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Interview: Harvey Smith

Harvey_Smith.jpgVanaf vandaag kunnen jullie lekker de demo van Blacksite: Area 51 van Xbox Live af gaan trekken. Wij hebben nog geen idee hoe de game speelt, maar de voortekenen zijn goed. Voorloper - Area 51- was een meer dan prima game, en alle media van Blacksite ziet er prima uit. We voelden ontwikkelaar Harvey Smith eens aan de tand over 'zijn' Blacksite Area 51. En van een man die mee heeft gewerkt aan Deus Ex en System Shock mogen we best een aardig gamepie verwachten, toch?

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How hard is it to make an FPS game stand out?

Harvey Smith: It's a challenge, but it usually sorts itself out if
you're passionate about your game. For Blacksite, we wanted to create a
very atmospheric, immersive shooter! Fast paced, with vehicles,
subversive fiction and super hot graphics. We wanted to set the game in
an unusually-grounded small town environment. We wanted to use squad
command and that led us to an innovative squad morale AI feature. (If
you're doing well, the squad is excited; if you're doing poorly, they
panic, blind-fire and hide.) Also, the game has great
breakable-objects...this came from using the Stranglehold technology and
Unreal. The squad AI, plus the morale system, plus the breakable-objects
led to some interesting gameplay combinations: Enemies and squad members
take cover behind objects until those objects are too badly damaged,
then they look for new cover. So in the end if you're passionate about
your game the right combination comes together. If you're just painting
by numbers you're doomed.

Blacksite_1.jpg

Does Blacksite stay true to the gameplay concepts and overall atmosphere of
Area 51?

Harvey Smith: Blacksite feels more true to modern fears and the current
political problems in the world.

For Blacksite, did you take inspiration from similar games?

Harvey Smith: We're huge fans of FPS games, action games of all times,
but also games with strong exploration elements. We also spend a lot of
time playing the other games within Midway: Lord of the Rings Online and
Stranglehold. We learn something new from every game we play. Also, I've
learned a lot from the other games I've worked on, including System
Shock and Deus Ex.

Blacksite_1.jpg

We've seen FPS games that concentrated purely on shooting. How much
focus will Blacksite put on story?

Harvey Smith: Story is a huge part of what we're doing. We're working
with Susan O'Connor, from Gears of War. She and I collaborate very well.
Blacksite is very edgy, calling into question the effects of US military
policy on the world. "We create our own monsters."

Blacksite_3.jpg

During development did you run into any problems that relate only to
one of the systems you're developing for?

Harvey Smith: A million. Each platform requires a bunch of custom
non-stop problem solving.

Blacksite_4.jpg

How would you describe Blacksite in one sentence?

Harvey Smith: Blacksite is a highly atmospheric shooter that encourages
exploration, and it's set in very realistic environments glued together
with cohesive fiction. Good luck translating that into one sentence!

Reacties

Tjezus, en dan nog geen bronvermelding. :/

Ik vond de teaser demo beetje tegenvallen eigenlijk. Ik was zo door mijn kogels heen, de beesten zien er niet echt aansprekend uit, squad was eigenlijk maar vervelend, wapens voelden niet echt krachtig aan. Alleen de destructible environment was best leuk.

Is die lul van Deus ex, ff in de gaten houden dus.

@Sjuul
"We voelden ontwikkelaar Harvey Smith eens aan de tand". Speciaal voor de laagbegaafden onder ons. Bron: GAMERT.nl


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