Knight Rider 2 Game report from E3
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Knight Rider 2 Game report from E3
I visited Davilex at the E3 gaming convention today. The new game definitely looks like a great improvement over the original. They told me several times how much they listened to comments (complaints) about the first game from fans.
The new game gets away from the kind of boring "search and exlpore" model of the original. Instead, it is much more combat-oriented. This is a bit of a deviation from the actual series, but it should help game-play a lot. The reflection mapping on KITT looks really good, and the world textures are much better.
I have more screen shots and a preview movie to post later, but for now here are the list of features taken from their marketting presentation:
New interactive fighting system
KITT has access to 3 different type of weapons
Laser
Plasma gun
Missiles
Fight spectacular battles against enemies
Garthe and Goliath
KARR
Different types of robots
Choppers
Turrets
Laser protecting system
KITT has an electric shield to protect himself from enemy attacks
Use KITT’s Micro Jam to open gates and control elevators and Laser protecting systems
Interact with the environment and solve puzzles
11 new story based missions
New in-game animation system
Improved visual effects
Improved controls
Energy recharge system
The new game gets away from the kind of boring "search and exlpore" model of the original. Instead, it is much more combat-oriented. This is a bit of a deviation from the actual series, but it should help game-play a lot. The reflection mapping on KITT looks really good, and the world textures are much better.
I have more screen shots and a preview movie to post later, but for now here are the list of features taken from their marketting presentation:
New interactive fighting system
KITT has access to 3 different type of weapons
Laser
Plasma gun
Missiles
Fight spectacular battles against enemies
Garthe and Goliath
KARR
Different types of robots
Choppers
Turrets
Laser protecting system
KITT has an electric shield to protect himself from enemy attacks
Use KITT’s Micro Jam to open gates and control elevators and Laser protecting systems
Interact with the environment and solve puzzles
11 new story based missions
New in-game animation system
Improved visual effects
Improved controls
Energy recharge system
Last edited by Michael Pajaro on Wed May 12, 2004 7:28 pm, edited 1 time in total.
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I've posted some higher-quality versions of the screen shots on my website. You can view them here:
http://www.knightridermovie.com/game/
http://www.knightridermovie.com/game/
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If the outside shots are any indication, then you can bet the dash will be very basic. I see the tail-lights are still visible. As is the front spoiler. The car seems a little more correct overall, but you can tell they've done minimal research.
"What do you mean, 'get'? You ARE in big trouble." -KITT, Not a Drop to Drink.
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Mike, Neps, and any other Mac people here, this should please you all greatly! Got this info. from a macrumors.com link and, if true, means we can hopefully look forward to playing the original Knight Rider Davilex game and this new Knight Rider 2 PC game on our Macs by year's end:
- Demo of Virtual PC 7 - Lionel - 20:52:16
Yesterday in front of resellers and Apple and Microsoft representatives, took place in France the first demo and presentation of Office 2004 and Virtual PC 7.
We have collected info concerning Virtual PC 7.
It was not possible to use VP7, because it is still unstable, but hereafter are some details:
- VPC icon has been modified
- Better support and management of peripherals (especially for USB)
- It will be noticeably faster than the previous version
- It should support dual processor system as well as G5-based computers
And the best for the end...
VPC7 should manage and support natively graphic cards, and that's a huge improvement and particularly good news. In this way, we can expect to be able to play PC games on a Mac, it will probably require a quite fast processor and a good graphic card. For example, DirectX will not be emulated, but directly treated, as on a PC, by the graphic card!!!
Something that we were always missing, but expecting, in the previous VPC version...
- Demo of Virtual PC 7 - Lionel - 20:52:16
Yesterday in front of resellers and Apple and Microsoft representatives, took place in France the first demo and presentation of Office 2004 and Virtual PC 7.
We have collected info concerning Virtual PC 7.
It was not possible to use VP7, because it is still unstable, but hereafter are some details:
- VPC icon has been modified
- Better support and management of peripherals (especially for USB)
- It will be noticeably faster than the previous version
- It should support dual processor system as well as G5-based computers
And the best for the end...
VPC7 should manage and support natively graphic cards, and that's a huge improvement and particularly good news. In this way, we can expect to be able to play PC games on a Mac, it will probably require a quite fast processor and a good graphic card. For example, DirectX will not be emulated, but directly treated, as on a PC, by the graphic card!!!
Something that we were always missing, but expecting, in the previous VPC version...
"One man can make a difference. You can make a difference in someone else's life. You can make a difference in your own life." -- David Hasselhoff
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..........
I just hope the Air Filter on the Front part of the Car is Wider . it was always kinda skinny .
lol , buts its kida funny that Kitt Has weapons now , (spyhunter) , looks weird but i think well get use to it .
But thats also a good thing , since kitt now has all these weapons , then im assuming that then his dash should be a little more complex now since he needs access to other intruments.
I just hope the Air Filter on the Front part of the Car is Wider . it was always kinda skinny .
lol , buts its kida funny that Kitt Has weapons now , (spyhunter) , looks weird but i think well get use to it .
But thats also a good thing , since kitt now has all these weapons , then im assuming that then his dash should be a little more complex now since he needs access to other intruments.
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I was wondering what the system requirements for the new game will be.I bought a 64mb ddr ram geforce 2 card just to get kitts black to shine.It still is a bit slow because my system is a little over the hill.
AMD duron 1.3 Ghs processor
256mb ram
65mb ddr ram geforce 2 vid card
I hope I don't have to buy a new pc just for the new game.I wonder if they will have a low resolution setting to turn kitt shiney black or wierd blue like the last one.
AMD duron 1.3 Ghs processor
256mb ram
65mb ddr ram geforce 2 vid card
I hope I don't have to buy a new pc just for the new game.I wonder if they will have a low resolution setting to turn kitt shiney black or wierd blue like the last one.
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A lot of people seemed concerned about the weapons. Keep in mind that KITT DID have missiles in the show. He DID have a laser. Remember season 2, where just about every week April installed some new device to help KITT battle enemies? My feeling is that the weapons in the game are along those lines.
The Davilex representatives were very aware of all the feedback from the first game (and Sith's work specifically, thanks Sith!) One of the biggest complaints was that once you solved a level, there was little point in doing it over again. Adding the combat modes helps with replay-ability.
First and foremost, this is a videogame and it needs to compete with all the other blast-em games out there. Which would be more fun: micro-jamming a helicopter to force it to land, or blasting it out of the sky? I for one am looking forward to trying out my trigger finger.
The Davilex representatives were very aware of all the feedback from the first game (and Sith's work specifically, thanks Sith!) One of the biggest complaints was that once you solved a level, there was little point in doing it over again. Adding the combat modes helps with replay-ability.
First and foremost, this is a videogame and it needs to compete with all the other blast-em games out there. Which would be more fun: micro-jamming a helicopter to force it to land, or blasting it out of the sky? I for one am looking forward to trying out my trigger finger.
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Good work as ever Mike. You are one lucky guy getting in there. hehe
I have to say from seeing the trailer, the graphics engine looks a whole lot smoother than the original. And we still have 6 months or so of development to go yet. At this stage on KR 1, KITT didn't even have windows...
You have to understand the reasoning behind Davilex's decision to introduce weaponry. In the list of suggestions we stated that we didn't want anymore 'platforming', and they decided to use some of KITT's functions to add a further dimension to the game. We did state we didn't want a rehash of the first game's bumping into things until they die. Driving and shooting weapons will certainly make the game harder I assume - also combating the criticism of the first game being too easy.
And for those of you that are questioning the missiles being in there, I'd remind you that KITT has the function 'Rocket Fire' in the two episodes Not A Drop To Drink and Merchants Of Death. The laser of course featured many times. I can assume the new laser design is bigger purely as this one is far more powerful in the game.
(The Knight Rider games of the 80s also featured lasers and rockets, so this is nothing really new to us)
Those images are indeed of the same KR1 car that featured in the screenshots that were given to me at the end of April, so don't worry about the car dimensions just yet. I know this as I just saw a few of these images on a game site that was dated April 30th.
When you view the trailer you will also notice a few new welcome additions. For example, KITT now has a turbine sound of a much higher pitch.
There are also new environments, including a molten iron pit, and what looks like a snow/ice covered road. Night Vision is also now necessary for a few missions, as visibility will be near pitch black on certain stages.
At least Davilex are trying for a degree of originality with the sequel, especially with the proposed 2 player mode and mini-games. With several months of development still to go, things can only get better.
And lets face it, how many 20 year old TV series' get a video game nowadays, let alone a sequel? I for one am thankful for Davilex attempting a sequel, and taking our comments on board. Like I said before, bigger development houses would just throw ideas from fans in the bin. So kudos to the guys from Holland.
On a final note, the last information I had was that Knight Rider 2 was indeed scheduled for release on PS2 in USA. But not by the same distributor of the first game, Tri Synergy.
Instead it will be handled by Universal Interactive, who are responsible for such games on PS2 as Crash Bandicoot: The Wrath Of Cortex and Mace Griffin: Bounty Hunter.
We will certainly get more details nearer to KR2's release date, and hopefully the game will be at ECTS here in the UK in September - an event I fortunately already have a ticket for.
Remember to keep checking KRO, as all news will be posted here over the coming months.
I have to say from seeing the trailer, the graphics engine looks a whole lot smoother than the original. And we still have 6 months or so of development to go yet. At this stage on KR 1, KITT didn't even have windows...
You have to understand the reasoning behind Davilex's decision to introduce weaponry. In the list of suggestions we stated that we didn't want anymore 'platforming', and they decided to use some of KITT's functions to add a further dimension to the game. We did state we didn't want a rehash of the first game's bumping into things until they die. Driving and shooting weapons will certainly make the game harder I assume - also combating the criticism of the first game being too easy.
And for those of you that are questioning the missiles being in there, I'd remind you that KITT has the function 'Rocket Fire' in the two episodes Not A Drop To Drink and Merchants Of Death. The laser of course featured many times. I can assume the new laser design is bigger purely as this one is far more powerful in the game.
(The Knight Rider games of the 80s also featured lasers and rockets, so this is nothing really new to us)
Those images are indeed of the same KR1 car that featured in the screenshots that were given to me at the end of April, so don't worry about the car dimensions just yet. I know this as I just saw a few of these images on a game site that was dated April 30th.
When you view the trailer you will also notice a few new welcome additions. For example, KITT now has a turbine sound of a much higher pitch.
There are also new environments, including a molten iron pit, and what looks like a snow/ice covered road. Night Vision is also now necessary for a few missions, as visibility will be near pitch black on certain stages.
At least Davilex are trying for a degree of originality with the sequel, especially with the proposed 2 player mode and mini-games. With several months of development still to go, things can only get better.
And lets face it, how many 20 year old TV series' get a video game nowadays, let alone a sequel? I for one am thankful for Davilex attempting a sequel, and taking our comments on board. Like I said before, bigger development houses would just throw ideas from fans in the bin. So kudos to the guys from Holland.
On a final note, the last information I had was that Knight Rider 2 was indeed scheduled for release on PS2 in USA. But not by the same distributor of the first game, Tri Synergy.
Instead it will be handled by Universal Interactive, who are responsible for such games on PS2 as Crash Bandicoot: The Wrath Of Cortex and Mace Griffin: Bounty Hunter.
We will certainly get more details nearer to KR2's release date, and hopefully the game will be at ECTS here in the UK in September - an event I fortunately already have a ticket for.
Remember to keep checking KRO, as all news will be posted here over the coming months.
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