^ a b 'Urban Chaos: Riot Response for PlayStation 2 Reviews'.'Urban Chaos: Riot Response - XB - Review'. 'Urban Chaos: Riot Response - PS2 - Review'. ^ a b 'Urban Chaos: Riot Response Review'.^ a b Villoria, Gerald (June 15, 2006).^ a b '- Japan Time! The Official Phantom Hourglass (JP) Thread ()'.'Product: Rocksteady, Perforce Team For Urban Chaos'. 'Product: ReplicaNet Debuts 5.5, Urban Chaos Licensing'. 'Zero Tolerance overtaken by Urban Chaos'. 'Product: Havok Supports Wii, Next-Gen At E3'. Perforce Software's Source Control Management (SCM) System was used to manage the game's source code, documents, and digital asset development. ReplicaNet was used to supply the software in the online and LAN multiplayer action. The game was developed using the Havok physics engine for in-game physics effects. The project became Zero Tolerance, a first-person shooter following a member of an elite anti-gang unit who must defend a city under siege. Urban Chaos: Riot Response was known by three different names in development, it was first called Roll Call, a first-person shooter set in a run-down city in the near future.
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