Tiberium | |
---|---|
Jahr: | Cancelled 2008 |
Entwickler: | Electronic Arts Los Angeles |
Publisher: | Electronic Arts |
Originaltitel: | Tiberium |
Kürzel: | Tib |
Executive Producer: | Chris Plummer |
Komponisten: | Christopher Lennertz, Timothy Michael Wynn |
Neuste Version: | ? |
Geschichte:
2058 – 11 Jahre nach TW erwacht "Tower Omega" bzw. "Threshold 19" der Scrin in Ground Zero zum Leben. Ricardo Vega wird zur Mobius Research Station beordert um die Sache zu untersuchen...
Interessantes:
- Im Rahmen des C&C Community Summit 2012 konnten die Teilnehmer in der Tiberiumbibel zum Spiel blättern. Dieses Handbuch beschreibt die Hintergrundgeschichte und wurde am 20.12.2012 wie folgt wiedergegeben:
Hängengeblieben ist allerdings (wie gesagt, es war so geplant, ist aber offiziell nie Teil der Story geworden), dass 5000 Jahre vor Christus eine antike Menschenrasse auf der Erde gelebt hat, aus welcher die Bruderschaft von Nod hervorgegangen ist. Schon damals landete das Tiberium auf der Erde und diese antike Rasse musste außerirdische Invasoren in einem Tiberiumkrieg zurückschlagen. Daher richtete sich die ursprüngliche Gesinnung von Nod auch gegen das Tiberium und die "Besucher". Kane jedoch gehörte einer Sekte innerhalb der Bruderschaft an, die sich zur Macht "putschte" und die ursprüngliche Gesinnung umwandelte in das was wir alle kennen: Die Propagierung des Tiberiumzeitalters und die Anlockung der Scrin-Besucher für seine eigenen Zwecke. Was Kane letztendlich ist, war mir nicht ersichtlich. Neben der Erläuterung, wie die Warptore in den Scrin-Türmen funktionieren, wurde auch erläutert, wie die Scrin Heimatwelt durch das Tiberium befallen wurde und so die Scrin verändert hat. Seitdem sind diese vom Tiberium abhängig und versuchen durch die Tiberiuminvasionen auf anderen Planeten die Natur des Tiberiums weiter zu erforschen, um so irgendwie ihre Heimatwelt retten zu können. Darüber hinaus wurde auch eine zweite Alienrasse erwähnt, vermutlich die gleiche, die schon in den C&C3 Geheimdienstberichten Erwähnung findet.
- Am 26.02.2010 wurden ganze vier Soundtracks von Timothy Michael Wynn bekannt:
- Prologue
- Tiberium
- Scrin (Wurde in C&C4: TT wiederverwertet als Nod-Track "We Rise")
- From the Future
- Steve Burg verriet am 20.12.2009 was aus Monaco und dem Mittelmeer geworden ist:
New Monaco was built on top of the remains of the current city, which did not survive the cataclysmic environmental disaster wrought by the spread of Tiberium (the Mediterranean Sea is dry, among many other changes...)
- Am 24.02.2009 wurde sehr viel Material von Robert R. Coddington, Animation and Cinematic Director, bekannt. Dazu gehörte das Intro, Outro, diverse Animationssequenzen, Prototypen und Concept Art mit Beschreibungen von unbekanten (verworfenen, sowie geplanten) Gegnern. Alle Videos und Bilder findet ihr weiter unten!
Zum bereits veröffentlichten Trailer verriet er folgende Entstehungsgeschichte:
Speziell zum Video "Madrid Crash" (siehe unten):I built this sequence from the ground up based on some verbal ideas from the Executive Producer Chris Plummer. I started with low res models and blocked out all the charcter motion and camera work in an animatic. (Digital story board)
Then Came Animation - It's about 50% Motion Capture from a Shoot in Vancouver that I both directed and acted in.
The other 50% of the character and vehicle animation was hand keyed by me and an animator named Lee Davis.
The beautiful look was the result amazing designs from Steve Burg and Ken Bishop.
It was textured, illuminated, and rendered by the talented folks at Eden Visual Effects in Hollywood.
Sound By Erik Kraber and his team is amazing! (As usual)
Editing and Post work by Drew Staufer gave it a slick final flow.
...Another tip of the hat to manager and un-sung hero Ray Cobo who kept us all organized and sane...
Über die "Arrogant Alien Angels [Of Death]" schrieb er:This is an example of one of my sequences that is ready for others to work on it.
It's ready for animation clean up, lighting, VFX, and any further set or character related art direction.
Maya "play blast"
Über den "MOP" berichtet er noch ausführlicher:In this rough design I was pushing for a creature that had a life cycle that contained visible snap shots of it's evolution. (infant/teen/adult) It's superior scorpion like fighting ability led it to a premature superiority to other creatures.
Once the creatures reached "adult" age they would be able to stand on their tail/mouth. By manipulating teeth and gums in the tail they would appear to float gracefully in beautiful yet horrifying silhouettes that appear both arrogant and intelligent.
Adults swiftly assume the scorpion like attack posture of their "teen years" and are incredibly deadly. This is a last resort as a mature adult that can stand on it's tail/mouth is too proud to assume the "teen" posture.
This kind of concept is a classic example of an animation driven approach to character design. Where dynamic and original changes to posture are part of the form and function as a direct result of it's evolution.
Sowie:In the early days of Tiberium development (2005ish) there was a lot of pressure from executive leadership to develop horrifying and intelligent aliens that were different than anything anyone had ever seen before...
One of the first models to come across my desk was this less than horrifying "alien space plant" from then production designer Steve Burg. He explained that is was metallic sea life from space that floated around the air and shocked anything it touched... he explained that I should rig it so it's willow like branches slowly floated like it was under water, yet were made of alien steel...
Needless to say the challenge was on. I began to figure a way to make this concept please both the art directors and the executives...
Animate a horrifying space sea plant...
I Started by creating a bone system light enough to run in a game engine and still move the many details of the space plant. I gave it a center point where the branches came together and fashioned an unorthodox rig to manipulate the skeleton. I then began trying to pose with standard character pose problem solving.
Find poses that show what the character is thinking and feeling.
Find believable physics related posture for locomotion and idle behaviors.
Find dynamic ways of showing differences between both physical and emotional states.
(Bring space plant to life. Give it personality)
In a short period of time I had a breakthrough...
With some unconventional lines of thought I began to twist the character around itself into poses that looked nothing like the original plant. It was starting to work... but it needed something to ground the shapes and make it seem intelligent. I added the single glowing eye near the center rotation point. ...Then it was alive! I was very excited to come back the next day with this rough video of how it might exist.Little did I know... Some of the game designers and executive leadership had seen Steve Burg's space plant snap shot and had already been making fun of it. The quote from then game design director was "There is no way that mop is getting in this game" ...it was there the "Mop" name was given to this character.
A name given on the day it came to life... The name that killed it...
I was excited and ready with the renders and the movie you see on this page. I had stayed up late modeling, lighting, texturing, and rendering both the space plant and a set. I really wanted to sell the potential of what I believed was truly an original life form from space... a creature worthy of legendary sci-fi.
It was no use... They stayed true to their word... there was no way this mop was getting in their game. (ha ha)
...Sure... This is a common development story. Great ideas get filtered out from projects because only so many ideas can actually go in... that's just how it goes... but to me... this one was special. This mop was beautiful...
Though mop was talked about on and off for the next three years... it was never resurrected.
However... Mop lives here now... on his own web page.
Enjoy! ...And learn what you can from him :) - Dank dem Artist Ken Bishop wurde auch erstmals Material von Nod bekannt, u.a. dieser Soldat und Sniper:
- Duane Loose stellte auf seiner Homepage diese Style Guides im PDF Format zur Verfügung:
- GDI Style Guide -
a fictionalized Engineering Notebook - Art by Tiberium Art Staff
- Deep Industrial Design -
overview of Art Direction vectors for Tiberium - Art by Tiberium Art Staff
- GDI Style Guide -
- Nach der Einstellung tauchten bei Gamasutra einige Kommentare von (Ex-)Entwicklern auf, die interessante Einblicke in die internen Vorgänge der Entwicklung und von EA geben.
- Tiberium wurde wie der andere C&C Shooter Renegade 2 auch eingestellt. Am 30.09.2008 schrieb Mike Verdu in einem internen Memo:
Mariam Sughayer, Pressesprecherin von EA, ließ verlauten:It is with a heavy heart that I announce an end to all work on Tiberium effective immediately. I've consulted with Nick Earl and Frank Gibeau at the EA Games Label and together we have reached the conclusion that given the time and resources remaining, we will not be able to deliver this product to an appropriate level of quality.
The game had fundamental design challenges from the start. We fought to correct the issues, but we were not successful; the game just isn't coming together well enough to meet our own quality expectations as well as those of our consumers.
Unfortunately, this action will result in several individuals on the team being released. We will make every effort to place affected individuals on projects within the studio – and where that isn't possible, to connect them with opportunities in other teams at EA.
This is the right move for the studio and the company, but it's particularly hard for me because of the impact it will have on our people. Many individuals contributed their time and talents to this game. I spent time in the trenches with them and I was continually impressed by their work.
Moving forward, we need to make sure this doesn't happen again. I believe we are already doing a better job of engineering success in from the start. The quality bar has been raised. Now we need to step up our focus on great design and execution, catching any problems early and correcting them quickly.
We will strive to live up to our values: To make great games, treat people right, keep our commitments, and grow our business.
_______________________
Mike Verdu
EA LA
5510 Lincoln Blvd
Playa Vista, CA 90094The game was not on track to meet the high quality standards set by the team and by the EA Games Label. A lower quality game is not in the best interest of the consumers and would not succeed in this market.
This decision will result in some individuals being released. However, EA will make every effort to place talented people on other projects. Eligible employees will receive severance and outplacement support. - Wäre Tib nicht eingestellt worden, hätte es das Chaos an Namen und Titel noch weiter verschlimmert. Generals, kein C&C aber als ein solches benannt und dann im Gegensatz dazu Tiberium, ein C&C aber nicht so benannt. Dem Ganzen setzt EA noch die Krone auf, in dem Tiberium ein eigenes Franchise geworden wäre, was nichts mit C&C zu tun hat, aber dennoch darauf basiert. Falls ihr das leicht unlogisch findet – willkommen im Club. Neben Entwickler assimilieren und Marken melken, gehört das Vergeben von Namen zum ganz großen EA sucks-Kino.
- Tib hätte keinen C&C Modus gehabt, den Renegade so außergewöhnlich machte. Fail!
- Als Hauptcharakter hätte man Ricardo Vega gespielt, der bereits eine tragende Rolle im Roman zu TW hatte.
- Bekannte Gegner der Scrin:
- Archon
- Shriker
- Sidewinder
- Nod sollte nur eine untergeordnete Rolle spielen, als Hauptgegner traten die Scrin auf.
- Die Hauptwaffe im Spiel ist die GD-10, eine Kombiwaffe die in verschiedene Modi transformieren kann.
- Zum Einsatz kommt die Unreal 3 Engine.
- Zipster-PG kommentierte am 12.12.2007:
Tiberium war demnach schon seit 2005 in der Entwicklung. Diese Aussage wurde indirekt von Zach Martin bestätigt, der die Entwicklungszeit bis zu Einstellung mit drei Jahren angab:This is the game I worked on at EA two summers ago, so yeah it's real
I'm still wondering what took them so damn long to announce it!
Project used Unreal Engine 3 and was canceled after 3 years in development.
- Am 11.12.2007 verbreiteten sich erste Fotos der Januar 2008-Ausgabe vom Game Informer Magazin und enthüllten den zweiten C&C Shooter: Tiberium. Untertitel auf dem Titelblatt lautet "Command & Conquer Evolves".
- Der allererste handfeste Hinweis auf einen neuen C&C FPS Titel konnte man im CGI Demo Reel 2007 von Steven Rogers alias Thirdmonster erspähen. Er ergänzte aufgrund großer Nachfrage im November 2007 in seinem Kommentar auf der YouTube-Seite:
Dann wurde er gebeten, das Reel wieder runterzunehmen:***RE: For those with questions about the Command and Conquer CGI battle at 3:04:
Non-Disclosure Agreement notwithstanding, I can safely say: I don't know WHY we created this project. I was working for a television/film VFX studio when this project came in. As far as I know (at the time--over a year-and-a-half-ago), there was "some new game" being planned (I stress "PLANNED"; very early stage; may have been dumped since), and all the information I could glean was we (at the VFX house) were creating a short animation piece for the game company only. It was an internal type of job (not to be included in any specified game--except maybe as supplemental materials for a release WAY down the line). Sometimes they put things together like this just to get a feel for what the game might look like, to get their artistic juices flowing, or programmers thinking, or to get investors excited, or whatever... kind of like a movie director looking for a proof-of-concept, or even pre-visualization. I don't mean to sound vague, but that is really all I know. The project lasted about 7 weeks, we delivered it, I moved on to my next gig; life of an
artist-for-hire.
Sorry I can't be any more help...but that's all I know.
Nachdem Tiberium nun komplett eingestellt wurde, ist der Download wieder möglich: Einmal das komplette Demo Reel und dann nur die Tiberium Sequenz ab Minute 3:04 nochmal extra als einzelner Videoclip.Next Pages: 1 2 3 ... Oldest thirdmonster (12 minutes ago) Show Hide Marked as spam (Reply)
Well, thanks to the "interest" in the CnC portion of my reel, a hornet's nest has been stirred. I have been asked (told) to remove it. So I must take down my reel (my resume; helps me get work, ya know?) until I have it recut.
Almost two years after creating it (so I thought it was safe to post), this game company has "politely" asked it be taken down; and they probably have a whole stable of lawyers (what ever happened to fair-use, anyway?). So down it goes.
Thanks ever so, all. - Am 04.03.2007 machte sich das Gerücht breit, ein neuer C&C Shooter könnte auf Basis der CryENGINE 2 produziert werden:
In a recent internal meeting at EALA on February 23rd, 2007, it was announced to the project team leaders of all EALA projects that the Crysis engine would be moving in-house in the very near future. Speculation began to arise internally about a Command and Conquer Renegade sequel seeing that the EALA studio is primarily known for RTS titles and Crysis is a next generation FPS engine. After discussing this with an EALA employee who wishes to not be named, it was stated that there is an extremely high chance that Electronic Arts’ LA studio will be developing a new FPS Command and Conquer title for the PC. It is not known if the title will be a true sequel to Renegade or a new stand alone IP however EA is very serious about exploring the options of the Crysis engine with current IPs. Stay tuned as we get more information.
- Davor gab es nur Renegade 2.
Offizielle Videos:
- Investigating Tiberium -Reportage von GVMERS mit neuen Gameplay-Szenen
- Interne Demo -Flashback, Investigation in New Monaco, Mining Colony, Urban Warfare, Back to the Tour, VFX Demo, Atmospheric Demo
- Alpha Build Footage
- Test Stage 01 -
A test stage I built during Tiberium's development. Its purpose was to contain all of the game's various gameplay mechanics in a single, playable space for easy testing.
- Test Bed -
A test map I made for EA's canceled Tiberium project. You'll have to excuse the designer art, since I am not an environment artist. Also, the framerate in this particular build was a bit choppy, but you still get a sense of how the game's mechanics worked.
- Space Marine -Erste, verworfene Version der Charaktere
- 3D Reel -Reel von Herman Lee mit einer Sequenz aus dem Intro
- Intro Cinematic Rough Edit -Das Intro in der Rohfassung
- Outro Cinematic (unpublished) #17
- Outro Cinematic (unpublished) #16
- Intro Cinematic (unpublished) #15
- Outro Cinematic (unpublished) #14
- Intro Cinematic (unpublished) #13
- Intro Cinematic (unpublished) #12
- PIP Mockup -
It shows what the PIP (Picture-in-picture) window opening transition would look like in-game.
- MLS Mockup -
It shows what the rocket launcher targeting system would look like in-game.
- Sniper Zoom -
It shows what the sniper zoom would look like in-game.
- HUD Mockup -
It shows what the HUD would look like in-game, including zooming, ordering units, and crouching.
- MOP Motion Test -
the original transforming space plant movie
- Old Protypes and random stuff -Zeigt u.a. neue Gegner, das BCU, Schutzschild und Bekämpfung einer riesigen Scrineinheit mit Enterhaken!
- Animation Examples
- Madrid Crash (MIRROR!) -Absturz der Madrid
- Outro (MIRROR!) -Das dramatische Ende der ersten Mission in voller Länge!
- Intro (MIRROR!) -Intro von Tiberium in fertigen Zustand und voller Länge!
- Tactical Gameplay HD
- Gameplay 1 HD
- Gameplay 2 HD
- Gameplay 3 HD
- Gameplay 4 HD
- Gameplay Montage HD
- GT TV Chapter 1 -Mit einigen Spielszenen
- Debut Trailer HD
- (Demo Reel 2007 - siehe oben)