vineri, 28 iunie 2013

interview - Interstellar Marines - Zero Point Software

Interviul e luat in luna mai a anului 2011. Informatiile sunt insa inca valabile. Planuiam si o tradudecere dar am renuntat. Posibil sa revin cu un preview.
Discutia s-a purtat pe Skype dar inregistrarea era de o calitate prea slaba ca sa o pot pastra din pacate.
Kim Haar Jørgensen este Game Director al jocului


Me:    First things first: what is the idea behind the game?

Kim:   The idea for the game it's actually spawned from playing a lot of FPSs. The initial idea is to ensue the FPS genre. Our idea is to try to mix 3 genres that we love: the tactical genre from games like Rainbow Six & Ghost Recon - and we try to mix that with role-playing elements like in Deus Ex and System Shock 2, and then add the feel we got from games like Half-Life and F.E.A.R. and other games like them.

Me:    I understand...the good stuff about gaming.

Kim:   Yeah *laughs*


Me:    So what actually spawned the idea?

Kim:   Well I guess I always discussed with my fellow partner, as we always played every FPS and we used to always talk about that one day things might move to virtual reality, and as you know so far, this genre is about trying to simulate that you look out the eyes of the character and we really wanted to pursue this as much as possible, the fact that one day I would love to make virtual reality and complete immersion into a character.


Me:    What about the company itself? When you started Zero Point Software?

Kim:   We started ZP officially back in 2004, after I spilled my guts and my beans to my cousin, basically this happened at a family get-together. My cousin raise of money, let's call it like that. I sat down with my cousin and I told him about this game called Interstellar Marines that I've been dreaming about for 7-8 years, I think we talked about the game for 5 or 6 hours during the night, and in the next morning he came up to me and said "I really wanna help you make this, you sound really passionate and seems that the game you're mentioning here has great potential to be something different". So we got my friend  and created a company to try to make this vision of Interstellar Marines possible in December 2003. But back then we were only 3 guys, it was a slow progression to try to raise money from investors, writing the manuscript for the game and the first build...it's been a long journey since then.


Me:     How did you managed to get the budget for the engine and other stuff?

Kim:    From that moment it’s been like a rollercoaster ride. The initial funding we got allowed us to create the first trailer for the game – we created a small trailer in 2005, released in 2006. Only few funds, only 3 guys. Instead of working on the engine we worked on how to sell the idea with a concept trailer – and that became the trailer of 2006 in which we showed what is the game kind of all about. And from there we started to work on the Unreal Engine and managed to get a few investors aboard to work on the demo on Unreal Engine for publishers. Right now we use a different engine because we can’t pay Epic Games, means lots of dollars, so we had to find something that within our budget.


Me:    By the way, I really wanted to ask about this Unity Engine. I saw how well it works playing the game directly in the internet browser – how’s going to work on the full game? Because I suppose those demo’s (Bullseye, Running Man…) are some kind of simplified versions, that work on browsers.

Kim:   Right now our technology it’s following what the Unity guys are doing in terms of ability to use the engine inside a browser, that is obviously pretty immature at the moment, but we hope this technology will evolve in the next few years we develop IM and make it possible to play the game. Our ultimate goal is to make the game available everywhere to anyone – whenever it’s inside the browser or download and install it on your computer, get it in the hands of the people as easy as possible. We also looking into releasing the game on Steam.


Me:    Enough about the engine. I want to know about the storyline, I want to understand why is it a trilogy.

Kim:   If we want to have all the story that we spawned it wouldn’t be enough for one game, so right now the story is written to be 3 games. For us is about creating the type of Science-Fiction you get in Alien, trying to create SF that is believable so people want to be part of it, without having to be too much like Star Wars or Halo, we want it to be realistic Sci-Fi.
          Our storyline sends us around mankind meeting aliens, kind of like Alien, Starship Troopers and Final Fantasy (from FF we liked only a few starships). In terms of story we feel that no movie or game had yet sold how the first contact would be as realistic as possible. We try to sell how would be if we someday we meet other, and not like aliens running around being octopuses with green lasers and force fields; it would be more like civilizations as mankind and what it would be like not to be able to communicate with or understand each other, we think that’s pretty interesting. That’s why they’re three. Be establishing the First Contact and imagine what would happen from there.

Me:    Less silly, more serious.

Kim:   Exactly. Kind of like, if know Rainbow Six or Ghost Recon and tactical shooters like that. We’ll love to play a military tactic shooter with role-playing elements in a SF setting, where the story and the setting are realistic as in RS or Modern Warfare but in a SF universe.


Me:    Tell me more about the RPG part. Is it going to be level-ups and stuff like that, or kind of more like Mass Effect style?

Kim:   ME is a bit hardcore, even it’s still a bit softcore…the type of RP we are introducing is enchanting the First-Person mechanics: we got weapons  training, character training, and an equipments shop, which means that by playing the game you are rewarded. You get XP by killing bad guys, completing objectives, finding hidden rooms and stuff like that, exploration, etc. …and those XP points to be used in 3 shops: when you go to the weapons shop you can purchase more advanced weapons, put xp points in a weapon to get it to shoot much faster, more precise; also you can unlock various extensions for a weapon like scopes or silencers. Some points goes for character, such like strength, stealth…; be able to carry more weapons, wear better armors, run faster, be more stealthy and more, it’s up to you what you want to upgrade.
          The first shop I mentioned, the equipment one is the shop where you upgrade your equipment, buy mines, helmet with night vision, better map display, hacking equipment etc..
          It’s about enchanting game play you expect from tactical shooters and having fun with the character progression by that time.

Me:    So the player will feel more satisfied by the actions they do.

Kim:   Precisely. Because, traditionally when you play a game like Portal or MW, you have the cinematic feel and the story – that’s great, but you don’t have goals for your character, and we really miss that in FPSs. The best two examples are Deus Ex and System Shock – they improved the FPS formula by introducing RP elements.
           It would also be cool with playing in CO-OP, for example having a friend that’s upgrading his rifle and you are upgrading your medic skills, you know, trying to create the best team possible.


Me:    What’s your opinion about the current shooters then? You believe something is missing?

Kim:   Well, for example: I’ve completed Crysis 2 recently, which was pretty awesome actually. The tactical arsenal of weapons was getting close but lacked of co-op and role-play elements. And the type of SF they put into it’s like, nothing explained – why are the Ceph running around, where do they come from. I think it’s still missing the kind of things we want to do. Crysis 2 is a great example of fantastic game that’s getting close of our goal but yet it’s still not there.
           If you play a tactical FPS, they all fit the co-op style, got a great tactical arsenal of fantastic weapons. But the story, the cinematic feel and exploring the world – those are not there.
           And then you have games like MW and Black Ops; those are completely linear, just from A to Z, it’s a prescript of the story, a rollercoaster ride where you get to shoot enemies along the way...I think those games are cool, for a few hours, but I usually get to be irritated by the fact they are not trying to improve the idea.  I think that also the multiplayer was fantastic…so it’s really hard to explain the things that are missing.
          I think I.M. is going to be a mix of a few FPS genres that we all know and love.


Me:    How Deadlock, the multiplayer, is going to be?

Kim:   First, Deadlock is a technology platform for getting the people to play it early on, and then trough the development we gonna allow people to give us feedback and suggestions; hopefully they’ll love to help create a better game.
          But there is something else we’re crafting right now, because it makes most sense, and the once we got the technology for the multiplayer we’re gonna move to the game play next, and then moving to start working more effectively on the first game.


Me:    How is it to not have a publisher, being more free?

Kim:   In terms of planning and stuff like that it’s obviously we’re planning as much as possible, about what type of work is more creative for us.
          Being complete independent from publishers there is no one that tells us “you can’t do this, you can’t do that”, it’s neat for us.
          But in terms of time, we have to show results for our investors so we have to develop a great Deadlock experience so hopefully more people are joining our community and more people will pay so we can create more games, more of I.M.
          So, I think it’s a fantastic situation, and at the moment we wouldn’t it any other way.


Me:    It can be seen on your site that you mentioned about a quest – about revolutionizing the industry forever.

Kim:   The concept: if you have the developers and the guys that inspire games we don’t need anybody else – that’s all we need, no retailers, marketing people or publishers. The community that plays and love the games – they get the money to make the games faster hopefully. We can sell the games cheaper this way, so people don’t have to pay 60$ for a game that can be paid for 25-30$, as a AAA quality game. That’s what we thought when we talked about revolution. It’s the fact that with the internet today guys like Notch can be sitting home and create a fantastic game called Minecraft and sell it directly to his fans, he don’t need any one else, there is just him and the guys wanting to play his game, and hopefully because we’re all gamers we can get games because of that.

Me:     What is your opinion about today’s industry? For example, how long will the PC last – some say that the PC is dead.

Kim:   Yeah I don’t think so. Obviously more and more people are buying smartphones and touchpads and what do they call them…errrr, tablets. When we really think about it, it’s about entertainment. If you can own a laptop that usually is for work/school and just has the power for playing everything, and obviously people will still be buying laptops that are faster and faster. I’m pretty sure that the traditional big bulk, our computer that we have sitting on our desks may evolve to smaller laptops, but I definitely believe that PC’s never gonna die, and the fact that people will always need a computer.

Me:    I observe that everything is getting casual and simplified. I notice that I.M. is a hardcore/oldshool game.

Kim:   Yeah it is, and we’re not gonna change that.
           I think that what we see right now is that being more and more people that weren’t playing games before so they begin with the ones like on Facebook. It’s not gonna mean that the type of gamers that we are, hardcore FPS gamers, are losing interest in FPS genre, obviously not, and won’t be eager or interested in making people that plays on social networks play, or say they should play FPSs. We would much rather focus our attention on guys & girls that love Halo, HL, MW and that stuff of games instead of trying to convince others.
         


luni, 10 septembrie 2012

Trine 2 Giveway!

Aţi citit despre Trine 2 şi sunteţi curioşi să-l jucaţi? Aveţi acum şansa la o copie pe Steam al lui Trine 2! Fără DLC inclus însă.
Cum puteţi pune mâna pe acest joc pe gratis? Nimic mai simplu! În caz că nu aveţi deja cont pe Steam, vă faceţi unul (chiar nu strică să aveţi, chiar dacă nu aveţi bani sau card pentru jocuri, puteţi participa la giveways peste tot). Apoi mă căutaţi pe mine, Bred To Maim. Mă contactaţi direct pe Steam şi vă dau key-ul jocului :) .

http://steamcommunity.com/id/derangedgenius/

Am să fac update la postare în momentul în care am dat key-ul, pentru a nu crea neplăceri celor care vor să mai încerce. Da, merg pe filosofia "primul venit primul sevit".

duminică, 9 septembrie 2012

review - Trine 2: Goblin Menace

Se ridică acest DLC la nivelul aşteptărilor încă de când a fost promis la vremea apariţiei lui Trine 2? Poate fi considerat un expansion, chiar dacă, practic, nu este decât un update de câţiva MB? Cu ocazia lui Goblin Menace am să mai menţionez nişte caracteristici importante peste care am trecut cu vederea în review-ul de luni a jocului de bază, şi am să analizez Trine 2 luat ca întreg.




luni, 3 septembrie 2012

review - Trine 2


În viitor am să mai analizez şi jocuri mai vechi, nu doar prospături. Fiindcă odată cu trecerea timpului (nu neapărat mult) jocul fie devine mai bun, ca un vin, prin actualizările patch-urilor, fie lasă timp să fie studiat sau autopsiat din toate unghiurile de vedere. Sau doar merită măcar menţionat...
Dar cu Trine 2, nu este chiar acesta cazul. Un motiv mai important este acela că pe 6 septembrie se lansează expansion-ul acestuia, Goblin Menace, şi nu am să ma simt în regulă să îl disec, fără să aduc întâi vorba despre aspectele principale ale jocului de bază. Expansion despre care era vorba iniţial că e DLC, dar este mult mai bine aşa, un dlc ar fi fost de prost gust.
Mi-am reinstalat jocul iniţial în ideea de a îmi reîmprospăta memoria pentru recenzia de faţă şi să fiu mai pregătit pentru expansion. Dar jocul este atât de frumos, încât iar m-a furat în lumea lui pentru mai mult timp decât plănuiam să fiu ,,plecat". O face la fel de bine ca anul trecut când l-am jucat în săptămâna în care apăruse.  Dar este vorba de nici măcar un an, va trebui să treacă mai mult timp pentru a ne lămuri dacă jocul are vârstă sau nu.

duminică, 2 septembrie 2012

Welcome

Am deraiat de la vechiul blog pe acest nou blog pentru a separa conţinutul despre jocuri de restul. Mai ales pentru că mă voi axa în principal pe articole din gaming. Postările nu vor mai fi doar nişte păreri aruncate pe hârtie digitală; nu, voi încerca să servesc un conţinut cât mai variat. Vreau să dezvălui jocuri peste care se trece cu vederea. Şi nu vor fi doar nişte menţionări, nu, ci articole şi esee în toată regulă despre jocuri sau subiecte din industrie, chiar şi interviuri.
De altfel mă voi strădui să abordez un limbaj cât mai ,,user friendly", pentru cei mai puţin familiarizaţi cu sfera gaming, fără însă ai goni pe ,,gamerii adevăraţi". Cam cum procedam şi pe vechiul blog, de fapt.

Cu alte cuvinte, acesta nu se vrea doar un alt blog/site/revistă online cu review-uri şi preview-uri sau ştiri pe care le-aţi mai văzut deja. Aici sper să găsiţi şi altceva, să citiţi ce nu citiţi peste tot.