View Full Version : Huxley Information Compilation

04-03-07, 02:01 PM
This is a compilation of information from GameSpy and a few other sites. It is very expansive so it will take some time to read it all, however its only 6 pages of info.

Without futher ado, here is the info:

Regarding the game's title, you're urged to get over it. Dystopian as its setting may be, the game known as Huxley has next to nothing to do with Brave New World, however tempting such comparisons may be. During candid conversations, however, Webzen employees might admit to you that they had, at one point, toyed with a subtitle that referenced Huxley's novel, but decided against it lest they rouse the late author's possibly-litigious estate. What it is -- or, rather, what its designers are shooting for -- is just that much crazier: the ever-elusive MMO/FPS. A few have tried it, to some degree (Planetside, Neocron), but most will agree that no one has gotten it quite right. The up-and-coming Korean publisher intends to hit the mark, with a little help from Unreal Engine 3.

Being that Huxley is an MMO (and make no mistake: this game will bear most of the genre's trappings), a bit of back story is in order. One day, these things called Nuclearites came crashing into the Earth from space. A modern-day KT-event, except that humans didn't go extinct so much as mutate. Some of them, anyway. The cataclysmic conditions that followed, naturally, more or less obliterated what order that existed in the world. What's more, humans found a reason to hate each other infinitely more compelling than color, creed, or religion: sub-species distinction. Earth was an ugly place, needless to say, but a scientist named Dr. Huxley soon emerged as a short-lived ray of hope. Huxley discovered a way to harness the very force that wrecked the planet into a powerful energy source: Lunarites. Of course, rather than focus its energies on rebuilding its shattered world, humanity decided to bring yet more war to it.

This is the world in which Huxley takes place. It's all about the Lunarites, baby.

"How beauteous mankind is!"

At the center of Huxley's struggle are two distinct subspecies of humans-as-we-know-them-today: Sapiens, which are more or less like you and me, and Alternatives, which were more dramatically affected by the Nuclearite shower. They're at war with each other, but also with a wildcard faction known as Hybrids. As of now, we know that Sapiens and Alternatives will be playable races. As for Hybrids, well, all such inquiries to Webzen were met with coy glances, and vague comments. Make of that what you will.

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There's a war going on outside.

Both of the playable races fall into two distinct sub-races. For the Sapiens, these are "One" and "Syn." The One are more or less identical to people like us, and according to Webzen, they will be able to make better use of equipment within the game. What does this mean? That they'll advance in weapon- or vehicle-piloting-skills faster than other races, as we understand it. The Syn, meanwhile, are the One's svelte, agile cousins. Their cold-hearted nature makes them more suited to covert operations, and given their enviable looks, you can bet that they'll be pretty popular with players.

While by no means unrecognizable as our genetic brethren, the Alternative sub-races look different enough from Sapiens. If you've been following Huxley at all, you're probably familiar with the "Altereavers." You know that big, burly dude that's in a bunch of the screenshots? He's one of them. Apparently, they specialize in heavy weapons, and are generally honorable and loyal, yet merciless at the same time. Sounds like Huxley's answer to Klingons. On the other side of the coin are the "Alternix." They have grey skin, are unnaturally sensitive, and, you guessed it, keen on infiltration and assassination.

That leaves the Hybrids, who remain an unknown at this point. Hybrids are what happens when a Sapien and an Alternative try to produce an offspring. Generally, the results are undesirable. Hybrids are the enemies you fight in the game's PvE portions, but as mentioned before, Webzen hasn't entirely ruled out the possibility that they'll be playable in some capacity. What we do know is that they'll be divided into four subcategories: epsilon, gamma, beta, and alpha, alphas being almost humanlike in appearance, and epsilons being the adorable Zergling-like guys you see running around in the movies.

There's also a subfaction called the H.L.O -- Hybrid Liberation Organization -- that will pop up, though what its role is, precisely, is yet to be determined.

Growth Oriented

Banish any thoughts of Planetside's certification system, if that's what you had in mind for Huxley's character-development. The system, believe it or not, is actually a lot more akin to what you'd find in a traditional MMO. On the surface, anyway. Huxley Studio's Producer Kijong Kang (read: the big cheese) puts it this way: "Our focus on the character development system is to make distinctive game play styles [available] as characters becomes stronger rather than enhance or increase a character's power itself." Plainly put, your characters won't get "stronger," per se, as they level up. Rather, they'll be able to do more stuff. In this way, it's not totally unlike Planetside's certification system. There just seems to be a bit more to it.

"There are two different type of character development: vertical and horizontal. Characters become more skilled through the vertical development," Kang told us. "On the other hand, they could develop various gameplay styles through horizontal development." Here's how it works: your character will have a concrete level. The cap, when the game launches, will be 50, and you gain levels by acquiring experience. You gain experience, mainly, from playing through PvE content -- the various quests or tasks available to you as a member of your faction. Apart from the sort of gratification that's oh-so-important in MMOs, levels give you access to actual skills: things like the ability to double-jump, to equip better armor and weapons, and the like.

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Good friends + good guns = good game.

The second prong to Huxley's approach is the concept of "rank." Rank is much like level, except that you can only advance in this area by participating in PvP. This is the "horizontal development" that Kang was speaking about. He makes Huxley Studio's stance quite clear in this area: "As developers, we are putting more importance on horizontal development." So what does it earn you? Most importantly, early on your rank puts a hard cap on how high you can advance in level. So if you're mainly interested in shooting baby Hybrids, know that you'll eventually reach a plateau if you don't intersperse this with the occasional killing of actual players. Advancing in rank also grants you benefits in regards to meta-game functionality -- stuff like being able to form teams in PvP, give orders, arrange strikes, and the like.

Ultimately, though, Huxley is an FPS above all. It's much less about your character's game-given abilities and more about your reflexes and acumen for strategy. "High level in Huxley doesn't mean increased physical strength or speed," Kang said. "It means being able to use better weapons and armor." In other words, if you're a newb with a level 50 character, be aware that a level one with skills might just send you home crying. Your l33t weapon and phat armor won't necessarily give you an edge over an opponent's killer instinct.

Welcome to PvE s0n

If you remove Huxley from its MMO context, then the inclusion of "PvE" elements doesn't seem that weird. Just think of the most memorable sequences in your favorite single-player FPS levels. In an ideal world, that's what the PvE game in an MMO-FPS would be like, expect you're gaining experience and loot while you do it. Hopefully players won't be motivated to play through individual scenarios over and over again, ad nauseum, in order to "farm" treasure and resources. Instead, if executed properly, PvE elements in an MMO-FPS aren't necessarily that alien of a concept. This is precisely what Huxley Studio hopes to achieve.

Most of Huxley's PvE game will revolve around quests. You will acquire these in much the same manner as you would in a game like World of Warcraft or EverQuest II: you'll see someone in town with a "quest-giver" symbol over her head, or else receive orders from your faction's quest officer, or what have you. From there, you'll jaunt over to the quest area, which may be instanced or persistent depending on the case, fulfill the objectives, then come back and collect your rewards.

It's indisputable that "modern" MMOs like the abovementioned have brought certain refinements to the genre that could be applicable to any sort of game for favorable results. As such, it shouldn't be surprising that Huxley's quests won't be that different from what you've become accustomed to. "Players might fight against the Hybrid Liberation Organization, which is occupying old ruins of the city, to look for a mysterious legendary weapon," Kang told us, when asked what to expect from Huxley's quests. "Or maybe they'll have to traverse an underground dungeon while escorting a desperate bridegroom whose bride-to-be was kidnapped by Hybrids."

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"C'mon, it's just around the corner!"

These two examples serve to highlight the two distinct brands of PvE elements in Huxley: the story quests, and the underground dungeon quests. The former will serve to further the game's narrative and immerse you in its world. These are the quests that will have a resolution, and that you won't generally replay (unless a friend of yours needs your help in completing them, anyway). The latter are more akin to WoW's instanced dungeons. They'll literally take you underground, into tunnels created by Hybrids, whom you will hunt for treasure and experience. Though there may be quest elements involved in these, their basic purpose is to provide you with warm bodies to shoot, and phat loot.

Some of the bodies that you encounter might be a little warmer than you expect, however: during some of the PvE scenarios, members of the opposing faction might be able to sneak into the play area that your party is in, and do its best to foil your efforts. Kang wasn't too clear on how this would work -- like, whether opposing players would have similar objectives in these zones, or if they could simply elect to hop in and raise some hell -- but one thing is certain: if they do this right, it can make the act of questing just that much more interesting.

Community, Identity, Stability

Despite the ever-present threat of the Hybrids, the Sapiens and Alternatives continue to be at each other's throats. In yesterday's preview, we discussed how they will encounter each other, from time to time, during the game's PvE quests; that is, if you're a Sapien and you're plugging away at some quests generally minding your own business, you might happen upon a party of Alternatives in the same PvE instance but with totally disparate objectives. Knowing the general mindset of MMO players, such encounters will more often than not lead to bloodshed. But Huxley's PvP game isn't at all limited to these kinds of fleeting encounters. If you want balls-out action against other live opponents, it won't be hard to find.

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"Don't turn around, but I think those people at the crosswalk are talking about you."

But first, you need to understand how Huxley will be structured, both in terms of its game world, and the servers that house it. At the forefront are both races' home cities: Nostalonia for the Sapiens, and ESKA for the Alternatives. Both of these capitols will reside on MMO servers, and for all intents and purposes, will resemble the sorts of cities you see in traditional MMO games. There will be shopping areas, town squares and pubs to socialize in, guild housing neighborhoods, even rail systems to help those who can't afford personal transportation traverse the cities' myriad districts. We actually got to see an early version of Nostalonia during our visit to Webzen's studios in Seoul, and suffice it to say that the level of detail was staggering. The city was simply enormous, and the architecture intricate, detailed, and uniquely stylized. We can't wait to see them teeming with thousands of players. Hopefully Huxley's server tech will hold up.

One thing we didn't get to see, however -- and something that could turn out to be one of Huxley's more interesting features -- were the casual peer-to-peer (P2P) battles. That's right, P2P. There will be a location in the cities where you can engage in this, and they'll absolutely zero impact on the game's persistent mechanics. When you participate in these P2P battles, you won't even play as your character. "[This] is another way FPS fans will enjoy combat in Huxley," Producer Kijong Kang told us. "These battles have nothing to do with character development or leveling up. They are for fun, training, honor and respect." There's currently no word on whether or how the P2P battles will resemble the game's actual "Battle Zones," but one thing is certain. You're going to want to get some no-consequences practice in before you stick your neck out.

3... 2... 1... FIGHT!

Keep your weapon clean, soldier. You'll spend most of your time in-game in PvP battles. These will take place in what Huxley Studio is calling Battle Zones. They'll be housed on dedicated servers (think World of Warcraft's battlegrounds) that you can enter from specified places in your home city. You'll simply walk on over to the recruiter for a specific Battle Zone, catch a transport, and get whisked away to the site of the action. There won't be any immersion-breaking loading screens book-ending either side of the journey, according to Kang: "Inside the vehicle, you will see other players on board who will carry out the mission together with you, and even NPCs who wish you fortune in battle," he told us. "And whole scene will not be interrupted by loading screens because of the streaming technology."

In regards to the gameplay within each Battle Zone, Huxley is shooting for expansiveness. They're expecting to have more than 100 players fighting in a zone at any one time (or even more, if you talk to the developers during candid moments). The maps are big enough to accommodate forces of this scale. In the example we were provided, they told us to imagine a large island surrounded by numerous smaller ones. Players will spawn on their respective faction's advance base, located on one of the smaller islands, and from there, they can hop on shuttles and travel to wherever they're needed in the greater Battle Zone.

Depending on where you are in the Battle Zone, you'll have different objectives. Some parts of the map will incorporate capture-the-flag elements -- defending your forward base from assault, for instance -- while others will have you battling it out on the main island to capture resource nodes in order to meet the win quota. Of course, capturing resources means having to physically transport them to your faction's resource depot (which is located on a separate island) so expect to encounter some heavy resistance along the way.

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Don't miss the Battle Zone transport, lest you end up like this guy: all dressed up with nowhere to go.

While all the disparate areas mentioned above -- the islands housing the forward bases and resource depots, as well as the large island with resources nodes and the main base -- will be located on different servers, the same principle behind traveling from city to Battle Zone applies. You won't experience any load times while traveling between them, and in fact, you'll still be able to communicate with your team, as well as receive any important metagame orders from the high-ranked players regardless of where you are in the Battle Zone. It all sounds pretty lofty, but if the team behind Huxley can deliver on this, then we're in for some pretty crazy battles.

And strange as it may sound, Huxley Studio is planning to allow individual clans control highly-contested, albeit smaller, Battle Zones. "If a clan wins over a specific territory through battle (maybe a Lunarite mine on a small island), they can accumulate wealth [with which] to buy vehicles and awesome housing for its members," Kang assured us. We're not sure where these areas would fit in context of the game's larger structure, but it sure seems like a great incentive for player-made organizations to get, um, organized.

We didn't get to see every element of Huxley in action, but it's pretty clear that this is one of the most ambitious multiplayer games in development. The information revealed to us paints a very enticing picture indeed. If you still hold reservations, though, you're not alone: It's not as if game development history is littered with successful, compelling FPS/MMOs. Despite the handful of games that have taken a stab at the concept, most will argue that no one's quite nailed it. Let's hope that Huxley will be the first.

In the not-to-distant future, there will come a time when most games will have persistent elements, sort of like how an increasing majority of games have "online" elements now, regardless of how rudimentary. Games like Huxley seem like a long shot right now, because they're bringing a playstyle into a space where it never previously thrived. Perceptions like this only change when a game emerges successful where others have previously stumbled. Will it be Huxley? We'll find out soon enough.

04-03-07, 02:01 PM
The X-Factor

Lots of companies like to talk big about PC-to-console convergence, but very few of them actually follow through in any meaningful way. From the sound of it, Huxley for the Xbox 360 is one that will. If half of the things that Webzen is planning for it actually pan out, then this game could very well be the poster child for Microsoft's utopian vision of 360-to-Windows-Vista synergy. Webzen has been real quiet about the 360 version; during my recent trip to Seoul, I was nigh blindfolded when I entered a conference room in which the game was running. Needless to say, I've been really anxious to finally have a look at it.

Some interesting things are going on in the 360 version of Huxley, many of which would be very surprising to those who've been following the PC version's progress. Here's the first salvo: the game will have a fully fleshed-out single-player campaign. That's right -- the Xbox 360 version of what might just be the best thing to happen to the MMO/FPS pseudo genre will have an exclusively single-player campaign. There's a reason for this, rest assured. As it happens, the game takes place 30 years after the events in the PC game. Players will experience the world that results out of the constant warring of the world's rival human factions: the Sapiens (who look a lot like us) and the Alternatives (who look a little bit less like us than the Sapiens). Players will be able to create their own characters, and they can choose from either of the two races. Currently, there's still no word on whether or not the PC version's class system will be in any way incorporated into the 360's.

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Where does the PC-to-console interplay come in? Well, throughout the single-player game, players will have a chance to get a glimpse of the past by means of flashback levels starring a particularly notorious character in Huxley lore. Sabato, as he's called, is a Sapien with a disturbing level of sympathy for the Hybrids -- the unplayable third faction in the world that everyone wants to kill, and vice versa. Sabato and his as-of-yet-unnamed Alternative accomplice will be reviled villains in the PC game, and 360 players will be able to assume direct control of them. It doesn't end there, however; there will be specific PvP missions that will pit groups of PC players versus a 360-controlled Sabato and a party of AI-controlled Hybrids. As the odds imply, Sabato and his legion will be much more powerful in terms of statistics. The assumption is that the numbers disadvantage and the arguably superior mouse-and-keyboard interface will even things out.

Another possibility was presented: two PC teams, each with a 360 player on its side, in a sort of a "hero" unit role. Sounds quite cool as well, no? Certain single-player missions will require you, as Sabato, to traverse the streets of either of the Alternative and Sapien cities, and yes, you will see real-deal PC players running around in these instances. It's not clear whether or not (nor to what extent) you can communicate with them, but during the demo, I saw it happen with my own eyes -- courtesy of a picture-on-picture display.

Updated Info:

We recently had a chance to take an updated look at the PC version of Huxley, the sci-fi massively multiplayer shooter from developer Webzen. The game will take place on a futuristic Earth split between two factions, the sapiens (the futuristic version of humans) and the alternatives, both of which face threats from hybrids (monstrous crossbreeds between the two races). You'll play as a futuristic soldier belonging to either the sapiens or alternatives factions and will win victories for your nation in real-time first-person shooter battles.

In the game, you'll play as one of three character types, or "battle styles": the enforcer, the game's heavily armored, close-range profession; the avenger, the game's medium-armor assault class; or the phantom, the lightly armored sniper-and-scout class. These professions will determine which types of armor and weapons you can use from Huxley's nine different weapon classes, which will include machine guns, shotguns, sniper rifles, and rocket launchers, as well as more esoteric weapon classes like the ballistic "flinger" and the energy-based optical rifle. Producer Kijong Kim suggests that the action in the game will be a bit closer to the arcade-style action of the Quake series than the methodical pacing of the team-based Counter-Strike, though Huxley will have elements of both games.

To go with all those weapons and armor pieces, Huxley will use a paper-doll inventory system that shows which piece of armor is equipped on which body part on your character. In addition, each armor piece your character finds or buys can be slotted with an upgrade that grants an additional skill to your character. The game will apparently have more than 100 skills at launch; these skills represent the kind of powerful advantages you'd expect to pick up as a bonus item in a competitive first-person shooter, such as the ability to sprint quickly, to cloak yourself by turning invisible, to double-jump, to tackle enemies with a melee attack, and some unusual skills, such as becoming immune to headshots (highly damaging, direct weapon hits to your character's noggin) and automatically detonating your corpse as a blinding flash grenade when you fall in battle. Therefore, the game will have a strategic element as you swap different skill-infused armor slots into your character's inventory to prepare for different battles in which, depending on the situation, you may need to be stronger, faster, or sneakier than your adversaries.

While you'll likely start your life in a safe city, which is also where the game's weapon and item crafting will take place, you'll eventually find yourself on a battlefield, duking it out against computer-controlled hybrid monsters or players from the opposing faction. Currently, the game is planned to launch with two major cities (one for each faction) and eight smaller cities, along with about 80 battlefields, each of which can house up to 200 players at once. We were shown numerous concept-art images that depict battlefields based on ruined real-world locations, such as waterlogged harbors and half-destroyed skyscraper complexes. We also had a chance to see a prototype battlefield in action, which resembled a craggy series of foothills at night, crawling with sharp-toothed, multi-eyed hybrids.

For much of the game, you'll spend your time either fighting actively in competitive battles or performing the game's many quests, which will take the form of story-based tasks, field quests, and large-scale "raid" quests with large groups of other players. The developers at Webzen plan to encourage players to play together by letting them form small squads of up to four players each, larger platoons with five squads each, and finally, companies, which include five platoons (with a total of up to 100 players in each).

Groups will also be able to fight battles on the game's battlefields, either in traditional shooter modes such as freeform deathmatch, team deathmatch, and capture the flag, as well as the game's radar domination and part pickup modes. Radar domination requires two opposing teams to try to capture and hold various radar towers throughout the map by holding the area nearby, similar to the Battlefield series' conquest mode. Part pickup requires teams to scavenge various robot parts on the battlefield in a competitive race to see which team can assemble a gigantic mech first. When you pick up and carry a part, you'll act much like the flag carrier in a CTF game--if you're taken down, you'll drop the part and give the enemy a chance to recover it.

Apparently, battlefields where players fight against the monstrous hybrids will allow up to 64 players at once, while competitive battlefields will allow up to 200. Certain battlefields will allow only player-versus-monsters battles, while some may allow monster hunting and competitive play at once. Both quests and multiplayer battles may take place in battlefields with various multiperson vehicles--these vehicles will spawn in and out of the game, similar to the vehicles in the Battlefield series, though opposing teams can hack one another's vehicles to steal them away.

Though the game still has many months to go before launch, it already looks quite impressive thanks to the powerful Unreal 3 technology under its hood. The early prebeta version of the game we saw in action featured expansive outdoor areas for cities with highly detailed character models for players wearing bulky power armor and carrying futuristic guns. The battlefield environments we saw were also quite huge and had varied layouts, such as the quest area we saw that lay just below the ruins of a massive city, split by a river that could be forded only by blasting a ruined train car from above to collapse down into the water to form a bridge. Huxley looks very promising and highly distinctive, and the game should launch sometime later this year for the PC and Xbox 360.

Updated Info 2:

Kang divides the FPS genres into two basic feels: the crazy pop sci-fi of an Unreal Tournament or a Quake, and the realism of a Counter-Strike or Rainbow Six. Huxley leans toward sci-fi spectacle but also tries to impart the necessity of tactics and coordination found in more realistic games. Setting-wise, the world has been bombarded with "nuclearites" that smash up the planet and divide the human race into three camps that fight over a substance called "lunarite." These are the Sapien, the Alternative, and the Hybrid. Players get to choose from the first two when creating a character, and the Hybrids serve as the universal mobs for both factions. Within each faction are two sub-types (Kang wouldn't elaborate on the sub-types, so the descriptors are best guesses): Sapiens have One (space humans) and Syn (space elves), while Alternatives have Alteraver (space trolls or orcs) and Alternix (space dark elves).

Looking Like a Big Steel Gorilla

After selecting a race, players are divided into three basic groups: Enforcers (heavy armor), Avengers (medium) and Phantoms (light armor). Appropriately, each armor type is better at certain combat mechanics than others; Enforcers are able to duke it out close and personal, Avengers are flexible, and Phantoms tend to shoot from far, far away. Kang assures us that the three basic armor archetypes (with lots of variations; Kang claims 900 total) plus nine types of weapons (again, with lots of varieties within each type) and the five-skill limit will result in a lot of unique-looking players. Additionally, players can choose trade professions, like a mechanic who can fix up vehicles both in and out of combat.

Once you've got yourself a character and a nice chunk of armor to strut around in, you can partake in one of three basic gameplay modes: Quest, Battlezone and City. The Quest mode is an instanced PvE environment, where it's you or some co-op buddies taking on missions for loot and XP. Kang says that with the controlled environment of the Quest mode, players can experience scripted events and special encounters that couldn't be guaranteed in an MMO environment. Much of the Quest mode (heck, the game overall) is optimized for a four-man squad. For example, buffs are most beneficial when the squad stays together. In theory, you can try to lone wolf these quests, but when your screen is filled with weird, buglike Hybrids, you'll want some compadres to back you up. Since this is PvE, being clipped just means respawning at your last checkpoint.

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Taking out some hybrid critters in Quest

The Battlezone is a PvP area, where players compete in a variety of match types: CTF, Deathmatch (both traditional and Team), Radar Capture, and Parts Pick-Up. The first two are pretty self-explanatory to anyone who's ever booted up an FPS for online play. Radar Capture is a fancy name for matches that focus on capturing and holding objective points -- rather than hoist a flag or wait for a red circle to turn blue, you actually crank a radar station to a friendly orientation. Parts Pick-Up is a team deathmatch with an extra-spicy step: the creation of a spiffy mech. Parts for this mech continually fall from the sky, and players work to snag those parts and bring them back in order to construct the mech and have it win the match. Kang promises that the Battlezone is scalable, with matches being as intimate as one-on-one and as large as 100-vs-100. Whether one or one hundred dudes kill you, you respawn at a friendly capture point and also suffer a slight armor penalty.

Finally, the social aspect of an MMO is fulfilled via the City mode; similar to the town hubs in Guild Wars. Inside the various cities, players wander around in search of trade (both with NPCs and other players), group gatherings (for either Quest or Battlezone squad groupings), and even housing. Basically, any community activity that doesn't involve shooting people takes place in the city. Heck, you can go down to the Chinatown district of any city and create quests for other players, so if you're too lazy to go out and earn some ammo or items, you can post a quest that outlines what you need and what you'll give.

Making Sure Your Skills Can Indeed Pay Your Bills

Interestingly, Huxley will be more gear-emphatic than most MMOs, as it's your gear that gives you skills and levels. Each piece of body armor has a set of skills attached to it, and allocating skill points to these helps define your in-combat abilities. For example, helmets will contain vision modes (infrared, hitpoint scanning, and sometimes a rear-view window!) and even anti-headshot protection (thicker armor, a warning system) that increase in effectiveness based on skill point allocation. On the other hand, your boots determine whether you have a rocket jump or a stealthy stride.

An additional tactical mechanic is the fact that you can only have four weapons and five skills active at any match or mission; meaning you make choices like whether you outfit yourself with heavy weaponry and minimal non-shooting skills, or maybe load up on stealth and vision skills to be a sneaky but weak spotter. While the skills are attached to armor, the actual player character have license points, which determine things like what vehicles they can drive or whether they can be a squad commander.

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A Phantom using her snipe skills

At press time, Kang said that players can have one character per server, and Webzen is still figuring out just how many servers/characters you can have total. That's just one of a few smaller details that will reveal itself when Huxley is in a more playable state. So far, what Kang has shown and talked about sounds pretty neat, but everything is still quite controlled and not quite ready for public scrutiny. That said, we still can't wait to get onto a live server, if only to see how well the game's many unique ideas are pulled off.

The Weapons of Huxley (Preview)

Needless to say, weapons will play a key role in Huxley. As such, they had better look cool, since you're going to be looking down their barrels more often than not. What follows is a sampling of the sorts of hardware you can expect to wield, along with some of the concept images that contributed to their realization.

The character progression system in Huxley is such that, as you gain in levels, you'll become certified to carry higher-caliber hardware. These ranks are denoted by a alphabetical system, ranging for E (the lowest, for characters level 1 through 10) to A (the highest, for similarly high-end characters). In the illustrations that accompany these descriptions, you'll see these classifications. Memorize them, soldier, for you will be tested. Dismissed.

Discodia Assault Rifle "Diverian"
http://img119.imageshack.us/img119/885/diverian2thumb113935634vw7.th.jpg (http://img119.imageshack.us/img119/885/diverian2thumb113935634vw7.jpg)

This weapon is a product of the universal weapons company Discodia, which supplies sapiens and alternatives with firepower. The Diverian rifle is the basic assault rifle for infantry warfare and is issued to new recruits who complete battle training. The fast firing rifle sprays 600 rounds per second. The Diverian's striking power is enhanced by charging its round's gunpowder with a Lunarite core, but troops will find that the weapon has limited affect on enemies with extremely enhanced armor.

Discodia assault rifle "Diverian MK2"
http://img119.imageshack.us/img119/8779/diverian22thumb11393564bt5.th.jpg (http://img119.imageshack.us/img119/8779/diverian22thumb11393564bt5.jpg)

Produced by Discodia as the Diverian's enhanced brother, the MK2 is an upgraded version of the basic assault rifle. The MK2 is the weapon of choice for tactical/special warfare fighters supporting their teammates in battle with this assistance firearm. Slightly smaller than the Discodia assault rifle, the MK2 offers improved functionality - such as rapid-fire stabilization - and an infrared 2x scope allowing for excellent marksmanship even in darkness.

Mirage Viper
http://img119.imageshack.us/img119/8291/viper2thumb1139356533kl8.th.jpg (http://img119.imageshack.us/img119/8291/viper2thumb1139356533kl8.jpg)

Produced by the Mirage Company, which focuses on the development and manufacturing of haute weapons, the Viper is an accurate and deadly sniper rifle. With a sleek and clean design, the Viper is a weapon of choice among many Sapiens. The Viper features a mighty 8x zoom scope and reaction absorption to minimize muzzle movement. Precise and fatal at long distances, the Viper sniper rifle is limited by its ability to fire only one round at a time.

Collein Bleach
http://img119.imageshack.us/img119/2171/bleach1thumb1139356570ju3.th.jpg (http://img119.imageshack.us/img119/2171/bleach1thumb1139356570ju3.jpg)

With the advent of Lunarite energy and the creation of enhanced shield technology and robust body armor, weapons companies needed to find a way to enhance infantry firepower. Weapon manufacturer Collein's answer is the mighty Bleach - a personal rocket launcher that offers awesome, powerful firepower to soldiers. The Bleach is a quick firing "Fire and Forget" weapon that can spit out two destructive non-guided mini-rockets per second. Although rocket launcher's accuracy is lower than other firearms, its sheer power is extremely destructive.

Game Movies (credits go out for GameTrailers.com):


* E3 2006 Extended Trailer (http://download.gametrailers.com/gt_vault/t_huxley_e36_ext_trailer_h264.wmv)
* E3 2005 Trailer (http://download.gametrailers.com/gt_vault/t_huxley_e35_hd.wmv)


* Gameplay Trailer (http://download.gametrailers.com/gt_vault/t_huxley_gptrailer_h264.wmv)
* E3 2K6 Show Floor Gameplay (http://download.gametrailers.com/gt_vault/t_huxley_gp_e36_h264.wmv)

Largest source of screenshots are on IGN (http://media.pc.ign.com/media/738/738456/imgs_1.html)

04-05-07, 01:02 PM
Stopped being lazy.. there it is.. enjoy yourselves.. drool while you're at it.. :drool: