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This Information is from IGN.com.

May 16, 2003 - The E3 2003 demo of Halo 2 was not only beautiful to look at but it unleashed a flood of new details and information on an anxious videogame public. Combined with what we saw and told you about from the demonstration itself, the new info only serves to confirm what everybody already knows: Halo 2 is going to double up on the excellence of the original Halo. We suggest you take a look at the trailer one more time so you can follow along with us as we tell you what's new.

The Mombasa megalopolis is the setting for the demonstration but it will also be featured in the final game. The area where you're doing all of the fighting is a designated "Combat Zone." There's even a yellow and black billboard that says so and encourages marines to "be careful out there." The thinking is that humans have been expecting this attack from the covenant and so they modified the city to better withstand the invasion. There are very few windows in the skyscrapers at least on their lower levels. The buildings are constructed of heavy duty, extra thick concrete and are outfitted with impenetrable blast doors. The city is ready for the damage you and the covenant are about to unleash.

The giant purple Covenant cannon that's attacking the building and eventually gets bombed will be a controllable vehicle. Most likely you wont' be able to drive it but apparently there will be a need for you to fire giant energy blasts from a Covenant siege weapon.

You're fighting along side marines and new ODST marines. The ODSTs are tougher, badder-ass (or is that worse-ass?) versions of the regular marines who wear black, modified versions of Master Chief's armor. Their helmets are nearly identical too. We didn't confirm this, but it would be really cool if the black ODST armor skin could be used when we go online with Halo 2. You'd be both stylish and dangerous in your online battles.

Master Chief still carries two weapons at a time. In the scene where the sergeant hands Chief the two submachine guns is an indication of where Bungie wants to go with the player-NPC interaction. You'll be able to exchange weapons with other characters. It will most likely be the same weapon switching mechanic from the original Halo where you held X when you were near a weapon on the ground. It will just look 100% cooler to see Chief give his pistol to a marine in exchange for a rocket launcher or flamethrower. No, we haven't confirmed that a flamethrower will be in Halo 2.

Shooting cars and blowing them up near enemies will be a nice new tactic available to us in Halo 2, but the burned out block of wreckage leftover can be pushed around when you're done. The physics system is such that you can shoot detached objects, like burned out cars and barricades, and let the force of your bullets move them around. It's easy to imagine as scenario where you can create your own cover where you want.

That new Covenant drop ship you see flying around the city is called a Phantom and it's a lot more aggressive and heavily armed than the ones from the original game. They'll also be using hovering troop transports that can carry 10 soldiers. These are the vehicles that can be seen getting blasted by the Warthogs. Speaking of Warthogs the jeeps you see in the demo are outfitted with gauss rifles intended to make them especially deadly against vehicles. While we're pretty sure there will be Warthogs carrying different weapons, our questions on this topic were deflected with Jedi-like reflexes and mind tricks.

The vehicle-jacking system in Halo 2 will probably be as functional as it is fun. Only vehicles traveling slow and steady enough are eligible to be jacked. In demo you can see the Warthog and the Ghost getting jacked, but it's still not clear whether other smaller vehicles like the flying Banshee or four-wheel ATV will be jackable. When it comes to jacking vehicles, there's one button press to jump on the vehicle and another button press to attack the occupant(s). Master Chief is shown kicking the Covenant troop out of the Ghost but Bungie says he'll also be able to shoot the driver as a means of removing him. Grand Theft Auto 3 can't even touch that.

If you're not in a Ghost-jacking mood you can also just destroy the vehicle you don't want the Covenant to be driving. All vehicles in the game are damageable now and you can target specific weak points to incapacitate them. Blasting the anti-gravity unit of a Ghost will bring it to a halt and taking out the engine block of a Warthog are both no-brainers. Removing a Warthog's wheel with a well placed shot or crippling a Ghost's wing, however, are more artistic approaches to anti-vehicular combat.

Grenades in Halo 2 will now come with a concussive stun affect on nearby enemies. Covenant, usually grunts, who aren't in the immediate blast radius won't be killed but the blast will stun them enough that they'll be disoriented and temporarily vulnerable to any attack.

Finally, you will probably be able to use the Covenant Elite's double energy sword.

IGN will have much more on Halo 2 because everybody is going to love that game and we don't want to be left out.

June 20, 2002 - Brian Reynolds stopped by yesterday to talk with us a bit about his upcoming historically-themed real-time strategy game, Rise of Nations. Part Age of Empires and part Civilization, Rise of Nations is the best of the real-time and turn based worlds. As Brian was the designer of such titles as Civ II and Alpha Centauri, there are lots of conceptual similarities. It's in joining these ideas to the real-time, tactical nature of games like Age of Empires or the recent Empire Earth, that the real innovation lies. But while Brian was more than happy to wax insightful about his game, he brought us an even better gift -- the chance to actually sit down and play it while he sat by offering his own comments and observations.

Like we've said in previous coverage, your nation will be made up of several smaller cities. Or rather, several small collections of structures around various town centers. These town centers project borders which form the limits of your national control. You can only build new buildings within your borders so you'll need to expand them pretty quickly. Things like forts, temples and new civic technologies increase the size of your borders. But the best way to grow your empire is by founding new cities. Soon your borders will begin to bump up against those of other nations and that's when the real fun begins.

If you're sufficiently advanced, your borders may begin to creep into your enemy's territory and grant you access to new resources. But the real method of taking your enemy's land is by attacking his town center. Once it's reduced almost to complete destruction, you gain temporary control. From here there's a brief assimilation period in which the people of the town center gradually come over to your way of thinking. Eventually you'll have full control over the town center and all the buildings within its influence. Be wary though, as it's slightly easier for your enemy to retake a city that was once his and reestablish his borders.

Borders are also significant in that you can only work resources found within your borders. The basic resources in the game should be familiar to most RTS veterans. Things like food, wood, gold and metal are the raw materials used to create your nation and the soldiers to defend it. Since each resource node can only support a finite amount of workers (six in most of the cases we saw), the impetus to expand is strong. As in most other games you'll need to construct buildings to collect the resources, from lumber mills to granaries to mines.

Brian and his team have reduced the amount of worker management in the game by automatically assigning workers to specific tasks if they're idle for more than ten seconds. The workers will determine which project to work on not on the basis of what they're close to but on the basis of what your empire needs the most. An idle worker near a mine might decide to become a farmer, for instance, if you need food badly enough. You can also chain rally resource points so that your newly produced workers will fill up your resource nodes in the order you prefer.

Apart from the basics like wood, food and gold, there are 32 unique resources in the game that add more specialized bonuses. Things like Diamonds raise your overall commercial potential and increase the rate at which all other resources are gathered. Horses speed the creation of mounted units and even improve farming (on the rationale that they can pull a plow). Silk raises the limit on the number of cities you can produce. Each resource has one large benefit and a few accompanying minor ones so they're quite important to your overall strategy. You can see which resources you own via a series of graphics along the left edge of the screen.

More resources become available as you advance through the game's technology tree. Technology is divided into four broad areas. Military tech should be self-explanatory. Just in case it isn't, it increases your population cap and gives you access to better units. Scientific technology gives you a wider radius of sight and reduces the cost of all other technologies. Commercial technology increases resource gathering while Civic technology gives you stronger borders and more cities.

The game itself is divided up into eight broad ages: Ancient, Classical, Medieval, Gunpowder, Enlightenment, Industrial, Modern, and Information. You have to obtain a certain number of technologies to advance to each level, but you don't necessarily need to spread them out across the four techs. Brian explains, "So you need 6 to get to Medieval Age, but that could be three science, two commerce, one civic, and no military if you wanted. So you can choose to 'super specialize' in particular areas and lag in others." Advancing through each age should be a priority as there are two unique wonders for each age which can be built only once and confer a special bonus on the nation that gets them.

Each age also has a distinct set of units, which can evolve as the game progresses. Although Brian explains that the upgrades will be more dramatic than in other, similarly themed games, there're still enough steps in a given unit type's progression to give flavor to all the ages. Bowmen for instance, which are available fairly early, upgrade to archers, then to crossbowmen, then to musketeers, riflemen and finally infantry. The chain of progression is as thorough for other unit types as well. The progression from ancient age catapults to modern MLRSs requires is just as detailed.

As promised in most of the preview coverage of the game, the armies in Rise of Nations are massive. Even the smaller, more localized battles we fought easily contained forty or so units per side. The soldier themselves are easily identifiable by nationality, even across the same unit types. So, Japanese crossbowmen won't necessarily look like Roman crossbowmen. They're similar enough that you'll recognize them but distinct enough to be differentiated.

To balance the game, the team has decided to increase the cost and build time of specific units in direct proportion to the number of those units you already possess. This makes it important to create armies with different unit types that can support one another. In any case, we were building and fielding relatively large armies pretty quickly so it's not the same sort of situation encountered in, say, Battle Realms.

XBConnect.com

Hey, my XBConnect s/n is Ragnarok775(just like my AIM)so if u ever want to play online just IM me on AIM. Although my s/n is Ragnarok775, in game my name is Soldier2025. The only game Iplay On XBC is Halo. I am a begginer and the following are Game Setups i lke to play: