Game Name: Jumpgate Evolution
Co-Op: Yes
Co-Op Type: Massively Multiplayer
Publisher/Developer: CodeMasters (Publisher)/NetDevil (Developer)
Release Date: TBD
One game I've secretly had a desire for, for quite some time, is Jumpgate Evolution. Growing up a PC gamer I spent countless hours with games like Wing Commander, X-Wing and Tie Fighter series. The space combat genre had all but disappeared, but recently is making a resurgence. A realtime space combat MMO, Jumpgate thrusts players into a gorgeous - and I do mean gorgeous - universe.
The game was supposed to hit beta last year, but Scott Brown, President of NetDevil, told me that they just weren't happy with where things were in their smaller internal betas. They had decided to take some things back to the drawing board, tweak and add some features, and now a year later Netdevil is gearing up for a public beta again.
The game has players joining one of three factions, and while we weren't given the story, we're told that the first part of the game gives players clear defined roles and background on the war at hand. In fact, we were told it's not uncommon to see huge battles going on when jumping into different areas. But these aren't humans battling, this is the AI fighting for control. I got to see one such battle on the floor, and Scott seemed a bit surprised at what he saw. "Huh, last time we were here the reds were clearly winning, but it looks like blue has turned the tide a bit."

Space may be big and black in our heads, but Jumpgate is anything but. Beautiful greens, blues and reds adorn the skies of Jumpgate. Stars, nebulas, and planets pop off the screen as you explore the universe around you. One goal Netdevil had with the game was to make sure that everything didn't feel particularly empty, and that each area had a purpose. We finally got to see an epic battle with a huge space station, one of the boss like creatures in the game. The stations are so huge players are able to get down to the base level and weave in and out of structures on it to avoid attacks. Imagine something like the Death Star run. We watched as the demo weaved in and out of structures to avoid incoming enemy fire and finally hide and hover behind some buildings. All of this was controlled with the mouse and keyboard in real time, no point and click action.
Suddenly he burst out and was taking down enemies in one shot.
"Did you turn on the admin cannon?" asked Scott.
"It's too much fun not to cheat with it." replied the person playing the demo.
With over a quarter million beta sign-ups already, Jumpgate is going to be an extremely popular game. If all goes according to plan we should see a release early next year and hopefully a beta this year.
Heh, after years I still know that URL by heart
If you want to play online, you'd have to pay, but the download has an "Offline Simulator". Which basically lets you choose any of the ships, weapons, MODX (from the original game), then fly out into a empyty sector with targets floating targets to shoot.
Open up the chat window and type in /ai and you will spawn one of the game's enemy AI after you.
you can type from /ai or /ai 1 up to /ai 5.
If you need help beating those things try http://www.confluxwar.net and check out the guide.
The first game was basically a first-person shooter in space since the best view was first-person since that had the HUD on it.
The sequel will support 3rd-person & 1st person, but they show off the 3rd-person to show off the ship's design.
Also, the controls are a lot more open than freelancer which had one plane where everything was in space.
In JGE, they use the whole 3D space. There were people in the last game that came up with search patterns in order to find "artifacts" in each sector.
I'm very much looking forward to this, but there are quite a few things that have riled up the original fanbase (which is still playing & paying for the first game BTW).
But overall, not a lot has been shown about certain mechanics and I hope that is what Scott Brown (aka. Scorch) wanted to tweak.
What aspect ratio is that?
Its like wide wide screen.
Eventually we will just have crazy screens that wrap all the way around a person... lol.
This game looks fantastic, I have been craving an awesome space epic for a long time and this looks like it could satisfy that craving.
I also want that monitor. Jesus.
32:10
I grabbed the spec sheet from the booth. It costs $6400, and uses 4 projectors onto the curved screen. It's absolutely gorgeous, but way too pricey right now.
Wow.. thats nuts! I think 3D may catch on faster than 32:10 screens though.
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