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NOLF 2 | Game Info | Press


Action Trip
- 19 April 02

No One Lives Forever 2 Interview

ActionTrip: Well, we've all heard of the new Jupiter engine, so let's start with that. Give us a basic overview of the improvements over the previous LithTech code. Will it be less of a hardware hog and to what extent? Relatively speaking naturally...

Kevin Stephens, Director of Engineering: The new Jupiter engine includes quite a few improvements. First, the rendering pipeline has been completely rewritten allowing the designers to create levels with 30 times the detail of NOLF 1. We've also created new particle systems used for snow, explosions, fire, weapon fx and debris; revamped our water system to support cubic environment maps and non-rectangular shapes; and added numerous new texture blending capabilities including support for multiple u,v coordinates (smoother transitions between textures), two types of bump mapping, improved detail textures and decals.

In addition, we've updated our models to support dynamic animation sets (which allows us to have many more animation variations), improved model node control (which allow the AI to turn their head, eyes, and torso and track moving objects like the player), and added movement encoding to prevent sliding AI (the AIs movement is tied to the animation so it looks correct.). We've also added support for phoneme-based lip-syncing, which greatly improves the look of talking characters. Finally, the size of our models has been compressed which helps them to load faster and take up less memory.


IGN - 25 March 02

British femme fatale and superspy moonlighter Cate Archer is back in the 60s saddle with No One Lives Forever 2. Screens and more hands-on impressions included.

Monolith may have originally built its name up from the Blood of the damned and the crushed hulks of anime influenced giant robots. But it wasn't until No One Lives Forever that the company proved with a ferocious certainty that it was on the scene and here to stay. All of its previous efforts paled in comparison to that game and its suave mix of humor, intrigue, campy style, and classic, but always comically accented action.

But in the land of silver lining there must be rain. And if there were but one gripe gamers had about No One Lives Forever, it would surely be centered around the then still unproven LithTech technology behind the glitz and glamour. Garnering mixed results from players the world over, that iteration of the LithTech engine met with praise for its myriad of animations, crisp and detailed environments, and light-hearted appeal. But with as many blessings, there was an equal amount of scorn. Most complained of seemingly incomprehensible performance issues, even on the most mighty of machines. Whatever your personal stance may have been, throw it the heck out the darn window because LithTech's latest Jupiter engine is here, and so is No One Lives Forever 2.

Foremost, because I too had issues with some problematic framerates in the original NOLF (apparently a problem linked to mouse movement), the clip this time around is already pleasantly smooth. Obviously, detail settings on the version I both played and viewed were turned as far up as they could go. Even at these levels, the early pre-alpha build displayed demonstrated ne'er a hiccup or stutter. A testament to the engine no doubt, as even normal beta products reel in agony at the slightest over extension of their capabilities. Granted, a few glitches and blatant performance degraded bugs were present at present, but casual play seemed far improved over the original. No wonder, considering Jupiter is a completely rewritten piece of code...


IGN - 21 March 02

Hands-On No One Lives Forever 2 - LithTech makes a showing of its latest technology with Monolith's scrumptious pride and joy running point.

The Game Developers Conference does not have the glitz, glamour, and obscene amount of games that come hand-in-hand with other marquee events such as the much vaunted Electronic Entertainment Expo that annually graces the smoggy land of LA every May, or the Arkansas Tri-County Pig Fair. What the GDC does have, is its fair share of technology. This is, after all, the single largest opportunity for developers to get in touch with other developers and unrestrictedly showoff their latest and greatest with intentions of building relationships and selling products. None of the monetary and business card exchanges that transpire here interest you or me. No, we are all present and accounted for because of an entirely different reason... The booze. But in between all the binge drinking under the blinding San Jose sun we're also afforded the opportunity to enjoy some of the games on display that come as demonstrations of the actual technology at hand. They have to have something to show off all of this rich technical goodness. We just happen to get to capitalize off it...


Game Pen - UGO - 21 March 02

Get your fill of Lith

LithTech Reigns at the Game Developer's Conference Company Debuts Jupiter, the Technology Behind the Sequel to The Operative: No One Lives Forever 

KIRKLAND, Wash.--(ENTERTAINMENT WIRE)--March 20, 2001--LithTech announced today their plans for this year's show.  In booth #1518, LithTech will be holding half-hour theatre sessions featuring Intel technology, the No One Lives Forever team, Zombie Studios, and Flying Lab software along with company experts.   
 
Sessions topics will include: ``Inside the IntelŪ PentiumŪ 4 Processor'' by William Damon of Intel; ``The Making of The Operative: No One Lives Forever 2'' by Samantha Ryan, producer at Monolith Productions; ``Advantages of Licensing Technology to Create Leading Titles'' by Zombie Studios CEO, Mark Long; ``How LithTech Allows Developers to Focus on Fun'' by LithTech CEO, Jeff Hutt; and previews of LithTech's next generation tools and technology, with LithTech engineer Jonathan Branham.  A full schedule can be found at http://www.lithtech.com/corporate/gdcschedule.asp
 
LithTech will also feature the latest titles and technology at eight demo stations in the booth.  A few examples are: Aliens Vs.  Predator(TM) 2, Computer Gaming World's Action and Multiplayer Game of the Year; Global Ops(TM) by Crave Entertainment; Delta Green(TM) by Flying Lab Software and the LithTech Jupiter system, the foundation for the sequel to The Operative: No One Lives Forever.   


Computer and Video Games - 13 Jan 02

NO ONE LIVES FOREVER 2


Cate Archer's back to right the wrongs wrought by her first game * Shaken not stirred Mark Hill

The original No One Lives Forever was a subject of some controversy when it was released early last year. But it had nothing to do with in-game violence. It's because we thought it was rubbish.

In theory, it should have worked a treat. James Bond gadgets in a tongue-in-cheek Austin Powers-like setting with a similar feel to Soldier Of Fortune sounded like a dream ticket. But, somehow, it all fell apart in the execution. Of course, many disagreed with us. Where we saw rubbish AI and repetitive and simplistic levels, some of you saw great AI and superlative graphics. But the real reason there's a sequel has very little to do with quality anyway. The first game sold very well, and that automatically qualifies it for a second run-out. And what a sequel it promises to be. Monolith has recently raised the bar in first-person shooters with Aliens Vs Predator 2, and we have every reason to believe they will realize the full potential of the superspy setting this time round. Especially when they have stated that they are "aiming to create an engrossing, original, cohesive experience in the spirit of No One Lives Forever, but not necessarily in its image."

Once again you take on the role of the curvy Cate Archer, fighting the evil organization HARM and averting the end of the world. The latest high-end LithTech engine, going by the name of Jupiter, will guarantee a stunning visual experience, but it's in the gameplay and AI that we're expecting the most significant improvements. Rather than the ultra-linear move 'n' shoot experience of the original, NOLF 2 (or The Operative 2: No One Lives Forever as it's apparently to be known) includes a much greater emphasis on stealth. Avoiding enemies will be an integral part of the game, and to aid you in that task Monolith is introducing the ability to lean around corners and disappear into hiding places. The levels will certainly lose their cardboard-box appearance and should offer the kind of interactive environment Deus Ex would be proud of. Not only can you create a disturbance (by, for example, knocking a bottle or startling a pigeon), you can even unscrew light bulbs to create darkened areas. It might not have the beardy appeal of putting out torches with water arrows in Thief II, but it could start a lot of "how many Quake players does it take...?" jokes. The main improvement though, should be in the enemies, who are more intelligent and react far more convincingly. That should make them more satisfying to kill, don't you think? We don't think we'll be disappointed again. Mark Hill


Game Spy Daily - 12 Nov 01

New NOLF 2 Images

LithTech gives up the goods on three new game development systems - plus new NOLF 2 screens! | hardcore_pawn

LithTech has announced three brand new game development systems this morning. Get the full details on the Jupiter, Talon and Cobalt systems here in the official press release and also enjoy these brand new images from NOLF 2 (which uses these new systems.) Get in touch with 3DActionPlanet for more on the game.