Monday, September 15, 2008

Code of Honor 2: Conspiracy Island


First things first – yes, I know that in the UK we spell the word ‘Honour’ with a U. I know this is a UK based site and yes, I am English. Still, out of a need for consistency and respect for the developers of this game, we’ll be using the American spelling for this article.

The creators call it Code of Honor, so we shall too - no matter how wrong they are or how inept they prove. Moving on.

Code of Honor 2 is the second game in the Code of Honor series – something that came as as much of surprise to me as it has to you – and continues to chart the adventures of a squad in the French Foreign Legion.

I’m hesitant to be any more specific than that and clarify whether you play the same character or not as I haven’t played the first game and the game doesn’t exactly make it very clear at all. In fact, it literally just dumps you in. One minute you’re watching the main menu, the next you’re on a boat racing towards a beach and having orders yelled at you.

Slowly, the game makes it possible to pick up the bare bones of the plot and you discover that you are on a small island where utterly nondescript terrorists are attempting to obtain some nuclear material so that they can hold the world to ransom. That whole thing.

Don’t go thinking that this slow reveal of the plot is a clever and deliberate attempt to engage you as a player though, because it isn’t. It’s just bad storytelling. The entire structure of the game relies very much on the assumption that you’ve read the back of the box, scoured the Internet and devoured the manual with a voraciousness that would dissuade even the most obnoxious of librarians from trying to claim late fees.

If have done all this then good for you – the utterly non-intricate details of the Global Revolutionary Front and their quest for plutonium are yours. Not that there are actually any details though as it isn’t ever made clear what the Global Front want revolutionising anyway.

To give the game credit though it does actually do a good job with some plot turns. The first time you attempt to capture the apparent leader of the terrorists for example, who is basically just a grunt retextured to look like a second-rate GMan rip-off, is handled with only minor ineptitudes.

The objective ends in a predictable defeat and renders that entire section of the game as nothing more than filler, but somehow the game presents it well despite all the problems and the mission feels more essential that it really is.

Which is probably the only good thing you can say about the plot of the game and the rest of it is firmly downhill in the most pointless, poorly (or not) told way. The narrative is generic, meandering nonsense of the worst possible tripe and the script seems to be contrived solely as way to give the level designers a chance to make you repeat the same, bland levels over and again before moving onto the next piece of low-quality indetikit gaming.



ALONE IN THE DARK

Things do not start off well for Edward Carnby in the latest incarnation of Alone in the Dark, as we found out rather quickly after heading over to see Atari for our first chance to spend hands-on time with his latest adventure.

Alone in the Dark opens with the protagonist waking up in a drug-induced stupor, with no memory of who he is, where he is, or what is going on around him. The first hint of sinister goings-on comes from a conversation that starts to slowly bring you around, before the people who are talking realise you're awake and promptly march you out of the room to be shot.

You might think that at this stage, things could only get better, but that is not the case. A brief reprieve in the form of your executioner being attacked and dragged away leads to the discovery that the building you're in is not only on fire, but also being torn to shreds and falling down to the street below--where all hell is breaking loose. 

 As you struggle through the building, the abilities of the game's engine become apparent through a number of set pieces and triggered events. In one, as you clamber around the outside of the building, an explosion below sends a car hurtling up toward you, knocking out a section of the ledge, with the sound of the car's alarm affected by the speed and spin of the airborne vehicle. In another, the game engine's lighting capabilities are shown off to dramatic effect, as you clamber up into a half-destroyed room, lit only by a child's night-light that has fallen to the floor, with music tinkling from it. Light is provided almost solely through this gently turning item, projecting a pattern of moons and stars across the wall.

Later, we came up against a zombielike creature that we quickly realised was actually one of the incidental characters killed off during our ascent of the building. They had been possessed, seemingly by the same force that was destroying the city, and we were forced to defend ourselves with the only thing that came to hand...a frying pan.

This proved to be an excellent introduction to the game's ad hoc combat system, which lets you fight with anything light enough to pick up, as well as items in your inventory. The system for fighting with objects is very simple--when holding an item, you control its movement with the right analog stick in a logical manner. So, if you pick up a fire extinguisher, you can swing quickly with a forward semicircle on the stick to knock any number of advancing creatures off their feet. Or, you can pull back on the stick and then push forward to ram a creature in the gut or break a door down. To top this off, you can actually use the extinguisher to put out fires too, which can be just as useful given how much of the building in question seems to have caught fire.

Alas, the zombies don't die after a few blows to the head. While you can knock them to the floor with objects, they won't stay down for long unless you deliver a suitable killer blow in the form of fire. This can be done either by grabbing the zombie by the feet and dragging it to fire or by bringing fire to the zombie. This can prove trickier than it sounds, as we didn't find a lighter until toward the end of the second episode, but thankfully, the game's approach makes it a relatively straightforward process. Pieces of furniture are generally the easiest things to use to transfer fire; if hold something flammable in a fire for a moment, it will start to burn with a satisfying little rumble of the pad to let you know it has caught fire. If you light one chair leg, the fire will first spread up to the main body and then slowly across the rest, as you'd expect. If you give the chair enough time, you'll burn yourself and drop it, whereupon it will burn out, leaving a fragile charred shell.

The length of time that items take to burn is also a factor in many of the game's sequences. The first instance we came across that bought this point home was a segment where we had to traverse a narrow path of passable floor through an interior segment with no power, but there was a handily placed chair and raging fire near the start. If you set too much of the chair on fire initially, it'll burn out before you reach the end...but if you do too little, it'll be a while before you can actually see anything.

 Given these two options, it's perfectly possible to simply cut out the middle man and attack zombies with burning furniture. This technique becomes even more viable if you've sprayed them with fuel first--for obvious reasons. Fuel generally makes the process of zombie killing easier; if you combine it with your current magazine, your bullets trail fire; if you use a rag and glass bottle, you have a Molotov cocktail; or if you just trail it on the floor, you can light up as the beasties get close.

The bullet trick is particularly useful in short bursts. It does allow for a one-shot kill if you manage to get a flaming bullet through the heart of an oncoming zombie, but this is as hard to achieve as it sounds. Taking time out to combine fresh items when you have zombies bearing down on you really isn't practical because you are vulnerable when doing so.

This vulnerability comes from the game's cool inventory system. In keeping with Alone in the Dark's real-world rules, you can only carry what you can, well, literally carry. The inventory system consists of Carnby looking down into his coat and at the contents of the pockets or pouches stitched inside of it. While looking down, you get the option to combine such things as your ammo supplies, glowsticks, batteries, and double-sided tape. The combinations are varied yet logical. If you combine sticky tape with a glowstick, you have an instant wall-mountable light source. If you combine a full bottle of petrol with an empty bottle or two, you can make a few smaller bombs. If you strap ammo to the outside of a bottle of fuel and stick a rag in the top, you've got a Molotov cocktail that packs a slightly harder punch. Because bullets are so ineffective against most of the enemies, thinking creatively is the key to survival. Thankfully, you're not going to get overwhelmed with options or waste your time randomly clicking on items to combine; when you choose an item to combine, you can then only go on to select items that can actually combine with it.

Where the game really came into its own in the segment we got to play, however, was the end of episode two. The car chase through the streets of New York City was nothing short of breathtaking. It was also quite challenging because lots of elements in the set piece are randomly generated around pre-directed events. Many of the aspects of the escape are the same on each attempt: The roads break up in a similar way, jumps are in the same place, and rubble clears in the same way, but a driver's reaction differs each time, so it does really feel like driving through a city in the midst of apocalyptic panic. The soundtrack also ties into the pre-directed events. For example, a full suite of choral voices kick in as you take the most impressive jump--and adds a truly epic feel. Alone in the Dark comes from the same studio as Test Drive Unlimited, and it shows. You can get into any accessible door of any given vehicle, rifle through the glove compartment for tools, check the visor for keys, or just rip open the steering column to hot-wire the vehicle.

Overall we were really impressed with the way Alone in the Dark is shaping up. While there are still some issues at this stage, it's an ambitious game that looks set to reboot the franchise in style. We'll bring you more on Alone in the Dark as we get it, leading up to its release in June. 


Mercenaries 2: World in Flames


LOS ANGELES--Pandemic Studios, the experienced developer behind Mercenaries 2, is showing an early version of the game behind closed doors at the Electronic Entertainment Expo. Like its predecessor, Mercenaries 2 will invite you to step into the combat boots of a number of different hardened bounty hunters willing and eager to get involved in the world's ugliest, most dangerous problems. Also as in the previous game, Mercenaries will let you throw in your lot with a number of competing factions, possibly playing them against each other in what's decidedly a dog-eats-dog sort of gameworld. But whereas the previous game in the series took place in the North Korea, Mercenaries 2 takes you to Venezuela, throwing you headlong into a crisis with big oil companies at the center of it. There are a number of great things about oil. One of them is that it blows up real good.

The producer for the game was on hand to walk us through the E3 demo that the company prepared. It starts off with the grizzled, heavily tattooed Matias Nelson exiting an outhouse in a Venezuelan village. An armed militia is loitering nearby, though Nelson's much more heavily armed with his AK-47 and shoulder-slung rocket-propelled grenade launcher. Nelson quickly received a mission from his nearby contact to demolish an offshore oil rig belonging to Universal Petroleum, a massive and presumably corrupt organization (though you'll be able to work for them if you wish). We watched as Nelson surveyed the situation--all in real time--by looking offshore with his binoculars. The oil rig itself looked heavily guarded, what with plenty of rifle-wielding soldiers patrolling the perimeter. Nearby was the real threat, though: a military base, complete with a tank. And in between the rig and the base, patrol helicopters kept a watchful eye for intruders.

This is the sort of mission that Matias Nelson would describe as "tough to solo." But that doesn't stop him from requisitioning a Scorpion buggy for the job. The vehicle doesn't appear out of thin air--Nelson tosses a smoke canister to mark his location and an Osprey transport aircraft ships it, pronto. The vehicle looks highly detailed and features fully articulated suspension, plus room for a passenger and a gunner. We later got our hands on the controls and confirmed what seemed like a good, responsive feel to the steering from our brief time at the wheel. The rest of the game's visuals seemed quite good at first glance, though the frame rate did tend to drop during particularly insane explosions. The South American setting was instantly recognizable, and the lush jungle environments made for a spectacular place to cause mayhem.

Realistic physics are put to good effect throughout the gameworld, and not just in the bouncing of buggies off of dunes. At one point, Nelson takes a shortcut through a village by scaring the local populace with gunfire, stealing a junker of a car, and then simply smashing right through a shantytown, straight into the military base seen previously. Such behavior is by no means necessary, but the fun of Mercenaries 2 will presumably come from being able to perform such actions at any time and for any reason.

To drive this point home, the producer reiterated that the goal with Mercenaries 2 will be to be able to say "yes" in answer to any question starting with "Can you..."? So, can you shoot rockets into your mission contact's back? Can you shoot a grappling hook into a helicopter, climb up the rope, crack open the chopper's cockpit, throw the pilot to his death, and then claim his aircraft? Can you swim? Can you drive boats as well as tanks? Can you play cooperatively with another player? Can you jump on the turret of a tank, climb your way up, and throw a grenade down the cockpit to kill the crew, so you can take it for yourself? Can you shoot an oil tanker, watch all of the gas spill out of it, toss a lighter over your shoulder, and watch as the fuel trail lights up, detonating the whole thing in a spectacular explosion?

Yes, indeed. That about summarizes the new features showcased in the demo we got to try out, which was running on a PlayStation 3 development kit and was already looking quite good. The game uses the Havok 3.0 physics engine, which is apparently being optimized for the PS3's cell processor, so expect to see far more complex geometry and bigger environments than in the previous Mercenaries games, and, more importantly, even more destruction than ever before. Some of the features that were emphasized in particular include the new grappling hook gun, which certainly looked like a lot of fun when used to jack helicopters; and the new hijacking minigame, which will force you to input a sequence of commands in order to steal a vehicle from its pilot. That helicopter pilot doesn't go down without a fight, so it was exciting to see the two characters struggle over the controls. We also spotted a new character, a female bounty hunter named Eva, hailing from Los Angeles. To that end, the cooperative two-player mode seems like another compelling new feature, especially since you'll be able to jointly use vehicles to obliterate your foes. Pandemic confirmed that split-screen co-op is presently the focus of Mercenaries 2's multiplayer offering, but admitted that an online option is being investigated.

We were also curious to know whether Mercenaries 2 might take advantage of the recently revealed tilt sensor in the PlayStation 3 controller, to which the developers said that they were certainly looking into it. The tilt sensor seems like it could make piloting vehicles feel that much more different than running around on foot. Also, we learned that the story would be a stronger element of the sequel than it was in the original. Expect to have to go after a sinister drug lord you've got a vendetta against. Oh, and no word on whether Han Solo or Indiana Jones will be unlockable characters this time around. That'll probably have something to do with whether or not LucasArts publishes the game. Just a hunch. Maybe we'll get Dog the Bounty Hunter this time instead. Pandemic did say it would like to stick some hidden characters in the game.

Mercenaries 2: World in Flames is slated to release sometime in 2007 for the PlayStation 3. Pandemic is still on the search for a publisher for the game, but from what we've seen, we're reasonably sure it won't be long before Mercenaries 2 finds itself a warm home on some big publisher's 2007 lineup. Stay tuned to GameSpot for further coverage of this explosive game. 



Sunday, September 14, 2008

FARCRY 2



LEIPZIG, Germany--Considering that Ubisoft acquired the rights to Crytek's Far Cry and subsequently pumped out a slew of middling console ports and quasi-sequels, we were inclined to write off the original island hop's first true sequel, Far Cry 2, as another quick cash-in. Boy, were we wrong. A core technology team at Ubi's acclaimed Montreal studio has been working on the game in secret for over two years now, and even though it's still weeks away from even entering alpha stage, the hands-off demo of this PC-only title that we saw today at Games Convention went so far beyond the design of the original Far Cry that we don't even know where to begin talking about it.

We'll start with the storyline, which doesn't seem to be connected to the first game at all. This time around, you'll choose one of around a dozen mercenaries and undertake a mission to assassinate an arms trafficker known only as the Jackal. This arrogant scumdog is supplying two African warlords with the weapons that are keeping their conflict raging--and tearing their beleaguered nation apart in the process. As the game opens, you'll awaken in your hotel room stricken with malaria, with the Jackal sitting across the room and saying words to the effect that you're so pathetically incapable, he won't even bother to shoot you. But he'll leave a pistol by your bedside before he leaves, just in case your sickness gets too bad. Your goal will be to use that gun--or any other destructive means you can employ--to take out the Jackal, and what you do between that opening scene and the eventual completion of your mission will be up to you.

Put simply, Far Cry 2 is the closest game we've seen yet to a true "open world," and that's not just because you can roam around the entire game without ever seeing a loading screen. The only plot and environmental elements that are set in stone--the story's "superstructure," as creative director Clint Hocking puts it--are those described in the previous paragraph. Everything else is mutable, based on your actions, allegiances, and chosen missions, and ultimately the cascading effects of all those choices you make. Both warlords have a command hierarchy of captains and lieutenants, and if you happen to kill one of those underlings, the guys below him will move up to fill the role. You can even take out one of those warlords, and his number-two guy will simply become the new warlord. But it will be up to you whether you take missions from or against those two factions, ally yourself with them, try to take them down, or play them both against the middle. The game will even populate its world with the other selectable characters you didn't choose, and they'll act as agents who are also working in Africa, whom you can befriend and count on in a tight spot. We'll give more info on that later.

The organic nature of Far Cry 2's world doesn't stop at its residents; practically everything we saw during the demo was dynamic and realistic, thanks to the new engine Ubi Montreal has built from the ground up for the game. The game simulates full weather patterns and air currents, so when you see clouds in the sky, they aren't there because an artist painted them on the skybox--they're there because the atmospheric conditions were right for clouds to form. The same goes for falling rain and howling wind, the latter of which will realistically blow tree branches, grass, smoke from fires, and dust from the ground in the same direction it's moving. Those trees can be broken apart, and that grass can be flattened by a passing jeep--and they can both catch fire from any incendiary source, by the way. Heck, we saw a grassy field catch fire from an exploded fuel canister, and the fire actually began to spread in a particular direction simply because the wind was blowing it that way. Hopefully this cyclical example gives an impression of the sorts of dynamic systems at work in Far Cry 2.

As for our demo itself, we saw a brief section of the game where the player had taken a mission requiring him to attack and destroy a fuel depot. This began in a dense, oppressive jungle like those from the original Far Cry, but Hocking commented that the demo began in this area only to show that there will be jungles like those of the first game. The player then moved out into the open to show us a vast, open savannah, the likes of which will apparently make up most of the game's world. That world will apparently be huge; the player raised a paper map (much like a treasure map) and a functional compass to his perspective, and we were told that map showed about one kilometer of terrain, and that this represents just under one percent of the gameworld's total size. Again, you'll be able to roam around that entire world while it streams from the hard drive, without ever seeing a loading screen.

When the player approached a mercenary camp and spied on it with the sniper rifle's scope, we saw a number of guards milling around. One was eating a meal in a hut, two were patrolling around the premises, and so on. Hocking commented that none of these actions are in any way prescripted. That guy won't always be eating in that hut--sometimes he'll be out on patrol, or he might be up in a guard tower, or any number of other actions. The bottom line is, if the game works as designed, you'll never find the exact same situation in the same place twice. In every mission, you'll have to hit the ground running and decide what to do on the fly.

The player engaged the mercs in a firefight after getting too close to their encampment, and jumped into one of their jeeps to make a quick getaway. But of course, the AI characters will know how to use all the equipment in the game too, and they piled into a truck (with a mounted machinegun in the back) to give chase. Again, Hocking said this behavior wasn't at all scripted; instead, the AI had identified the truck as the best means of pursuing and attacking the player, and their route wasn't at all set, either. The truck attempted to ram the player's jeep a couple of times and took some shots at it, but they were defeated when they happened to hit a bump the wrong way and flipped their vehicle. (Hocking seemed genuinely surprised this had happened.) Your vehicles in the game won't burst into cartoon-like explosions at the slightest provocation, but they can certainly be damaged, and will break down after too much abuse.

Next up, the player paid a visit to his pal Marty, a fellow mercenary who had established a small camp on top of a hill near the fuel depot we were seeking. We got the impression Marty may have been one of the other selectable players from the beginning of the game. In this case, he was simply a friendly merc who was only friendly, according to Hocking, because the player had saved his life in a previous mission, and that had flagged him as an ally. You could just as easily make an enemy out of Marty by making different choices, though, or you could shoot him dead right there on the spot. The game is really about giving you carte blanch to do whatever you want, whenever you want, and no plot point will depend on the life or death of a character as low on the totem as old Marty.

Anyway, the player moved on down to the fuel depot and got ready to jump into combat with the enemies there. There are around 30 weapons in the game, and the player in this case had a modern American assault rifle and an RPG-7 at his disposal. Weapons will each have reliability ratings, and while that assault rifle is extremely accurate at range, for example, it's not reliable in the harsh conditions presented in Africa. An AK-47, by comparison, isn't very precise, but it will take a huge beating and keep on firing. Hocking wanted to further demonstrate the realism of Far Cry 2's weapons by showing off the RPG-7, the rockets of which don't engage until the projectile has already launch a few feet. So in the demo, the player pointed the weapon at the ground, fired, and literally bounced the grenade off the ground before it ignited in midair and went flying off at a weird angle.

Notice how we keep getting sidetracked? There was more to talk about in our 25-minute demo than we've seen in some entire games. The player finally moved on to assault the fuel depot, where he engaged a in frenetic fight with a number of guards there. After he took a few bullets, we got to find out more about the game's health system. Like most shooters these days, you'll regenerate from light damage after a short time, rather than relying on a finite health meter. But take too much damage and you'll have to apply first aid to yourself based on the nature of your injury. There will be a single first-aid hotkey that will contextually activate the right interaction, such as beating flames off of your sleeve or slapping a bandage on a large cut. We thought it was a little over-the-top when the player managed to dig a slug out of his thigh with a knife during the thick of a firefight, but the team is obviously still early in the design phase, so this is all subject to change.

Finally, the firefight heated up to a point that the player simply couldn't handle all the crossfire at once. But just before he died, we were stoked to see a familiar face--Marty appeared next to us and started hosing down the enemies with machine-gun fire. Once that was done, he helped the player up and bodily escorted him to safety, also assisting with the first aid. Like everything else in Far Cry 2, this wasn't programmed to happen. Instead, the player had "activated" Marty by speaking to him moments before attacking the fuel depot, which had put him on alert that the player was active in the area. According to Hocking, Marty was then attracted to the sound of battle and saw that the player was in dire straits and needed help. Obviously, it's going to be highly beneficial for you to make powerful friends in this game.

So what kind of rig will you need to run this beast? The demo we saw was running on what was described as a high-end dual-core system with a GeForce 8800, which is admittedly a beefy PC, but also one that you can actually buy at retail right now. The final specs next spring, however, will be more modest; a fast single-core CPU and a high-end DirectX 9 card will purportedly do the job. The team is weighing the value of adding DirectX 10 features; it's likely those with DX10 support will enjoy a combination of improved performance and some slight visual upgrades. Far Cry 2 is definitely a beautiful game, what with the trees and grass individually swaying in the breeze, tons of particle effects accompanying the weather patterns, and shadows that even lay across that grass in a believable way. But it's not the graphics that has us most exited, but rather the internal stuff going on under the hood: weather, physics, and AI simulations. The demo was finally capped when the player jumped onto a hang glider after his rescue, soaring over the savannah and watching a herd of gazelles scatter below as he swooped low over them.

We try not to give ourselves over to hyperbole around here, so we'll just say that Clint Hocking is either a really skilled huckster, or he's working on a radically innovative first-person shooter that's going to set the PC world completely ablaze. For now, Ubi Montreal is focusing entirely on the PC version of the game, as Hocking says Ubi wants to reestablish itself as a premiere PC developer (though you can bet your sweet derrieres you'll see some version of this game on consoles eventually). We're trying to reserve unbridled excitement for the time being, until the game has gotten a lot closer to completion and we can vet the many ambitious mechanics for ourselves. But between the interesting gameplay Hocking told us about, and the extremely impressive demo we saw firsthand, we think Far Cry 2 is going to give other developers an awful lot to think about--and emulate--when it ships early next year.



CRYSIS - WARHEAD



There are sequels, there are expansion packs, and somewhere in the middle there's Crysis Warhead. As a follow-up to last year's visually stunning first-person shooter Crysis, this game adheres to the same plotline of nanosuit-equipped Delta Force operatives terrorizing North Koreans on a lush island, but this time around the events unfold from a different perspective. Rather than going back to the role of Nomad, now you're filling the shoes of his squadmate Psycho, the slightly more verbose Brit who was stranded on the opposite side of the island for the majority of the original game. To find out what other differences you can expect to see, we paid a visit to EA's booth at the Leipzig Games Convention earlier today.

Our demo began with Psycho awakening in an ice sphere, one of the environments players of the first game should be familiar with. This time around, players can expect to become even more familiar with these frozen jungle settings. The Crytek rep on hand told us these spheres were one of the parts from Crysis that the development team really liked, but didn't feel they used them quite enough. So anyone who enjoys punching frozen enemies into a million pieces ought to be pleased.

Psycho did just that to the first pair of enemies he saw, but those poor saps were only frozen because they weren't lucky enough to be wearing nanosuits when the sphere activated. Not all enemies are so unlucky. Some of the human enemies you encounter will be wearing nanosuits just like you. These bad guys become a much more formidable challenge for you, but there are a few new options at your disposal for dealing with them. The most effective one we saw is the nano disruptor grenade, which deploys an EMP field to fry their suits so you can take them on more easily. One of the other new weaponry options we picked up on is the ability to wield dual SMGs--hardly the most powerful weapons in the game, but pretty stylish nonetheless.

Once Psycho dealt with the first wave of enemies on a frozen pond, he took a seat in a nearby hovercraft--one of the new vehicles in the game--to chase after Colonel Lee, who's just rushed off with an alien scout that the Delta Force would very much like to have. One of the biggest criticisms Crytek heard about the vehicles in the original game is that they were a little too squirrelly and didn't handle so well, so now they've gone and tightened up the handling to make it so you don't feel the need to stay on foot to stay alive.

After destroying a handful of snow-capped straw huts and plowing through roadside blockades in his new hovercraft, Psycho met up with a couple other squadmates and moved on to a group aliens down in a frozen valley. These floating creatures displayed some of the tweaks to the enemy AI. One of the aliens acts as a healer, hanging back until the opportunity presents itself to go and revive one of its downed allies. It's up to you to find which one is the healer so you can take it out to prevent all your progress from being reversed.

It was at this point in the valley that our brief demo came to an end. It's clear that Crysis Warhead isn't trying to go and shake things up too much, but you can still expect to see a few tweaks and additions sprinkled into the familiar open-ended action. Crysis Warhead is due to arrive shortly, with its September 16 release looming closely on the horizon.