onwards with the first CD Gamer containing all the content from the previous 10 issues' floppy discs. The single CD was later expanded to two CDs. An edition with a 9 GB DVD known as DVD Gamer ran alongside the 2CD edition for a couple of years, until production of the CD Gamer edition ceased as of issue 162. The UK Edition then only came with

3306-530: Was started to coincide with the transfer of the PC Gamer UK site to become part of the Computer and Video Games network which incorporates all of Future plc's gaming magazines. The move brought some controversy, with many long-standing members of the forum leaving due to the new forum's cramped spacing, advertising and slow loading times. The introduction of a blog was seen as one of the redeeming features of

3364-596: Was the leading edge of the market at the time—meant that most of the code would have to be thrown out afterwards anyway, as later generations of games would use completely different game designs that took advantage of extra resources. Thus most game designs through the 1980s were designed through a hard-coded rule set with a small number of levels and graphics data. Since the golden age of arcade video games , it became common for video game companies to develop in-house game engines for use with first-party software. A notable example of an in-house game engine on home consoles in

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