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    <title>Interviews</title>
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   <id>tag:www.games-fusion.net,2006:/interviews//4</id>
    <link rel="service.post" type="application/atom+xml" href="http://www.games-fusion.net/cgi-bin/mt/mt-atom.cgi/weblog/blog_id=4" title="Interviews" />
    <updated>2006-03-07T17:59:55Z</updated>
    
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<entry>
    <title>Stolen Interview</title>
    <link rel="alternate" type="text/html" href="http://www.games-fusion.net/interviews/content/stolen_interview.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.games-fusion.net/cgi-bin/mt/mt-atom.cgi/weblog/blog_id=4/entry_id=419" title="Stolen Interview" />
    <id>tag:www.games-fusion.net,2004:/interviews2//4.419</id>
    
    <published>2004-11-24T13:02:00Z</published>
    <updated>2006-03-07T17:59:55Z</updated>
    
    <summary> Games Fusion interviews Jaid Mindang, Project Director for Hip Interactive&apos;s forth coming stealth themed game, Stolen. Q. Can you tell us about the storyline for the game and where you got your inspiration for it? A. Anya, the main...</summary>
    <author>
        <name>Fusion NET</name>
        
    </author>
    
    <content type="html" xml:lang="en" xml:base="http://www.games-fusion.net/interviews/">
        <![CDATA[<p><br />
<p>Games Fusion interviews Jaid Mindang, Project Director for Hip Interactive's forth coming stealth themed game, Stolen.</p></p>

<p><b>Q. Can you tell us about the storyline for the game and where you got your inspiration for it?</b></p>

<p>A.  Anya, the main character's background is that she grew up on the streets of Forge City, running with street gangs and stealing to survive. In partnership with Louie Palmer, who creates the top-of-the-line gadgets and tools of her trade, she has become an excellent thief. Initially she’s hired by an enigmatic client, but it later transpires that she’s being set up to take a fall in a dirty mayoral election campaign. The stakes are high and the players are ruthless<br />
The Hollywood properties that served as inspiration for the game are movies like The Thomas Crown Affair, Mission: Impossible, Entrapment, Batman Returns and Blade Runner. </p>

<p><center><img src="http://www.games-fusion.net/images/stolen(1).jpg"></center></p>

<p><b>Q. What makes Stolen stand above the rest when it comes to similar stealth titles, such as Splinter Cell?</b></p>

<p>A. We’ve worked on broadening the whole spectrum of stealth and subterfuge to make it much more proactive than merely hiding behind a cupboard for a guard to pass</p>

<p>To add, we believe also that Stolen distinguishes itself by the absence of lethality in dealing with the enemies. You can destroy the drones, but you can’t kill any guards, only incapacitate them or knock them out temporarily. A large portion of the player’s abilities are geared around avoiding detection and actively evading capture</p>

<p><b>Q. Can you tell us about the main characters within the game and the different characteristics and features they will have?</b></p>

<p>A. Anya, being a professional thief has many attributes that you would associate with her profession and all that goes with it. Anya has a myriad of moves and actions and some as standard include the ability to choke guards and render them unconscious, stun them with a taser, or punch and knock them out but consider the fact also that  they will eventually regain consciousness!</p>

<p>She’s backed up by Louie Palmer, as previously stated, who designs and builds the many high tech gadgets at her disposal.</p>

<p>Anay will come up against many foes in many forms all having their own traits and abilities and we don’t really want to spoil it by giving this away!</p>

<p><center><img src="http://www.games-fusion.net/images/stolen(2).jpg"></center></p>

<p><b>Q. What uniquely identifiable features will the graphics in the game provide?</b></p>

<p>A. As your readers will see from the screenshots, graphically the game is looking cool.</p>

<p>A great deal of time and effort has been spent on the real-time lighting since it has a direct affect on the game-play rather than just trying to make the game look good, but we hope we’ve done that too. As well as effects like specular surfaces, which creates a good sense of the difference between matt and shiny, lights can be shot out to create shadows where none existed and the visual acuity of enemies is directly affected by the light levels in the environments.</p>]]>
        <![CDATA[<p><pb /><br />
<b>Q. What engine is the game developed on? And what sort of physic’s system can we expect to see in the game? For example, will there be rag doll and bullet penetration physics?</b></p>

<p>A. The engine is our own. We have a separate technology department, who have developed the engine and tools that we work. Although we have a very capable physics engine of our own, it is not a feature of Stolen. The lighting and shadowing aspects of Stolen are pushing the hardware as it is. For the modest benefit that having proper physics would have given us in Stolen, we felt that it was not worth the performance hit. We like to pick the right tools for the job, and for our stealth/action game, realistic physics wasn’t high on the list of required features.</p>

<p><center><img src="http://www.games-fusion.net/images/stolen(3).jpg"></center></p>

<p><b>Q. Can you give us an example of the advanced AI that will be featured in the game?</b></p>

<p>A. The enemy A.I. for instance has had to reciprocate quite complex methods of locating and tracking the player.  If you can take out a guard then they’ll regain consciousness in suspicious mode and search about for you. If they see you before they get taken out, then they’ll come round alarmed and immediately radio their control booth for backup.</p>

<p><br />
<b>Q. Can you tell us a bit about the high-tech gadgets and weaponry that will be featured in the game? And will they be similar to real-life counterparts?</b></p>

<p>A. There are a number of gadgets there will be familiar to gamers and those that will not.</p>

<p><b>Night vision:</b><br />
This is an integral function of Anya’s goggles. It uses passive light detection across a broader spectrum than just the normal visible frequencies combined with digital video signal enhancement for the best possible image fidelity.</p>

<p><b>Digital camera:</b><br />
This is a function of Anya’s goggles. Although the ArmPad transmits a real-time live video feed from Anya’s goggles to Louie Palmer all of the time, this is necessarily a low-resolution image for purposes of the bandwidth. When Anya specifically takes digital photos with her goggles, these images are much higher resolution and can be useful for photographing maps, blueprints or guard duty rosters for example, so that the information contained therein is still legible. The camera also benefits from the integral telephoto zoom function of Anya’s goggles. </p>

<p><b>Q. When you started designing Stolen was there anything that you wanted in the game that we won't see in the final version?</b></p>

<p>A.  As is usually the case, the design was more ambitious in the beginning than is actually the case now.  I don’t think we would want any of the features that have been trimmed over the course of the development. They were trimmed for a good reason, and the game wouldn’t be what it is if we had retained them.</p>

<p><center><img src="http://www.games-fusion.net/images/stolen(4).jpg"></center></p>

<p><b>Q. Will there be any noticeable differences between the PC, Xbox and PS2 versions of the game?</b></p>

<p>A. PC and Xbox will benefit from texture improvements and bump-mapping. The Xbox version will be Xbox Live aware. </p>]]>
    </content>
</entry>
<entry>
    <title>Pariah Interview</title>
    <link rel="alternate" type="text/html" href="http://www.games-fusion.net/interviews/content/pariah_interview.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.games-fusion.net/cgi-bin/mt/mt-atom.cgi/weblog/blog_id=4/entry_id=402" title="Pariah Interview" />
    <id>tag:www.games-fusion.net,2004:/interviews2//4.402</id>
    
    <published>2004-11-09T11:38:00Z</published>
    <updated>2006-03-07T17:59:54Z</updated>
    
    <summary> Games Fusion interviews James Schmalz, founder and creative director of Digital Extremes on their forth coming First Person Shooter title, Pariah. Q. For those who don’t know can you start by telling us a little bit about the storyline...</summary>
    <author>
        <name>Fusion NET</name>
        
    </author>
    
    <content type="html" xml:lang="en" xml:base="http://www.games-fusion.net/interviews/">
        <![CDATA[<p><br />
<p>Games Fusion interviews James Schmalz, founder and creative director of Digital Extremes on their forth coming First Person Shooter title, Pariah.</p></p>

<p><b>Q.  For those who don’t know can you start by telling us a little bit about the storyline of the game and introducing the characters?</b></p>

<p>A.  In Pariah, you play Jack Mason, a military doctor in the year 2520.  You are a brilliant doctor, but are currently at a bit of a low point in your career and have been demoted several times. You have been called upon to perform a routine sick prisoner transport on earth.  The lowest of the low jobs for Mason.  But, of course, things are not as they appear and as you are transporting your prisoner off planet, there is an explosion and your ship goes crashing to earth.  You and your prisoner, Karina, survive only to be confronted with new challenges and mysteries as the story unfolds.</p>

<p><center><img src="http://www.games-fusion.net/images/pariah(1).jpg"></center></p>

<p><b>Q. Why did you decide to make the main character a doctor? And what benefits will this bring to the player throughout the course of the game?</b></p>

<p>A.  He is a doctor specifically for story reasons.  We wanted someone who wasn’t your typical muscle bound hero that we see in every game.   We also found it more interesting that a doctor would be placed in a situation such as Jack’s where he must fight and kill for survival.</p>

<p><b>Q. How much cooperation will there be between DR. Jack Mason and Karina during the game? Can we expect to see them working together as a team?</b></p>

<p>A.   Both Jack and Karina are central to the story and key storytelling elements.   They work together in the game in some instances, but for the most part they are storytelling tools.</p>

<p><b>Q. What will the levels be like in Pariah? And can we expect to see a predominantly indoor game, outdoor game or a good mix between the two?</b></p>

<p>A. There will be a combination of indoor and outdoor areas.  The game takes you from areas of deep dark forest, to full on desert to desert canyons.  From a futuristic train to an ominous place called the Anvil.  Lots of variety and hopefully environments you have never seen before.</p>

<p><b>Q. The depth of field blur and water reflection effects, which have been featured in various still images portray some of the most beautiful visuals of the game seen so far. What other visually exciting effects will there be?</b></p>

<p>A.  We are very pleased with many of the technology additions we have made to the engine, both in terms of performance, physics, memory and visuals.   We added in the Havok Physics engine to give us great physics.  We added in bump mapping on many of the objects in the world, including vehicles and weapons.  We have added post effects like bloom and distortion as well as a great deal of performance increases such as a super fast decal system, fast per polygon collision and more.   Overall we are really trying to take advantage of the hardware in every way possible.</p>

<p><center><img src="http://www.games-fusion.net/images/pariah(2).jpg"></center></p>

<p><b>Q. What weapons will be available in the game? And what special characteristics will they have?</b></p>

<p>A. We have a wicked new weapon system that affects single player and multiplayer play by allowing the player to customize their weapons and upgrade them as they play.  So as you play through the game you can select which weapons you want to upgrade and improve.  As they upgrade they gain different features and powers.   It’s very cool and makes combat in multiplayer very unique.   So we have a core set of traditional weapons such as an assault rifle and a rocket launcher, etc. and then we have some really unique and new weapons.</p>]]>
        <![CDATA[<p><pb /><br />
<b>Q. Can you tell us about the A.I. within the game and how the virtual characters react within the environment?</b></p>

<p>A. There are a number of aspects that we will not divulge yet but I can say that we want there to be thought and strategy required and for it to not be mindless action.   There will be thinking in terms of how to approach your enemies.  Going in guns blazing will not always be the best method.  Determining the strengths and weaknesses of each of your enemies will be key.  Each enemy will be very different, each with their own strengths and weaknesses and when you encounter them in mixed groups they interact in ways that make them even more challenging to destroy.  On top of that we have the already great Unreal AI that we have adapted to single player and enhanced, so the enemies are very human acting. </p>

<p><center><img src="http://www.games-fusion.net/images/pariah(3).jpg"></center></p>

<p><b>Q. Where did you get your inspiration for developing the futuristic look of the game, including the weapons, vehicles and clothing?</b></p>

<p>A.  From our team!  We really focus on a collaborative development process that draws from the abilities of everyone on the team.  It can be tricky to coordinate at times, but it’s important to us to have every team member involved and have input.</p>

<p><b>Q. From my understanding Pariah utilizes the Unreal Championship 2 engine. Does this mean the game will play similar to an Unreal game in terms of feel and movement?</b></p>

<p>A.  We have spent the last year and a half enhancing the Unreal engine, so the list is endless as to what we have done to the engine.  We have huge improvements on the performance side of things.   Some of the more notable things are bump mapping, post effects, vehicles and a very rich single player AI system, the integration of the Havok physics engine and some other things that will really surprise people when we start talking about them.</p>

<p><b>Q. What differences will there be between the PC, Xbox and PS2 version of the game?</b></p>

<p>A. The different skus (Xbox, PC and PS2) are being developed simultaneously and therefore each one will take full advantage of its hardware.  One of the things we are striving for on the PC is to not have the requirements too high even with full detail on.  I'm sure you have played a few games lately that have pretty crazy system specs.  We really hope to please a lot of people by having a system spec that is realistic and not prohibitive. </p>

<p><b>Q. Pariah is said to include roughly 15 hours of gameplay. How have you optimized the single player game to ensure the action is kept consistent throughout each level?</b></p>

<p>A.  We are doing that right now.  All the content is done; everything now is about balancing and fine tuning.  </p>

<p><b>Q. First Person Shooter games are often renowned for their repetitive and linear gameplay. What have you done to ensure that Pariah doesn’t conform to the same characteristics found in other First Person Shooter games?</b></p>

<p>A.  The core of Pariah is an FPS.  We want it to be a familiar experience, but different.  So we have added things like upgradeable weapons, lots of outdoor and indoor areas, the vehicles, drop ships and tons of variety as well as the map editor and great multiplayer.  And one other thing we are really trying to push is the story element.  We are on our 5th draft of the story and have had 4 writers on it.   So, we really hope it shines through and everyone loves it.</p>

<p><b>Q. What multiplayer modes have you been working on and what features are you looking to implement?</b></p>

<p>A. In multiplayer, we have Team Deathmatch, CTF which are old favourites that are now fresh and new because of vehicles and upgradeable weapons.  We have also added in Siege and Frontline Assault.  Frontline Assault is a gametype we have talked about for a few years that we have implemented and refined into something very exciting.  The basic idea is to mimic the frontline in a war.  It gets pushed back and forth until it eventually gets pushed to the other base where you can then destroy the objective and win.</p>

<p><b>Q. What mood are you aiming to set in terms of music for the game?</b></p>

<p>A.   The music and sound is so important in making you feel more immersed in the game.  We want the music to set a tone of suspense, adventure and give it an epic movie like feel.  We have hired a top notch musician to compose and create the music in Pariah.  We’re planning on announcing who we’ve chosen very soon.</p>

<p><center><img src="http://www.games-fusion.net/images/pariah(4).jpg"></center></p>

<p><b>Q. Finally is there anything else you would like to add about the game?</b></p>

<p>A. I think the biggest challenge has been the countless trying and retrying of new ideas to make sure they are fun.  I cannot tell you how many times we have changed the weapons and vehicles to make them as fun as possible.  And we will continue to do so until we go gold!</p>

<p><b>Pariah is set for release in 2005.</b></p>]]>
    </content>
</entry>
<entry>
    <title>CT Special Forces Fire For Effect Interview</title>
    <link rel="alternate" type="text/html" href="http://www.games-fusion.net/interviews/content/ct_special_forces_fire_for_eff.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.games-fusion.net/cgi-bin/mt/mt-atom.cgi/weblog/blog_id=4/entry_id=420" title="CT Special Forces Fire For Effect Interview" />
    <id>tag:www.games-fusion.net,2004:/interviews2//4.420</id>
    
    <published>2004-11-08T15:26:00Z</published>
    <updated>2006-03-07T17:59:55Z</updated>
    
    <summary> Games Fusion interviews Jerome Sicart, European Brand Manager and Brice Davin, Senior Producer of Hip Interactive on their forth coming title, CT Special Forces. Q: Can you start by telling us about the idea behind the game and what...</summary>
    <author>
        <name>Fusion NET</name>
        
    </author>
    
    <content type="html" xml:lang="en" xml:base="http://www.games-fusion.net/interviews/">
        <![CDATA[<p><br />
<p>Games Fusion interviews Jerome Sicart, European Brand Manager and Brice Davin, Senior Producer of Hip Interactive on their forth coming title, CT Special Forces.</p></p>

<p><b>Q:  Can you start by telling us about the idea behind the game and what you hope it will bring to the PC, Xbox and PS2 platforms?</b></p>

<p>The CT Special Forces license was created 3 years ago on Game Boy Advance and received immediate success and plaudits when released. The idea was to build a very strong brand within an enthralling universe. Based on the world of counter-terrorism, the ‘property’ proposes 100% action content, with everything being created and designed to have immediate fun.</p>

<p>CT Special Forces Fire for Effect sticks to the original success of the series and takes the best action facets but is in 3D for the first time! CT Special Forces Fire For Effect is, above all, an action game that pumps up the adrenaline level during wild, full action, combat sequences. </p>

<p>We believe CT Special Forces Fire For Effect will further extend the brand whilst also offering a number of new and inventive ideas that have been created by the development team Asobo, which I will explain further on in the interview.</p>

<p><center><img src="http://www.games-fusion.net/images/ctsf(1).jpg"></center></p>

<p><b>Q. What type of missions can we expect to see in the game and how much diversity will there be between each level?</b></p>

<p>There is a wealth of diversity and challenges within each of the missions. As a CT Special Forces operative you have to go beyond enemy lines and accomplish highly risky tasks, such as destroying an anti-aircraft position. By doing so, you will allow the regular forces to enter the zone and take out all remaining enemies. By combining your HALO (High Altitude Low Opening), stealth and high tech weaponry capabilities you are able to put the enemy forces in an extremely difficult situation. </p>

<p><b>Q. How have you developed the artificial intelligence to ensure the game remains exiting for the player, whilst still maintaining a sense of realism?</b></p>

<p>Asobo has worked extensively on the enemy AI in order to get results that are dependent on the tactics the players will adopt. Getting the right balance between ensuring the game plays in a plausible way and also that it offers a real challenge is the final goal for the team but we are sure it will be nigh on perfect. The team has also spent time on researching the way terrorists undertake tasks and missions but the end result must always be perfect gameplay. We believe we have the perfect blend of realism, together with real excitement.</p>

<p><br />
<b>Q. What engine has the game been developed on and what sets it apart from other games within its class?</b></p>

<p>Once again the team has created their own engine and has a wealth of experience and expertise in this area. What sets it apart from others is a tough question to answer and it is really the many small components that go to making up the final look and feel of the game. Be assured though that the game’s AI, physics, and presentation with be top notch.</p>

<p>I will quantify one aspect in that the engine also permits visual effects never seen before. In fact, when first working on CT Special Forces, 3D adaptation, our main wish concerned the special visual effects; we wanted the player to be plunged into cinematographic dynamic motion. Asobo has worked and improved explosions in order to recreate this realistic vision. Now, we can say, ‘Are you ready to feel the power and the shock wave of explosions as in real life?’</p>

<p>Asobo has also created its own proprietary physics engine which is giving some incredible results.</p>

<p><b>Q. Will the game feature any multiplayer modes? And if so will there be a CO-OP mode?</b></p>

<p>There will be no online mode. We are looking at doing a co-op mode indeed and will keep you posted if it happens.</p>

<p><center><img src="http://www.games-fusion.net/images/ctsf(2).jpg"></center></p>

<p><b>Q. Can you tell us about the different gadgets and weapons that will be available to the player? And how have you developed them around current military technological advancements?</b></p>

<p>Asobo did intense research on military high-technology weaponry, so everything you will see in the game is either part of the current equipment of Special Forces or is at prototype stage and will be part of their gear in a few years.</p>

<p>We are especially proud of some never-seen before weapons such as the electro-mag grenades, for instance, which can attract all the enemy weapons and take them from them. There will plenty more of that kind!</p>

<p>You will also experience the new research in proteins which can enhance your character for a limited period of time (sight, etc.); believe it or not the Army is currently working on this for real!</p>

<p>You will also be able to use an electromag gun, sonar coupled to armour piercing machine gun, angle-fire rifles, etc. There will be many surprises in store.</p>]]>
        <![CDATA[<p><pb /><br />
<b>Q. Was the game originally planned for the PC or the console platform? And do you anticipate that the arcade style of the game will please PC gamers?</b></p>

<p>Once again one of the qualities we loved about Asobo was the fact they have worked across many platforms and understand how to ensure each format is created to its optimum.  When we planned this title our aim was to work on next gen machines and also PC to create an extension of the brand and give players something special. All gamers are alike on one issue in that they love to play good, innovative games and we are sure that CT will appeal to PC, XBOX and PS2 gamers alike.</p>

<p><center><img src="http://www.games-fusion.net/images/ctsf(3).jpg"></center></p>

<p><b>Q. Why did you decide to develop the game in third-person? And what would you have not been able to achieve if it had been a First Person game?</b></p>

<p>The game has been developed in 3rd person but it will be also be possible to play the game using the first person view. Depending on your choice and the way you like playing it will be possible to swap really easily between both. The interest aspect of playing 3rd person is that you can see all animations of your character, from sneaking moves, to jumps, to invisibility mode, to hiding movements, etc.  Moreover, it is a more arcade experience - play. In FPS, your vision angle is more open and simulates human vision and you can also better visualize your weapons and zoom on targets. This is a more realistic way of playing the game. If the game was a full FPS we would have needed a totally new engine!</p>

<p><b>Q. What different types of vehicles will you be able to use within the game and how will they work towards your advantage?</b></p>

<p>There will be varied vehicles but to ensure the readers understand some of the background focuses of the game I shall mention that you, the player, can control two different CT characters. Stealth Owl is an expert in precision shooting, free fall and stealth. He can take enemies by surprise thanks to his optical camouflage. Raptor is an expert in heavy weapons and situations requiring close combat. The two characters offer two different progression paths, and the combination of their talents make up the force of the unit.<br />
Back to your original question. Yes, you will get to drive vehicles but we do not want to unveil too much too early Still, I can tell you that in one specific level (a flooded European city) you will have to travel across the map and fight using a boat.  We are trying to come up with some really innovative locations and vehicles and not just use old recipes.</p>

<p><center><img src="http://www.games-fusion.net/images/ctsf(4).jpg"></center></p>

<p><b>Q. What differences will there be between the PC, Xbox and PS2 version of the game?</b></p>

<p>First of all, we have not gone for any kind of weak port across the platforms, for each machine will stand up on its own merits.  </p>

<p>There will always be differences in screen resolution, and controls but that is standard.</p>]]>
    </content>
</entry>
<entry>
    <title>Interview with Jeff Danna</title>
    <link rel="alternate" type="text/html" href="http://www.games-fusion.net/interviews/content/interview_with_jeff_danna.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.games-fusion.net/cgi-bin/mt/mt-atom.cgi/weblog/blog_id=4/entry_id=421" title="Interview with Jeff Danna" />
    <id>tag:www.games-fusion.net,2004:/interviews2//4.421</id>
    
    <published>2004-10-25T07:38:00Z</published>
    <updated>2006-03-07T17:59:55Z</updated>
    
    <summary> Fusion NET interviews Jeff Danna, composer of the score to Sony Entertainment’s ‘Resident Evil: Apocalypse’ film. Resident Evil: Apocalypse is the sequel to the 2002 released Resident Evil movie, and is based on the popular franchise of Resident Evil...</summary>
    <author>
        <name>Fusion NET</name>
        
    </author>
    
    <content type="html" xml:lang="en" xml:base="http://www.games-fusion.net/interviews/">
        <![CDATA[<p><br />
<p>Fusion NET interviews Jeff Danna, composer of the score to Sony Entertainment’s ‘Resident Evil: Apocalypse’ film. Resident Evil: Apocalypse is the sequel to the 2002 released Resident Evil movie, and is based on the popular franchise of Resident Evil games for the Playstation and PS2 consoles. This interview looks at how Jeff Danna merged orchestral and electronic symphonic music to produce a truly unique sound for the film.</p></p>

<p><b>First of all thank you for taking the time to do this interview with Fusion NET.</b></p>

<p><b>Q. Many of the previous films you have worked on, including The Gospel of John and Green Dragon, are significantly different in style compared to the score of Resident Evil: Apocalypse. What ambitions did you have when you walked into this project? And what challenges were you confronted with?</b></p>

<p>A.  Obviously for a score like Resident Evil, there’s the demand for music that’s not as thematic or melodic as the other two scores.  But the music still has to be interesting and dramatic and exciting.  Besides the normal challenges of having to write a lot of music in a fairly truncated amount of time, there was the challenge of satisfying the creative needs of the filmmakers and there was a pretty big creative team on Resident Evil: Apocalypse so there were a lot of people to interact with.  A sci-fi / horror film like Resident Evil: Apocalypse creates this alternate reality which in this case is Raccoon City, and so the music plays a large part in creating such a fantasy world.</p>

<p><center><img src="http://www.games-fusion.net/images/jeff.jpg"></center></p>

<p><b>Q. What was your original concept for the score to the movie? And what ideas did you and film writer, Paul Anderson discuss?</b></p>

<p>A.  When I got on the film, the filmmakers told me they wanted the score to have some of the electronic textures that the first film had and also wanted me to bring a more orchestral element to the score because the scope of the film was more epic.  The different ways in which brought those two worlds together: the orchestral world and the electronic world in ways were hopefully original.</p>

<p><b>Q. Where did you get your inspiration for the score to the film? And what research did you have to do to ensure you achieved the uniquely identifiable sound that has accompanied the film so well?</b></p>

<p>A.  I got inspiration from the film itself.  As a film composer, my job is to musically represent the story being played out on the screen.  It’s just a matter of coming up with some of the elements for the electronic realm of the score.  To that end, I made recordings of many unusual instruments, sounds, and voices.  Once I recorded them, I took the audio sources and kind of messed them all up in the digital realm.  From there, it was a just a matter of figuring out a way to make those textures and sounds work in combination with the orchestra.</p>

<p><b>Q. You were into playing guitar and piano at a very young age, but had to stop your professional career in performance due to an injury. Had you not had the injury could you have seen yourself continuing your professional career in performance or do you think you would have eventually turned toward composing films?</b></p>

<p>A.  I probably would have stayed in the performance world for as long as I could have but ultimately I’m happy to be here in film because I think the career span is considerably longer.</p>

<p><b>Q. It is becoming a common trend in the movie industry to create films based on games. Do you think at some level a line should be drawn between making films out of just any game, especially those which lack an original concept? Alien’s Vs. Predator comes to mind. And did you have any apprehensions about going into this project?</b></p>

<p>A.  I think one of the largest factors in driving the decision to make or not make any film is a film’s commercial prospect.  Video game movies seem to generate great business so I think that would be the deciding factor right there from a movie studios point of view.  </p>

<p>No, I didn’t have any apprehensions going into this project.  It’s always tricky to do a sequel, but right from the get-go they said that they were looking for me to contribute as musically original as possible so I was excited about that.</p>

<p><b>Q. The score to the original Resident Evil movie was done using the combining talents of Marco Beltrami and Marilyn Manson. What did you think of the score to that movie? And did you have any apprehensions about continuing on from such a unique score?</b></p>

<p>A.  I liked the score to the original Resident Evil; I thought it was very effective.  I didn’t have any apprehensions about continuing from the original; I looked forward to being able to make some type of contribution to the second film.<br />
</p>]]>
        <![CDATA[<p><pb /><br />
<b>Q. How long did it take you to develop the score to the movie?</b></p>

<p>A.  I had more time on this film than I usually do because the film was in post-production for such a long time because of all the visual effects.  So, I had about 4 months when I normally just have 2.</p>

<p><b>Q. For those who are not aware, what processes do you have to go through to develop a score to a film?</b></p>

<p>A.  Every film has its unique set of challenges.  The music obviously has to be attentive to and reflect the time period, characters, setting, arc of the story, and the specific requirements of the filmmakers.  How all of these things are achieved differs greatly from film to film and from filmmaker to filmmaker.  One of the main skills that a film composer must have is the ability interpret the ideas and words of the creative team he is working with and turn that into music.</p>

<p><center><img src="http://www.games-fusion.net/images/jeff2.jpg"></center></p>

<p><b>Q. Would you say you enjoyed making this style of music most out of the previous films you have been involved with?</b></p>

<p>A.  Each genre of film has its own rewards from a writer’s point of view.  There were many parts of this film that were exciting to write music for and were a lot of fun.  It would be hard to pick a favourite.  There’s something different that I like about every project that I get involved with.</p>

<p><b>Q. Although Resident Evil: Apocalypse was enjoyed by consumers, it didn’t do too well in reviews. Did you anticipate this when making the score? Or would you agree that the majority of the press were merely unable to fully comprehend the temperament of the movie?</b></p>

<p>A.  I don’t really concern myself very much about the reviews of any film I’m working on.  I already have my hands full with my particular task and that’s what I focus on.</p>

<p><b>Q. Electronic instruments have obviously advanced over years. Do you think there will ever be a point where electronic instruments will completely replace orchestral music for films?</b></p>

<p>A.  No I don’t think so because as long as you’re telling stories about people, in whatever situation or whatever walk of life, you need to support their humanity with music and the ultimate form of expressive music is the music played by humans.  Even in places where there are very close sonic similarities between the electronic world and the acoustic world, there is an emotion in music that’s played by musicians and orchestras that can’t be replicated in an electronic setting.</p>

<p><b>Q. Have you played any of the Resident Evil games? And what did you think of them?</b></p>

<p>A. When I was working on this film, somebody brought in the game.  It was the first time I had seen it and played it . . . we had a lot of fun with that.</p>

<p><b>Q. What projects are you currently working on or have planned for the future?</b></p>

<p>A.  I’m working on a children’s animated project just to keep things different.<br />
</p>]]>
    </content>
</entry>
<entry>
    <title>The Matrix Online Interview</title>
    <link rel="alternate" type="text/html" href="http://www.games-fusion.net/interviews/content/the_matrix_online_interview.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.games-fusion.net/cgi-bin/mt/mt-atom.cgi/weblog/blog_id=4/entry_id=412" title="The Matrix Online Interview" />
    <id>tag:www.games-fusion.net,2004:/interviews2//4.412</id>
    
    <published>2004-06-21T23:36:00Z</published>
    <updated>2006-03-07T17:59:55Z</updated>
    
    <summary> Games Fusion talks to Lead Designer Toby Ragaini about Monolith&apos;s &amp; Warner Bros. forth coming MMOG, The Matrix Online. Q. Can you tell us a little bit about the game and what you are aiming to achieve with this...</summary>
    <author>
        <name>Fusion NET</name>
        
    </author>
    
    <content type="html" xml:lang="en" xml:base="http://www.games-fusion.net/interviews/">
        <![CDATA[<p><br />
<p>Games Fusion talks to Lead Designer Toby Ragaini about Monolith's & Warner Bros. forth coming MMOG, The Matrix Online.</p></p>

<p><b>Q. Can you tell us a little bit about the game and what you are aiming to achieve with this title?</b></p>

<p>A. The Matrix Online (MxO) is a massively multi-player role playing game that takes place immediately following Matrix Revolutions. In the game, you are a newly awoken red pill who has just been rescued from the body pods.</p>

<p>One of the main goals of MxO is allow players an opportunity to participate in the ongoing saga of the Matrix. The creators of the movies, the Wachowski Brothers, have created a story that will unfold in periodic episodes. It is our intent to allow players a chance to interact in a changing world where they can help shape the outcome.</p>

<p>To this end, individual players must choose who they wish to support.</p>

<p>The humans of Zion have been granted the opportunity to free people in the pods, provided they are ready to leave. But if too many people leave the pods, the Machines risk a power crisis; something that they may be forced to prevent. Added to this tense situation is the Merovingian; an Exiled program who wishes to preserve the Matrix for his own selfish reasons and will attempt to exert control wherever possible. </p>

<p>Players being powerful operatives in the Matrix will be recruited by each of the main sides. Perhaps they choose to remain loyal to Zion and attempt to free the rest of humanity. The machines, however, can make a compelling case that humans have historically been very untrustworthy. And of course, the Merovingian will remind you that in the Matrix, you can live like a god among men.</p>

<p><center><img src="http://www.games-fusion.net/images/matrixonline(1).jpg"></center> </p>

<p><b>Q. What is the main storyline of the game and at what degree will the storyline fit in with the Matrix movies?</b></p>

<p>A. Essentially, you can think of MxO as the fourth Matrix movie. Neo has apparently sacrificed himself in order to secure a truce between man and machine. But it’s a very delicate situation. </p>

<p>In many ways, the Matrix is similar to the Cold War. The all-out fighting has stopped, but none of the sides trust each other. Some may even occasionally attempt to test the bounds of the truce.</p>

<p>The theme of the story for the first year is Peace, and the things people do to wreck it.</p>

<p><b>Q. Can you tell us something about the physics of the game engine? What unique characteristics will it have and at what degree will the player be able to interact with the environment?</b></p>

<p>A. We had to solve a lot of challenging problems in order to create a dense, seamless modern city. In MxO, you can Hyper-Jump from rooftop to rooftop while traffic rushes underneath you. From the rooftop, you can enter a building, run down the stairs, look out a window at the city, and come out into an alley, all without encountering a single load-zone.</p>

<p><b>Q. There must be a lot of anticipation surrounding a game which is based on a popular movie franchise. How hard is it to deliver a game which manages to please a majority of its audience, particularly the Matrix fan base?</b></p>

<p>A. We identified what we thought were four key goals in meeting the expectations of Matrix fans. The first was creating a rich, urban environment. The second was capturing the trademark Matrix sense of fashion and style. Thirdly, we had to depict the smooth, choreographed wire-fu combat. And finally, we had to wrap all of this up in a story that was so compelling that people would want to stick around to find out what happens next. </p>

<p>Meeting these goals was challenging, but I believe that fans will be pleased with what they find.</p>

<p><b>Q. How have you adapted the in-game effects to closely depict those of the effects seen in the Matrix movies, specifically the bullet-time effects?</b></p>

<p>A. We worked directly with the film studio and their special effects house in order to insure that the Matrix visual and sound effects are as true to the movies as possible.</p>

<p>Bullet time was of course something that we simply had to accommodate. The problem was that we couldn’t slow down the whole game world, simply because one person was in bullet time.</p>

<p>The solution was to slightly speed up the character’s animations that were being played on the client, and then dramatically slow them down for bullet time. By speeding up and then slowing down, the individual player can experience bullet time, without other people having their game interrupted.</p>]]>
        <![CDATA[<p><pb /><br />
<b>Q. There will be many combat moves available to players in the game. What animation technologies have you had to use to incorporate human-like movements into the game?</b></p>

<p>A. To depict the fluid, choreographed Wire-Fu combat the Matrix movies made famous, we had to develop a technology we call Interlock. Interlock is a system of tightly coupled animations that can depict individual hits for each punch, kick, and grab, all over normal modem internet connections.</p>

<p>Interlock allows us to depict combat that looks more like a fighting game than an MMORPG. When you grab your opponent, twist his arm, and throw him onto the concrete, you begin to appreciate the differences between Interlock and the more stilted “I hit, you hit” combat typical of other MMO’s.</p>

<p><center><img src="http://www.games-fusion.net/images/matrixonline(2).jpg"></center>  </p>

<p><b>Q. What element of cooperation will be in the game? Will players be able to help each other fight battles and how will this work?</b></p>

<p>A. Team play is a big part of any good MMO and The Matrix Online is no exception. Teams can be created and may include up to eight players. While you are part of a team, you all work together to complete missions and defeat opponents.</p>

<p>Depending on which abilities you character is loaded up with, certain strategies will become clear with an effective team. Martial Artists are great close-up fighter who can lock down opponents while Hackers call down viruses on the opposition, or upgrade programs to aid their team mates.</p>

<p>Spies can use stealth abilities to manoeuvre behind their opponents and deliver crippling sneak attacks, while Gunners stay alert for opportunities to pick off stragglers. </p>

<p><b>Q. The Matrix Online game is said to continue with the saga of the Matrix movie trilogy, but just how will you be achieving this? More specifically will the game cater for fans of the genre?</b></p>

<p>A. We’ve been working directly with the Wachowski brothers to continue the story where Matrix Revolutions leaves off. Players can participate in the story by completing missions that move the story arcs along. In addition, there will be regular cinematic updates that depict unfolding events in the Matrix.</p>

<p>But, like the Matrix movies, not everything is what it seems on the surface. NPC don’t always know the full story. Some may even lie to you. Its up to players to discover and root out what the real truth is, and even then, not everyone will agree. Just like there are multiple theories on what the Matrix really is, there will be an equal number of theories concerning the future and direction of the Matrix Online story.</p>

<p><b>Q. What engine is being used for Matrix Online? And what benefits will the technology deliver to the game?</b></p>

<p>A. The Lithtech engine is not being used. The technology behind The Matrix Online was developed internally at Monolith in order to meet the specific demands of an MMO game. There are five major components, each of which fulfill a specific need. A content tool pipeline allows artist and world designers to create content quickly and efficiently. A 3D graphics engine depicts the seamless world with dynamic loading. Networking software efficiently routes packets, while databases securely store character and account information. Finally, dynamically load balancing server clusters intelligently distribute server load across multiple processors. </p>

<p><b>Q. The Matrix Online level(s) will obviously have to be big enough to cater for thousands of online players. How will you be managing the environment to ensure that players do not get lost in the game and always have something new to encounter?</b></p>

<p>A. The various districts of the MegaCity are huge, but we’ve included a couple features to help keep players oriented. First, a compass depicts not only you facing, but also the direction and distance to your mission objective. Second, a map of the area allows you to easily navigate the neighbourhoods.</p>

<p>As you explore, you may find certain areas are off limits. If you enter them, a nearby pedestrian will morph into an agent and give chase. If you make it out, you’re fine, but don’t get caught. Just like the movie, when you see an Agent, you run!</p>

<p>If you can keep your distance from the Agents, you may find a device called an access node. This innocuous looking utility box is actually hackable. If you activate it, you can trick the agents into believing that you have legitimate access to that game space, and they’ll leave you alone in that area of the world.</p>

<p>As you find more access nodes, you increase the area of the game world you can safely explore, allowing to penetrate more deeply into the Matrix.</p>

<p><center><img src="http://www.games-fusion.net/images/matrixonline(3).jpg"></center> </p>

<p><b>Q. Where do you see the future of MMOG’s heading?</b></p>

<p>A. I think there has been a trend to treat story in MMO’s as an unnecessary or unachievable feature. I’m hoping that as players become familiar with MxO, they’ll begin to appreciate that story and MMO’s do have a place together.</p>

<p><b>Thank you for taking the time to do this interview with Games Fusion. We wish you the best of success for the games release.</b></p>]]>
    </content>
</entry>
<entry>
    <title>Brothers in Arms Interview</title>
    <link rel="alternate" type="text/html" href="http://www.games-fusion.net/interviews/content/brothers_in_arms_interview.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.games-fusion.net/cgi-bin/mt/mt-atom.cgi/weblog/blog_id=4/entry_id=403" title="Brothers in Arms Interview" />
    <id>tag:www.games-fusion.net,2004:/interviews2//4.403</id>
    
    <published>2004-06-19T03:12:00Z</published>
    <updated>2006-03-07T17:59:54Z</updated>
    
    <summary> Games Fusion talks with Randy Pitchford, President of Gearbox Software, about their forth coming World War II themed First Person Shooter title, Brothers in Arms. Q. Can you tell us about the story you are trying to tell with...</summary>
    <author>
        <name>Fusion NET</name>
        
    </author>
    
    <content type="html" xml:lang="en" xml:base="http://www.games-fusion.net/interviews/">
        <![CDATA[<p><br />
<p>Games Fusion talks with Randy Pitchford, President of Gearbox Software, about their forth coming World War II themed First Person Shooter title, Brothers in Arms.</p></p>

<p><b>Q. Can you tell us about the story you are trying to tell with the game and at what period of the war it is set in?</b></p>

<p>Randy Pitchford:  Brothers in Arms is based on a true story.</p>

<p>It is the story of a paratrooper who never wanted to be squad leader, but is thrust into a position leadership during the largest amphibious invasion in the history of the world.   His name is Sgt. Matt Baker and he’s leader of 3d Squad, 3d Platoon, Fox Company, 502 Parachute Infantry Regiment, 101st Airborne.  </p>

<p>In Brothers in Arms you become Baker and you must learn to lead your men.   Baker discovers the meaning of brotherhood between soldiers and he has to deal with decisions about putting his men in harm’s way in order to get the job done.</p>

<p><center><img src="http://www.games-fusion.net/images/brothers_in_arms(1).jpg"></center></p>

<p><b>Q. Certain games, specifically games which have a story to tell, are increasingly starting to look like films. Whether it may be an animated feature or SCI-Fi film, such as Shrek or The Matrix, the gap between the gaming and film industry appears to be closing as computer technology improves. How long do you anticipate it will be before the distinguishing nature of the two media reaches a point where gamers are essentially playing in an interactive film? And do you feel this is a target many want to pursue?</b></p>

<p>Randy Pitchford:  From a story and plot point of view, we are on the cusp of true interactive fiction.  In the case of Brothers in Arms, it feels a lot more like interactive non-fiction.</p>

<p>Visual fidelity will likely continue to create trade-offs between pre-rendered, passive scenes and real time interactivity.   But, with recent advances Gearbox has been making in simulated intelligence and character emotion and articulation, we’re getting very close to the point where the virtual people we spend time with in our interactive games are as real and potentially more dynamic than the people we often interact with in real life.   </p>

<p>This convergence is exciting – it’s why Gearbox is investing so heavily in story telling and virtual character development.   It’s why Gearbox is making a game that is as much about the most important military engagement of modern history as it is about a personal connection between people – the brotherhood between soldiers.</p>

<p><b>Q. Games featuring a historic era often put pressure on developers to produce an environment which realistically depicts what it was actually like. What sort of research have you had to do to achieve this and do you think you have managed to succeed in your ambitions?</b></p>

<p>Randy Pitchford:  If there has been any pressure for action games set in historical settings to produce realistic and authentic environments, that pressure must have not have fallen on the developers of those games because there has only occasionally been a vague impression of the real places and the real battlefields in games prior to Brothers in Arms.   Most of these games are simply corridor shooter games with lots of canned, scripted events and art that is thematically similar to the subject matter as remembered by movie goers or watchers of television.</p>

<p>That may sound like a cheap shot, but I agree that any title offering to let you simulate what it was like to be a soldier better actually provide that experience or it’s a half-empty promise.  Sure, I love the shooter game play of one or two of the games that have already been set in WW2, but not for one minute have I ever believed that what was taking place in the game is what happened historically.</p>

<p>So, when creating Brothers in Arms, the team at Gearbox spent an absurd amount of time and money to study the material and learn about what actually happened, what everything looked like and how everything and everyone behaved.</p>

<p>The team has walked the battlefields in Normandy, France, surveying everything along the way.  </p>

<p>The team has done extensive research at the US National Archives collecting thousands of US Army Signal Corps photos, Aerial Reconnaissance Images, Military Maps and After Action Reports.   The images, maps and reports have allowed the team to authentically recreate the actual battlefields.   </p>

<p>One veteran who was in Normandy and served in the very unit the game is about upon seeing Brothers in Arms said that it was like going back in time for him.   Veteran’s stories and eyewitness accounts have helped the team get the feel of the place and the action as authentic as possible.</p>

<p>If I listed all of the physical resources that have been used to create the authentic experience including the people, places, photos, artefacts,  military records and other materials that the Gearbox team has examined, explored, met, digitized or studied, I would be left with a novel sized document.</p>

<p>One of the greatest resources Gearbox has had was the help of Col. John Antal (US Army, Ret).  Col. Antal is author of many books about combat tactics and leadership, his is an historian who has been featured on the history channel and he is a soldier, an Airborne Ranger, the real deal.   Col. Antal spent his first year with us as a consultant, teaching the team in the classroom and in the field what being a soldier is all about.  In the second year with us, Col. Antal joined Gearbox Software full time helping to ensure that Brothers in Arms is the most authentic, realistic and accurate portrayal of the subject ever presented in interactive form.</p>

<p>Ultimately, though, the authenticity is for the team to feel as if it’s handled this matter properly.  After you’ve met these men and you’ve heard their stories and you’ve considered what it must be like to die for the man next to you… Well, you couldn’t proceed without an immense amount of care to keep the true stories in tact.</p>]]>
        <![CDATA[<p><pb /></p>

<p><b>Q. What research have you done to ensure the weapons are accurate to their real-life counterparts?</b></p>

<p>Randy Pitchford:  Frankly, doing the weapons right is the easy part.   You see, down here in Texas it’s not as hard as you may think it should be to get your hands on authentic fire arms and operate them.   Even Col. Antal has several US and German rifles and pistols that were in use during the war.   </p>

<p>Beyond dipping into the Col’s physical arsenal, several excursions have helped Gearbox increase its digital arsenal.  </p>

<p>There are plenty of museums at military bases like Fort Knox, Kentucky and Fort Hood, Texas where one can climb all over real tanks and vehicles and do as much surveying and digital source gathering as one has the stamina for and when it comes to military equipment, the Gearbox team seems to have infinite stamina.</p>

<p>But perhaps the most valuable research trip for weapons was a visit to Aberdeen where Dr. Atwater, who is curator of the US. Ordnance Museum there, arranged for very complete access to all of the weapons in the theatre from all relevant armies in the D-Day invasion.    We’ve got pictures of Stephen Bahl there carrying a Panzershrek in firing position, checking the sights.  The Panzershrek is a very heavy bazooka like Anti Tank weapon designed for a team of two German soldiers to use against Allied armour.   Stephen is a Gearbox artist who is responsible for creating most of the weapons in the game – he’s also an Army veteran.</p>

<p><center><img src="http://www.games-fusion.net/images/brothers_in_arms(2).jpg"></center></p>

<p><b>Q. In the announcement of the game you said “Brothers in Arms will be the most realistic and authentic WWII shooter ever”. Just how will you be attempting to achieve this?</b></p>

<p>Randy Pitchford:  Brothers in Arms is based on a true story.  </p>

<p>Let me describe a moment in the story that helps illustrate how Brothers in Arms is the real deal.</p>

<p>In May, I demonstrated the game for thousands of people in a make-shift theatre built into the hollowed out shell of an airplane fuselage that a paratrooper would ride in before jumping into battle.</p>

<p>When the screen fades in, I am able to look around and see vast distances where battles are raging and the effects of warfare pervade the view in 360 degrees.  </p>

<p>I happen to be in an area just a couple of kilometres North of a town known as Carentan and when I look to the South in the game, I can see the silhouettes of the buildings in the town.   It’s not a picture painted onto a flat sky-like box as in other games, but an actual physical town – way out there in the distance.   I can make out the distinctive church tower in the center of the town.   If I were to look at a picture of Carentan, I would recognize where I am.    </p>

<p>If you were to study the history of the D-Day invasion, you would learn that Carentan is the junction point between the Allied invasion beaches that were divided by the Douve river.    You would learn that the invasion forces must be unified or be left too weak to defend against the German counter attack that is planning to drive the Allies back into the sea.</p>

<p>Carentan is probably the most valuable real estate in the world when what I am reliving took place almost exactly 60 years ago.</p>

<p>Nearby is a soldier studying a map.   He bears a star on his helmet.  His name is Lt. Col. Robert Cole.  He is one of two soldiers in the entire 101st Airborne throughout all of WW2 who will be awarded the Congressional Medal of Honor.   He, as well as the other man to win the award, is in the unit that I, as Sgt. Baker, am in.   These men are the best of the best, the heroes among heroes- and one of them is standing in front of me.  He was a real soldier.  Look him up.</p>

<p>If you were to study the history of Col. Cole, you would learn that just North of Carentan, he led a bayonet assault on the Germans entrenched around Carentan who know they must hold the town or lose the war.</p>

<p>If you were to study this history and look at the photos and maps, you’d soon realize that in the game you are standing right there – about to live history.</p>

<p>When I approach Lt. Col. Cole, he tells me about a tough job I have to do.   </p>

<p>Nearby are my men.  There are six of them, divided into two teams of three men.  Each team has a role as a fire team or as an assault team.  These men are under my command and I can use them to suppress and flank an enemy.</p>

<p>I order them to move up to a covered position behind some apple trees and apple barrels.   The apple barrels are overturned and empty.  It is June and the season is not right for ripe apples.</p>

<p>There is a stone wall in front of me that divides the orchard I am in from a dirt road.   I hear someone from my team yell, “Contact!” and I see the tops of helmets duck behind cover as a few tracers from hastily fired rifles zip by overhead.</p>

<p>I have a contact.  In front of me is a kill zone, an open dirt road.   To my right are a few farm houses, amongst them there could be more enemy now that contact has been confirmed, but from the houses would be a perfectly covered flank to the enemy I now have located.  To my left is the rest of the orchard and an opening into a crossroads that would offer a great flank angle on the enemy.</p>

<p>I understand tactics by this point.  I know I must fire and move.  I must use one team to pin the enemy in place and another team to circle around and hit him from the side or the rear.  </p>

<p>Stone walls lining the road protect my team and the enemy.</p>

<p>I have to make a tactical decision.  Assault across the road?  Probably suicide…  Which flank, then?  The houses?  The orchard cross road?    For how long will the stone walls provide me cover?   When will the enemy begin to fire and move on my position?</p>

<p>To help with my decision I can use something in Brothers in Arms called “Situational Awareness View”.  This option lets me view the battlefield from overhead, as if I’m looking at one of those black and white aerial reconnaissance images that were taken by the spy planes so that the allied soldiers could memorize them and know the terrain they were fighting in.   Only it’s not a photo.  It’s the real scene, frozen in time.  There are tracers halted in the air.  There are pieces of debris breaking off of the stone wall where impacts from my fire team suppress the enemy that is hiding behind the cover preparing to make their move.</p>

<p>I didn’t need to look at this view to make my decision.   I already knew what it would look like.   </p>

<p>I knew this because I’ve held in my hands and studied the actual Aerial Recon Images captured in 1944.   These very images from the US. National Archives were used by the Gearbox designers to recreate the battlefields very accurately.</p>

<p>I’ve seen the farm houses in the photo.  I’ve seen the cross roads and the orchard and the stone walls.   </p>

<p>They look exactly the same – except in Brothers in Arms it’s vivid.  It’s not black and white.  It’s alive.  It’s real.</p>

<p><pb /></p>

<p><b>Q. The War undoubtedly created images of a very gruesome and bloody story. In my mind the only way to show a realistic depiction of the War is to attempt to recreate the same effect. Will Brothers in Arms attempt to show this?</b></p>

<p>Randy Pitchford:  War is not for kids and Brothers in Arms will not sugar coat the experience.   The weapons of war are designed to destroy a human body.  Some of these weapons can literally tear a person to bits.</p>

<p>As a father and as a person who respects, admires and is in awe of the men who did this work, I almost find it offensive to affect reality in order to be able to market the title to an audience that really has no business with it.</p>

<p>In Brothers in Arms, violence is not gratuitous.  But, violence is part of war and sometimes horrific things happen. </p>

<p><center><img src="http://www.games-fusion.net/images/brothers_in_arms(3).jpg"></center> </p>

<p><b>Q. Can you tell us about the physics of the game? Will there be rag doll technology for example?</b></p>

<p>Randy Pitchford:  In line with the goal of creating an authentic, realistic portrayal of war comes a desire to physically simulate the effects of the weapons of war.   There are now a couple of titles available that can give us a sense of what happens to a lifeless human as it collapses in a complex world.   This kind of physics simulation may be a bit disturbing to some, but it is present in Brothers in Arms.   So far, though, it is only in Brothers in Arms that I’ve seen this kind of simulation on not just humans and inanimate objects, but on animals as well.   </p>

<p>There is something both disgusting and amazing about seeing a cow being struck directly by the 16 inch shells of Naval gunfire.  In the game once I have seen such an event.  It’s gross.  You see, cows are large creatures that are filled with an awful lot of blood and guts.   But, seeing a mess of that stuff blast into the air every which way is one thing.   Another thing is when the dust settles and you approach the mess – then you are seeing the lifeless front half of a cow who’s suddenly empty body cavity, spine and gnarled legs are all realistically simulating physics as the mass rolls into the depth of the newly formed crater and you’re thinking, “I don’t know whether to stand here in awe or whether I should go throw up.”</p>

<p><b>Q. How will the squad-based combat mechanism work to provide a realistic combat simulation?</b></p>

<p>Randy Pitchford:  Squad based combat in Brothers in Arms is amazingly easy to command, but very robust.   At the point in the game where you’ve finally gathered your scattered squad, you’ll be equipped with two teams.   One team is an assault team and is designed for closing on and killing the enemy.  The other team is a fire team and is trained to suppress and pin the enemy so that the assault team can do its work.  These two teams are dependant upon each other and their power is under your control.</p>

<p>Controlling them is simple.  One button toggles between the teams.  This is a lot like switching weapons, but you’re switching teams.   Another button issues a command.   It’s just one button to issue a command.  You look at something and you press the command button and it’s all taken care of with the context sensitive system.  If you’re looking at the ground, the command is, “Move to that position!”  If you’re looking at an enemy, the command is “Attack!”   You can hold the button down to see a little indicator that tells you exactly where you’ll be issuing your command.  </p>

<p>It’s really fun and it’s really easy to do and, amazingly, it’s super authentic.   Col. Antal has been leading combat soldiers for 30 years.  He’s written books used by the military academy at West Point to train the US Army’s future officers.   He taught the Gearbox team all about fire and move tactics and all about chain of command and the Gearbox team figured out that you don’t need a super complex man-by-man noun-verb system of command trees and complex options.  </p>

<p>Squad combat should be about the idea of how you want to approach the combat problem.  Not about how you’re going to fight through the interface to find the right command.</p>

<p>Simply pick the fire team and use the command button while looking at an enemy and you’ll issue the command.  Baker will say something like, “Corrion, put some fire on that position!”   And Corrion, the fire team leader, will say something like, “You heard Baker – Give it to ‘em.”   And while he’s yelling to his men, you’ll see Corrion give the authentic hand signal for “Attack” directed at the enemy and his men will get the courage to lean out from behind the cover and start putting fire on the enemy.   If you’ve got it right, they’ll be able to suppress that enemy and you can start to safely position yourself or your assault team for a good flanking kill.</p>

<p><pb /></p>

<p><b>Q. Can you tell us about the A.I. of the game? How will the characters react to enemy gun fire, fallen team-mates and the environment within the game?</b></p>

<p>Randy Pitchford: The soldiers behave like trained soldiers.  They have standard operating procedures and they trained battle drills that are designed to help soldiers respond to any situation.  This is all engineered into the characters.   You don’t need to tell them exactly what to do, where to look and what they should do when someone starts shooting at them.  They know what to do.  Your job as their leader is to use the squad to fire and move on the enemy.</p>

<p>It’s pretty neat when you see guys who know how to use cover and corners all over the place.  If guys are caught out in a field or something, you’ll even see them straighten up behind a tree in order to try to get any cover available to protect them.  Then they’ll lean around the tree and return fire on the threat. </p>

<p>These guys know how to climb over walls and fire over obstacles – they know how to use the terrain for combat advantage.</p>

<p>Another neat thing is just watching one of your teams on a firing line, trying to suppress an enemy.  While one guy is laying on some fire, another is reloading.  Then the first guy will say, “I’m empty!” and the second guy will lean around and start putting fire on the target while the first guy ducks down to reload.  </p>

<p>It’s all very dynamic and very authentic – our simulated intelligence programmers started with the standard operating procedures, then added the human elements.  The decisions and the mistakes that make people what they are.</p>

<p><center><img src="http://www.games-fusion.net/images/brothers_in_arms(4).jpg"></center>  </p>

<p><b>Q. During the War many soldiers, often young soldiers, had to combat the problem of fear and other emotions. Will any of this show in the game? And will you often get team-mates who can’t carry out orders?</b></p>

<p>Randy Pitchford:   Baker’s team is pretty tough, so it won’t be very often that they won’t do something you ask them too.  However, there are times where it’s simply impossible to follow orders and the men will tell you so and make their own decisions about using nearby cover and picking smart targets if there are any around.</p>

<p>Some of the German units you’ll encounter, especially the conscripted units – the Ost Battallions – are not necessarily as battle hardened as the better trained enemy such as Panzer Grenadiers or Fallshirmjager (German Paratroopers).   It won’t be uncommon to be able to route a group of conscripts.   One of the lessons Col. Antal reminds us, though is that “The slaughter is in the pursuit.”   I tend to be pretty ruthless once I see some Nazi’s on the run…</p>

<p><b>Q. The storyline of Brothers in Arms is apparently meant to show the bond between the soldiers and the effects of losing men during battle. Will the player be able to control the fate of the men throughout the course of the game or is this something which will be scripted into the storyline? Meaning if the player accidentally unloaded a clip into his entire team at the start of the game, would he have to continue throughout the duration of the game on his own?</b></p>

<p>Randy Pitchford:  Brothers in Arms strives to build meaningful, important characters.  The game will never put you in a situation where you may have made some less than ideal decisions early on that make it impossible to succeed later.   Likewise, in most cases, the game will not require keeping soldiers in your team from getting hit a mission critical condition.   You’ll lose men.  Sometimes you’ll lose men because it’s the right time for that to happen in the plot.  Other times you’ll see your men go down because of a poor decision or a risky move that ended badly.  </p>

<p>In all cases, if you accomplish a mission, you can be sure you’ll be able to accomplish the next.</p>

<p>But, if you lose men, such as the witty duo Allen and Garnett, they will not be with you to say what they may have said about a specific situation had they lived.  There are some real trade offs there.</p>

<p><b>Q. From the early screenshots the game appears to offer some pretty lush environments. What graphics technologies have you taken advantage of to produce realistic environments within the game?</b></p>

<p>Randy Pitchford:  The Gearbox team has invented several new technologies to render the battlefields with the kind of look that Art Director Brian Martel felt the game needed.   I think it’s amazing what they’ve done and I think the results are stunning.  Perhaps after the game comes out we’ll spend more time talking about how things were accomplished.  For now it feels kind of like revealing the secret to a magic trick before you’ve had the opportunity to be entertained by ut.</p>

<p><pb /></p>

<p><b>Q. Can you tell us about the multiplayer aspect of the game? What game modes and Co-op features will be available to the player?</b></p>

<p>Randy Pitchford:  The multiplayer game is super exciting to us.  We’ll be talking a lot about multiplayer soon, so don’t be coy about asking about it again in a little while.  For now let me just say that an exciting thing about multiplayer is that every human in the game has a squad of computer controlled allies under his command.   The on-line game is about doing clever things with your squad.  You can use your team to set up an ambush and when the enemy walks into it, you can jump out and nail them from the side.  Of course, the enemy may have been purposely keeping his team in reserve so once you reveal yourself he issues an attack command on you and his entire team comes bearing down to kill you.  </p>

<p>The on-line game in Brothers in Arms is as much a game of wits as it is a game of skill. </p>

<p>Soon I’m going to ask the multiplayer designer to do more public discussion about what to expect with the multiplayer game.</p>

<p><center><img src="http://www.games-fusion.net/images/brothers_in_arms(5).jpg"></center></p>

<p><b>Q. How will music and audio effects play a part in producing an immersive environment within the game?</b></p>

<p>Randy Pitchford:  All audio is full 6 channel surround sound.  The effects are super authentic, using foley from real sources in most cases, but also having plenty of studio time to do some magic with these sounds to help the weapons and things seem to have personality.    The goal has been realism, but at times we’ll toy with realism in some super subtle ways in order to evoke a response along the lines of how many veterans remember what they felt about these things.</p>

<p>The music is amazing.  It’s a full orchestral score – the whole bit.   I don’t think we’ve ever spent one tenth the budget and time on audio as Gearbox has spent on Brothers in Arms.</p>

<p><b>Q. Some may find a similarity between Brothers in Arms and Band of Brothers, a TV drama by Steven Spielberg’s and Tom Hanks which followed a very similar storyline. Would you say this is because the game also follows a very accurate portrayal of what went on or is there some connection?</b></p>

<p>Randy Pitchford:   Ambrose’s book is a really great one.  It tells the story of another group of paratroopers – E/506th.  These guys are memorable because not only did they participate in each of the main engagements of the 101st Airborne in World War 2, but they also happened to be the first to reach Hitler’s eagles nest in Austria. </p>

<p>I thought Spielberg’s work on the HBO series was phenomenal.   Sometimes I wonder if, had the book and/or the series come out *before* we started heading down the path of making this game if we wouldn’t have chosen to do the interactive version of this unit.  </p>

<p>But, we studied the history and we paid particular attention to the actual After Action Reports written by Col. S.L.A. Marshall who was a US Army Historian and was there to document what took place during the D-Day invasion.  Col. Marshall made it very clear which unit Brothers in Arms should be all about – the 502nd PIR.<br />
 <br />
Col. Marhsall wrote that an examination of the record and accomplishment of 502nd PIR, “weighed critically against all others in the American Army, warrants the estimate that on D Day, in point of fighting effectiveness and tactical scope, this was probably the outstanding [unit] of the Normandy operation.”</p>

<p>Reading the full accounts confirm this.   If you are interested in not just the paratrooper unit, but the unit in the whole of the US Army that kicked the most ass on D-Day, then you are interested in the 502nd PIR.</p>

<p>It’s nearly universally agreed by countless historians that D-Day was not only the most important military battle in modern history, but it’s likely the most important single day, in war or peace, in shaping today’s modern world.   We’re talking about the unit that the official History Section of the US Army ETO (Eastern Theater of Operations) concluded was the most outstanding unit in Normandy.</p>

<p>Brothers in Arms is based on their true story.</p>

<p><b>Thank you for taking the time to do this interview with us we wish you the best of success for the games release.</b></p>]]>
    </content>
</entry>
<entry>
    <title>NVIDIA GeForce 6 Interview</title>
    <link rel="alternate" type="text/html" href="http://www.games-fusion.net/interviews/content/nvidia_geforce_6_interview.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.games-fusion.net/cgi-bin/mt/mt-atom.cgi/weblog/blog_id=4/entry_id=405" title="NVIDIA GeForce 6 Interview" />
    <id>tag:www.games-fusion.net,2004:/interviews2//4.405</id>
    
    <published>2004-06-04T16:27:00Z</published>
    <updated>2006-03-07T17:59:54Z</updated>
    
    <summary> Adam Foat, European Product PR Manager for NVIDIA, takes some time out to talk to Games Fusion about their latest addition to the GeForce franchise, the GeForce 6. Q. At the release period of the GeForce FX, NVIDIA had...</summary>
    <author>
        <name>Fusion NET</name>
        
    </author>
    
    <content type="html" xml:lang="en" xml:base="http://www.games-fusion.net/interviews/">
        <![CDATA[<p><br />
<p>Adam Foat, European Product PR Manager for NVIDIA, takes some time out to talk to Games Fusion about their latest addition to the GeForce franchise, the GeForce 6.</p></p>

<p><b>Q. At the release period of the GeForce FX, NVIDIA had claimed that their card would be the fasted thing to hit the gaming market, instead ATI managed to produce a very close competition with their Radeon 9800, in what is otherwise an older generation chipset. It seems clearly apparent that the terms “fastest” and “highest performing” are terms, which can easily be unjustified in the graphics card industry. What measures have you taken to ensure that the GeForce 6 series really is the ‘fastest’ card on the market? And do you anticipate that ATI’s forth coming next-generation card will outperform the GeForce 6?</b></p>

<p>A. GeForce 6800 Ultra is the largest generation-to-generation performance leap in company history. We have so far seen twice the performance over the previous generation with early BETA drivers. We expect to see more with more mature driver releases. The reviews will speak for themselves. As for our main competitor, we will have to see if the special edition product comes to market in volume. </p>

<p><img src="http://www.games-fusion.net/images/nvidia(1).jpg"></p>

<p><b>Q. Why have you decided to keep with the GeForce franchise name? Isn’t it time to move off the name and produce a new identity?</b></p>

<p>A. Why change something that works? GeForce is an internationally recognised brand that consumers have come to associate with quality, reliability and stability. When they see that name on the box of our partner’s graphics cards, they are guaranteed a great user experience.</p>

<p><b>Q. What effect will Microsoft’s DirectX 9.0 Shader Model 3.0 technology have on titles, such as Doom 3, which is heavily reliant on shadows to create the atmosphere in the game?</b></p>

<p>A.  Doom3 is OpenGL, not DirectX. But SM 3.0 titles will appear very quickly, unlike previous games using newer shader models. SM 3.0 can be added to an existing SM 2.0 game very easily. In fact you can now get a patch to enable a game to use the new features. The developers of Far Cry will make a patch available in the next few weeks demonstrating exactly that. We are expecting many other titles to follow suit, Painkiller and Tiger Woods to name two. </p>

<p><b>Q. The GeForce 6 6800 Ultra comes with Dual DVI connections, an otherwise excellent edition for those users using two LCD monitors. What challenges did you have to confront to bring this feature to the card? And will there be an alternate version, featuring Analogue connection, for those who do not sport a screen with a DVI connection?</b></p>

<p>A. We have always supported dual DVI since GeForce4 days. It is down to our individual partners as to whether they include dual DVI, dual VGA or VGA/DVI on their boards.</p>

<p><img src="http://www.games-fusion.net/images/nvidia(2).jpg"></p>

<p><b>Q. The PCI Express interface is a technology, which will bring improved bandwidth capabilities to graphics cards, such as the GeForce 6. However, the PCI Express interface is yet to make an impression upon PC users. How long do you anticipate it will be before the technology kicks off? And how much of a performance advantage will it truly mean?</b></p>

<p>A. We are already sampling PCI Express cards to our key partners. We enjoy a close working relationship with Intel and our schedules are perfectly aligned with them. We will have PCI Express graphics cards available as soon as they launch.  Current date for that is Mid Q2. Performance will vary depending on what application is being used. The software will have to make use of the extra bandwidth.</p>]]>
        <![CDATA[<p><pb /><br />
<b>Q. Can you talk us through a few of the major changes and features to hit the GeForce 6 series and how will they benefit existing and forth coming PC games titles?</b></p>

<p>A. Reviewers have reported leaps of up to 120% in next-generation titles.  From a technical aspect GeForce 6800 offers the following improvements over GeForce FX 5950:</p>

<p><UL>• 4-8x floating-point shader power <br />
• 4x shadow processing power <br />
• 4x occlusion culling efficiency<br />
• 2x vertex processing power<br />
• ~2x frame buffer bandwidth</UL>GeForce 6 series is the only product to support Shader Model 3.0, the full Direct X 9 specification.</p>

<p><img src="http://www.games-fusion.net/images/nvidia(3).jpg"> </p>

<p><b>Q. How have you managed to optimize anisotropic filtering and anti-antialiasing to perform well under high-resolutions?</b></p>

<p>A. The GeForce 6800 GPUs feature exceptional antialiasing (AA) capabilities and a new rotated grid-sampling pattern.  NVIDIA uses a special algorithm to eliminate the annoying “jaggies” without degrading the texture quality. </p>

<p><b>Q. Can you give us an insight into what’s next for graphics cards after the GeForce 6 series? What technologies are you looking to implement to make games look even better and run faster in the future?</b></p>

<p>A. NVIDIA does not comment on announced projects.</p>

<p><b>Q. The graphics card industry appears to be accelerating at a phenomenal rate. What’s next after we get games looking like realistic depictions of movies? Can we expect to venture into the 3D reality era, where PC gamers are expected to wear over-sized headsets?</b></p>

<p>A. Let’s concentrate on the current range of graphic cards first &#61514;</p>

<p><b>Q. As we get closer to picture perfect real-time graphics in games, is there not a worry that future titles will be rejected by gamers? After all isn’t the prophetic look of a game what truly makes it a game?</b></p>

<p>A. Graphics will always get better, but we need to make sure that the developers incorporate compelling gameplay. A game can look great, but be a completely uninteresting experience because the gameplay is bad.</p>

<p><b>Q. The prices of graphics cards have appeared to sky-rocket over recent years. Can we expect an increase in prices or has the graphics card market reached a climax in terms of price wars between competing card manufacturers?</b></p>

<p>A. In fact we have kept our pricing the same for the last few years. High-end graphics cost £399 on first release, and then all other products are £299, £199 and £99 depending on the GPU used.</p>

<p><img src="http://www.games-fusion.net/images/nvidia(4).jpg"></p>

<p><b>Q. Apart from Doom 3, what forth-coming games titles can we expect to see that use the latest improvements of the GeForce 6?</b></p>

<p>A. We are working with several developers to add 3.0 support to their current titles. Other titles in development include Lord of the Rings, Battle For Middle-earth, STALKER: Shadows of Chernobyl, Vampire: Bloodlines, Splinter Cell X, Tiger Woods 2005, Madden 2005, Driver 3, Grafan, Painkiller and many more.</p>]]>
    </content>
</entry>
<entry>
    <title>Men of Valor Interview</title>
    <link rel="alternate" type="text/html" href="http://www.games-fusion.net/interviews/content/men_of_valor_interview.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.games-fusion.net/cgi-bin/mt/mt-atom.cgi/weblog/blog_id=4/entry_id=428" title="Men of Valor Interview" />
    <id>tag:www.games-fusion.net,2004:/interviews2//4.428</id>
    
    <published>2004-05-28T01:06:00Z</published>
    <updated>2006-03-07T17:59:55Z</updated>
    
    <summary> Games Fusion talks with John Whitmore, Director of Development at 2015, on the forth coming Vietnam War themed title, Men of Valor. Q. There appears to be a recent trend in bringing out games, which are based on the...</summary>
    <author>
        <name>Fusion NET</name>
        
    </author>
    
    <content type="html" xml:lang="en" xml:base="http://www.games-fusion.net/interviews/">
        <![CDATA[<p><br />
<p>Games Fusion talks with John Whitmore, Director of Development at 2015, on the forth coming Vietnam War themed title, Men of Valor.</p></p>

<p><b>Q. There appears to be a recent trend in bringing out games, which are based on the Vietnam War. This can be seen in titles, such as Battlefield: Vietnam, Vietcong, Shell Shock NAM 67 and now Men of Valor. What do you think has initiated this trend? And do you think we can expect to see even more titles appear in the near future?</b></p>

<p>A. Historical, military themed shooters are very hot right now, and you can only make so many WWII games, so it was inevitable that some developers would eventually turn to Vietnam for source material. In our case, we felt that the technology available had advanced sufficiently to allow us to portray the densely foliated natural environments and hectic jungle combat of Vietnam, so we thought we’d set our next game there. Because of the technical difficulties of portraying the environments, and the creative difficulties in designing gameplay and creating a story that really captures the atmosphere of this controversial war, I think only top developers are likely to be successful with Vietnam themed games – the trend will peter out because of this. It’s much easier for the developer and much less risky for the publisher to stick with World War 2.</p>

<p><center><img src="http://www.games-fusion.net/images/mov(1).jpg"></center> </p>

<p><b>Q. At present there is a lot of competition out there between games which are based on the Vietnam War. What sets Men of Valor aside from the competition? And what unique features will you be implementing to ensure that the title stands out from the rest?</b></p>

<p>A. Men of Valor presents a mature and serious depiction of combat in Vietnam, supported by intensive research, high production values, and gameplay systems designed from the ground up to represent the feel of combat in the environments of Vietnam. The game presents the war at its highest level with documentary style introductions featuring war footage from then National Archives; at a personal level through the letters the player writes home that serve as mission briefings; and within gameplay with tons of dramatic in-game events, licensed music from the period, and a dynamic Battle Chatter system that helps recreate the intense soundscape of a firefight. Overall, Men of Valor provides a complete player experience that captures the atmosphere of the conflict in a way we haven’t seen from any of the competition. </p>

<p><b>Q. Entertainment based on real-life events, whether it may be film or games, has played a big part in the film and gaming industry. Why do you think products, such as films and games, based on real-life events are so popular? Is it because people thirst for realism, similarly to how reality TV is so popular in the US?</b></p>

<p>A. History is accessible and can be easily related to by the consumer. When you mention Vietnam, you conjure up images and associations in a gamer, a set of expectations that give you a target to meet with your product. Mention a Vietnam game to a publisher, and they’ll understand how a game set there could be marketed and sold. Historical games, if done correctly, can leverage all the power of a popular license, without the expense of licensing fees.  </p>

<p><b>Q. Games featuring real-life events no doubt come with some criticism and controversy. It is obvious that the notion of a film based on 9/11 and the war on terrorism would attract quite a compelling and moving storyline, which would no doubt make a lot of money. How long do you think it is safe to wait before bringing out a game or movie based on such a controversial and harrowing event?</b></p>

<p>A. Creatively, I don’t think there’s a reason to wait at all – if you have a story to tell or a message to deliver, and it can be done more powerfully close to the event it references, then why not take a shot? But commercially, of course, that’s not viable. You’d have to gauge the market to see how sensitive the topic is to the public. There were definitely some concerns about making a Vietnam game when we started, but with all the other titles that have been announced, the idea has become quite accepted.</p>

<p><center><img src="http://www.games-fusion.net/images/mov(2).jpg"></center>  </p>

<p><b>Q. At what degree is the depiction of the real Vietnam War highlighted in the storyline of the game? Obviously there was no real winner of the Vietnam War (some may argue this), but there were a lot of casualties on both sides, many believe the Viet Cong had an advantage due to their knowledge of the open jungle. How will this show in the gameplay?</b></p>

<p>A. The storyline follows a young Marine from the beginning of major combat operations in 1965 through the height of the Tet offensive in 1968. During this time, the player will experience the kind of events that defined the conflict – booby traps and roadside bombs, the difficulty of telling friend from foe, the dissolution of battle plans due to bad luck or incompetence, the arrogance of some parts of the military in the dealing with the Vietnamese, and the way in which politically motivated rules of engagement affected the progress of the war. The storyline, missions, and characters in the game are all derived from battle reports and first person accounts of the war.</p>]]>
        <![CDATA[<p><pb /><br />
<b>Q. How have you modified the A.I. to interact with the jungle environments and how much of a difference will the environments make to the gameplay, emphasis on stealth?</b></p>

<p>A. The AI in Men of Valor is optimised for jungle combat, and emphasises cover and concealment more than any similar game. AIs are able to negotiate an extremely cluttered environment and identify cover, using trees, rocks, debris, and built up structures to protect them from fire. AIs will lean out of cover to engage and duck behind it when reloading or suppressed to hide. The AI makes combat very challenging and much more tactical than in similar games – the player will also need to use cover and manoeuvre to outflank his enemies to survive firefights. </p>

<p><center><img src="http://www.games-fusion.net/images/mov(3).jpg"></center> </p>

<p><b>Q. The uniforms, weapons, and vehicles are said to provide an accurate portrayal of their real-life counterparts. What research have you had to do to achieve this? And have you had to involve the military in any way?</b></p>

<p>A. For visual research we have relied most heavily upon period footage and photographs to get a sense of what both sides actually wore into the field, what uniforms and equipment looked like after time on the battlefield, how weapons were carried and employed, and all the other details that don’t come out in military manuals and the official accounts of the war. First person narratives, like the works of Mark Taylor and Wallace Terry, were also very helpful in getting the language and terminology right.</p>

<p><b>Q. How much research have you done into the opposite side of the war (the Viet Cong)?</b></p>

<p>A. As much as we could. There are a few first person accounts of the war from the Viet Cong and NVA in English, like Truong Nhu Tang’s A Vietcong Memoir, that gave us a lot of insight. For visual reference, photographer Tim Page’s Another Vietnam, which focuses on the VC and North Vietnamese, was indispensable. </p>

<p><b>Q. In a recent press release it was announced that the soundtrack to the game would be recorded at Clint Eastwood scoring stage, Warner Bros. Studios. How much of an importance is the sound aspect of the title to the atmosphere of the game?</b></p>

<p>A. Sound is absolutely essential, and we put a lot of work into the game’s sound and music.  In addition to the licensed music present in the game (from James, Brown, The Mamas and the Poppas, Strawberry Alarm Clock, and the like), the Men of Valor soundtrack features a brilliant original score written by Inon Zur and performed by an outstanding orchestra in one of Hollywood’s finest facilities. The score is implemented with Men of Valor’s interactive music system, which weaves the game’s different themes together in response to the player’s actions. The overall effect is as intense and moving as any feature film.  </p>

<p><b>Q. Can we expect to see a lot of teamwork between the player and the A.I. or should we expect to see many solo missions, similarly to how Medal of Honor was?</b></p>

<p>A. There are no solo missions in Men of Valor – the player is always working alongside other troops. Squadmates take their lead from the player – they will follow him through the map, laying down suppressive fire when the player rushes forward or engaging targets when the player suppresses them. Squadmates have the same ability to locate and use cover as the enemies do, and suffer the same bleeding damage as the player – if they are badly wounded, they will have to stop and bandage themselves. Squadmates will investigate enemy casualties and will sometimes pick up wounded comrades and carry them to cover. Working with your squadmates is essential – if you run out ahead of them or leave them wounded in the field, you will quickly find yourself outnumbered and outgunned. </p>

<p><b>Q. What exciting multiplayer features will be available in the game? And how have you improved upon the cooperation mode to enhance the player’s experience?</b></p>

<p>A. Men of Valor supports up to sixteen players over Xbox live and offers five different game modes, including objective based games where two teams refight scenarios based on historical encounters. There are fourteen different character classes from both sides of the war, ranging from a Marine Rifleman to a Viet Cong Guerrilla. Each class has its own weapon loadout and special abilities.</p>

<p>Co-op mode allows two players to play the single player campaign game together. The additional tactics you can employ with two players makes this mode a lot of fun.</p>

<p><b>Q. Have you had to do a lot of research for the game to ensure a certain degree of realism, such as real-world locations? Or have the team decided to keep specific locations to a fictional degree?</b></p>

<p>A. All of our missions are based on actual historical encounters, and we’ve tried to be as accurate as possible, using reference photos from the real-world locations wherever they were available. Of course, some locations need to have their geometry tweaked for gameplay or to make them run well on the Xbox, but I think we have created the most accurate versions of the battlefields of Vietnam yet seen in a game. </p>

<p><b>Q. How much of a challenge has it been to make a title based on an engine, which was otherwise created for a fast paced shooter? Have you been able to achieve everything you had imagined with the engine or have you encountered limitations?</b></p>

<p>A. It has certainly been very challenging, but hard work and a very smart, creative team have enabled us to overcome the limitations of the technology and deliver just about everything we had planned.</p>

<p><center><img src="http://www.games-fusion.net/images/mov(4).jpg"></center>  </p>

<p><b>Q. Will there be any features of the game that you will be cutting out for the Xbox version?</b></p>

<p>A. The PC and Xbox versions are being developed by different teams and will look and play at the cutting edge for their respective platforms. The PC game will include some extra content, including several more multiplayer maps and game types to accommodate the additional players we can fit on a PC. Everything we have shown up to this point concerns the Xbox version only – you should be hearing more information on the PC game in coming months. </p>

<p><b>Q. Similarly to Medal of Honor: Allied Assault can we expect to see a franchise of games being released which are based on the Men of Valor title?</b></p>

<p>A. That would be a logical expectation. </p>

<p><b>Thank you for taking the time to do this interview with Games Fusion. We wish you the best of success for the games release.</b></p>]]>
    </content>
</entry>
<entry>
    <title>Earth 2160 Interview</title>
    <link rel="alternate" type="text/html" href="http://www.games-fusion.net/interviews/content/earth_2160_interview.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.games-fusion.net/cgi-bin/mt/mt-atom.cgi/weblog/blog_id=4/entry_id=426" title="Earth 2160 Interview" />
    <id>tag:www.games-fusion.net,2004:/interviews2//4.426</id>
    
    <published>2004-05-07T05:01:00Z</published>
    <updated>2006-03-07T17:59:55Z</updated>
    
    <summary> Games Fusion talks to Zuxxez Entertainment&apos;s Dirk P. Hassinger (VP of Zuxxez Entertainment and Executive producer of Earth 2160), on their forth coming Real Time Strategy game, Earth 2160. Q. The Earth series appears to follow a storyline, which...</summary>
    <author>
        <name>Fusion NET</name>
        
    </author>
    
    <content type="html" xml:lang="en" xml:base="http://www.games-fusion.net/interviews/">
        <![CDATA[<p><br />
<p>Games Fusion talks to Zuxxez Entertainment's Dirk P. Hassinger (VP of Zuxxez Entertainment and Executive producer of Earth 2160), on their forth coming Real Time Strategy game, Earth 2160.</p></p>

<p><b>Q. The Earth series appears to follow a storyline, which evolved from the first Earth game, 2140. At the end of Earth 2150 the storyline concluded with the humans escaping from the blue planet. Now that the game is no long based on planet Earth, why choose to keep the name?</b></p>

<p>A. The brand "Earth 21XX" is very well known and that is the main reason why we have kept the title. In 2160, the humans who were able to escape from Earth started to build up their civilizations on Mars and would later conquer new planets within and outside the solar system. So the title is not that wrong even if mother Earth bites the dust in 2150.</p>

<p><center><img src="http://www.games-fusion.net/images/earth(1).jpg"></center></p>

<p><b>Q. In terms of realism, have you done any research into astronomy and planet locations or have you kept strictly to a sci-fi theme?</b></p>

<p>A. Mirek, the team leader is very much addicted to astronomy and a lot of research about venues in 2160 was made. Of course, to make the game attractive, interesting and playable, but there is not much more realism than there is in any Sci-Fi movie. There is a scientific background, but a lot of fiction – as everybody expects from such a title.</p>

<p><b>Q. In Earth 2150 the main goal of the game was to stay alive and escape from Earth. What will be the main goal of 2160?</b></p>

<p>A. To stay alive and to find your paradise.</p>

<p><b>Q. The Earth series has always been heavily built around research and there are a lot of strategy titles that include this aspect. What sets Earth 2160’s research apart from other strategy games?</b></p>

<p>A. The way units are constructed is a strong improvement of the beloved method in 2150. Because of the modular construction, an uncountable number of combinations will surprise and please the gamers. The research possibilities are really very far-reaching and as good as free. To allow the player a better overview, he can patent each new invention and hire "Virtual Agents" to help.</p>

<p><b>Q. What artwork and documentation have you used for inspiration to create some of the futuristic visual aspects of the game?</b></p>

<p>A. Movies, Sci-Fi stories, 20 years of experience in creating science fiction games and a lot of fantasy.</p>

<p><b>Q. What additional features will set Earth 2160 apart from existing RTS games?</b></p>

<p>A. As I have already mentioned, "Virtual Agents", which have inter-character relationships, character development, skills and personality, bringing a breath of fresh air into the genre. A new type of AI calculation will make the game more challenging than all other RTS titles on the market. There are multiplayer options to save MP matches any time, and that allow players to join running matches. This alone will attract a huge MP community. The bio- and physics engines give increased realistic behavior to all objects and places, more than has ever been seen in any RTS game. And besides all this, the overall optical appearance will certainly make the game outstanding.</p>

<p><center><img src="http://www.games-fusion.net/images/earth(2).jpg"></center></p>

<p><b>Q. Have you focused heavily on storyline in Earth 2160 to create a more gripping single player game?</b></p>

<p>A. Yes. How can I put this … the story will be surprising, riveting and enthralling  … but we do not want to reveal too much yet.</p>

<p><b>Q. How have you optimized the A.I. to produce a more intelligent gaming experience?</b></p>

<p>A. The A.I. is calculated with a combination of linear back framing and conventional scripts. We have developed our own unique script language compiler for this. The player will have to compete with very tricky and clever AI opponents.</p>]]>
        <![CDATA[<p><pb /></p>

<p><b>Q. Can you tell us a bit about the vehicles available in the game?</b></p>

<p>A. Most units are built out of various modules and materials. Besides some unique special units, the options involved in constructing vehicles are almost unlimited, or better, only limited by the player’s cash flow. Vehicles can be airborne. Alternatively, they could travel on caterpillar tracks, they might use conventional wheels or mechanical legs, or speed over liquid surfaces: water, being one possibility.</p>

<p><b>Q. What is your favourite vehicle and what special characteristics does it have?</b></p>

<p>A. I have not finally made my mind up about this. Currently I like a UCS Mech construction that I call "Chicken Mech", it walks with an amusing gait, it is fast and powerful. I used an expensive alloy of titanium and raherium for the armour and found a complicated modulation for the lasers, which makes it dangerous for all other units, even if they are equipped with shields. But as not all unit parts are complete, I am sure I will find something better within the next few months.</p>

<p><center><img src="http://www.games-fusion.net/images/earth(3).jpg"></center></p>

<p><b>Q. How has the game evolved since we last saw it in Earth 2150? What new graphics, sound features and gameplay improvements can we expect to see?</b></p>

<p>A. Earth 2150 is 5 years old. You cannot really compare the two. It’s definitely a new generation of RTS. The graphics will be state of the art and physics and bio-chem. engines are present. The sound engine uses a new compression technology and supports 5.1. The method of mission design is new and allows several solutions for a quest.</p>

<p><b>Q. How many different types of buildings, infantry, vehicles and variations will be available in the game?</b></p>

<p>A. This question is not easy to answer, because of the modular construction system. Each fraction has a minimum of 13 basic buildings, which can be improved and upgraded depending on any completed research work and types of resource used in its construction. The variety of possibilities here is huge and there are in addition, various special structures. Regarding unit types, they are, as I mentioned earlier, as good as unlimited. They are constructed out of combinable units, including a number of different chassis, armour, shields, boosters and more. Some of these components can be made out of a combination of metals and alloys and weapons upgraded in five steps. The strength of shields can be controlled through modulation frequency and amplitude controls. Energy and particle weapons are included in the list of deadly hardware, as are intelligent weapons. Each new construction can be patented and used as a unit type. The strength of some units can depend very much on the skill levels of the pilots. So, in this game of choices, success is very much a question of the strategies used from the very first unit design to the last deciding battle. Included in this inventory of features, I dare not forget the infantry and cyborgs and above all our "Virtual Agents". There is more, but some things we still want to keep under wraps, meaning I have to be careful that I don’t talk too much in my excitement about this project.</p>

<p><b>Q. What exciting multiplayer features will be available? And have you worked on improving team play in online CO-OP games?</b></p>

<p>A. It will be possible to join running MP matches and to save and load MP games. CO-OP games and any combination of teams vs. AI, or teams vs. teams are possible. There will be also a variety of different game types.</p>

<p><center><img src="http://www.games-fusion.net/images/earth(4).jpg"></center></p>

<p><b>Q. Earth 2160 is said to arrive with TRUE Dolby Digital 5.1 recorded audio. Whilst the reasons for incorporating this feature into a First Person game are clear, how is it beneficial for an RTS game? And what measures have you taken to ensure an enveloping 5.1 audio environment for the player?</b></p>

<p>A. To be exact, the soundtrack is recorded in Dolby surround, and the sound effects are placed in 5.1 – It was planned originally to play the soundtrack in 5.1 but we scrapped the idea because it would mean playing the music from audio tracks to achieve 5.1 and this is not comfortable for the player. But, there will be no noticeable difference, because the satellite speakers are used for SFX anyway. In the standard RTS isometric view there is not really much point in having 5.1, but who says that there is no first person “view” with the sounds of shooting and of moving machinery coming at you from all directions. Other camera positions are also possible in Earth 2160. In game cut scenes, especially, will have a lot of different camera positions and movements. The engine is capable of visualizing video realistic graphics rendered in realtime and we intend to make extensive use of this feature.</p>

<p><pb /></p>

<p><b>Q. From the few screenshots available, it is clear that the game will consist of high-tech rather than low-tech vehicles and weaponry. Is there anything in the game that will contain a similarity to modern day weaponry, such as the old-fashioned shell and bullet?</b></p>

<p>A. This depends on the fraction. ED uses more heavy armored vehicles with weapons that are not too futuristic. LC mostly uses particle, light and gravity based technologies. The USC has lots of mechs and the Aliens will have really weird and insane technology.</p>

<p><center><img src="http://www.games-fusion.net/images/earth(5).jpg"></center></p>

<p><b>Q. What latest visual technologies will you be making use of in the game? Can we expect to see high use of pixel shaders and similar technologies in the game?</b></p>

<p>A. Earth 2160 will use per pixel shader 1.0, 1.2, 2.0 and 3.0 technology. Nearly all graphic calculations are made by the graphic card.</p>

<p><b>Q. How do you think RTS games have evolved over the years? Have you noticed big improvements made to the format or would you say that it’s a limited format in terms of what you can do with it?</b></p>

<p>A. More and more features from other genres are being integrated into RTS games. As long as the playability does not suffer, this is a trend I personally like very much. But beside this I see a lot of possibilities in improving the liberty of decision for the player. This is an issue we are focusing on in the design of 2160.</p>

<p><b>Q. Where do you see the RTS format heading? Can we soon expect to see an RTS game, which allows the player to seamlessly change from 3D open views straight into first person views, providing a mixture between First Person and 3D Strategy?</b></p>

<p>A. Yes, but this does not mean that the player is forced to switch always into a unit – you can expect first person views but not FPS gameplay.</p>

<p><b>Q. The recent trend in Hollywood appears to be turning games into movies. The Earth series appears to have a very gripping storyline, which could be made into a good potential Hollywood script. How does the notion of a film based on the Earth series grab you? And do you think it would work?</b></p>

<p>A. It would work for sure, but so far Hollywood has not invited us for dinner and negotiations. But then why Hollywood? Europe also has a very fine and lively film industry. </p>

<p><b>Q. I hear a possible sequel to Earth 2160 may be in discussion. Can you tell us anything about it? What’s the next step for the series?</b></p>

<p>A. After 2160 there will certainly be an additional mission pack, but a full sequel will take a few years. If you look at the technological jump between Earth 2140 and 2150 and the new milestones we have to offer in 2160, naming a title 2170 first has to wait for the next hardware developments to come along. That will also need some time. Do you want to make an interview appointment now, for let’s say April 2008?<br />
 <br />
<b>Thank you for taking the time for this interview. We wish you the best of success for the game’s release!</b></p>]]>
    </content>
</entry>
<entry>
    <title>Battlefield 2 Interview</title>
    <link rel="alternate" type="text/html" href="http://www.games-fusion.net/interviews/content/battlefield_2_interview.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.games-fusion.net/cgi-bin/mt/mt-atom.cgi/weblog/blog_id=4/entry_id=401" title="Battlefield 2 Interview" />
    <id>tag:www.games-fusion.net,2004:/interviews2//4.401</id>
    
    <published>2004-04-30T20:29:00Z</published>
    <updated>2006-03-07T17:59:54Z</updated>
    
    <summary> Games Fusion talks to DICE Studios about their forth coming first person shooter title and sequel, Battlefield 2. Various people at DICE took the opportunity to answer our questions, including Sean Decker (Exec. Producer), Lars Gustavsson (Producer), Linus Josephson...</summary>
    <author>
        <name>Fusion NET</name>
        
    </author>
    
    <content type="html" xml:lang="en" xml:base="http://www.games-fusion.net/interviews/">
        <![CDATA[<p><br />
<p>Games Fusion talks to DICE Studios about their forth coming first person shooter title and sequel, Battlefield 2. Various people at DICE took the opportunity to answer our questions, including Sean Decker (Exec. Producer), Lars Gustavsson (Producer), Linus Josephson (Assoc. Producer), Torbjorn Laedre and Torbjorn Soderman (Lead Rendering Programmers). The interview takes an in-depth look at some of the features of Battlefield 2, as well as looks at how the genre will develop in the future.</p></p>

<p><center><a href="http://www.games-fusion.net/cgi-bin/potd/sp.pl?src=http://www.games-fusion.net/images/bf2.jpg"><img src="http://www.games-fusion.net/images/bf2_sml.jpg" border="0"></a></center></p>

<p><b>Q. What will the new game engine bring to Battlefield 2? And what features have you implemented to bring the game up to date with other competing titles?</b></p>

<p>A. To achieve our goals and expectations for Battlefield 2 we had to raise the bar for visual quality several notches from our previous titles. The new rendering engine, developed from scratch for BF2, is completely shader driven, and is written to utilize the full potential of next-generation graphics hardware. One of the major improvements over the first Battlefield installment is that in the new rendering engine, every pixel you see on screen is dynamically lit and shadowed from multiple light sources. To make lighting in the world of Battlefield both compelling and convincing to the player, and still retain the frame rate required to enjoy the playing experience, we've had to develop several new techniques to compose the end result you see on screen. We've developed techniques that allow us to combine global illumination and hemispherical lighting with per-pixel normal mapping, and we further expanded this by using a new, more realistic looking approach to applying normal maps. Lighting and shadowing such an expansive and dynamical world as Battlefield also meant that we had to come up with new hybrid shadowing techniques which realistically integrate the players into the world. All of these new features allow artists and designers alike to put an enormous amount of detail into the game world, both in terms of per-pixel visual detail, and dynamic, interactive game environments. In the end, this makes for a rich and visually pleasing environment for the players to interact with. </p>

<p><b>Q. What research have you had to do to deliver realistic depictions of modern day weaponry in the game? Have you involved the US military at all in the development of the game?</b></p>

<p>A. We have made extensive research in modern weapons systems, vehicles, uniforms and other available, equipment of today’s fighting forces. Not only the US military. Many of us have served in the army and we even have an ex US-army captain employed on the project. But, mind you, this is an action game. We want to deliver a game that looks extremely real but is easy to learn and fun to play. We will carefully retain the “feeling” of Battlefield when we take the step into the 21st century. The biggest challenge when making the transition to modern war is to also retain the skill element in every weapon. Many modern weapons are all about being far, far away from you enemy, and letting the weapon itself do all the work. We will not allow for this, but carefully make sure there is skill involved in every kill.</p>

<p><b>Q. Can you tell us a bit about the weaponry available in the game? Can we expect to see futuristic weaponry, such as the OICW Assault Rifle?</b></p>

<p>A. Our approach is to use equipment that are actually fielded, or just about to become fielded by armies.. You can expect to see many common weapons used today such as M16’s, M249 machineguns, Kalashnikovs, Miniguns, .50 calibre machineguns and so on. And then you can expect to see some of the next generation hardware.  I will leave what they will be as a surprise, but if you watch something like the Discovery Channel, you will get an idea of what I’m talking about.<br />
 <br />
<b>Q.  Can you name a few of the vehicles that will be available in the game? What planes, helicopters, boats and tanks will be at the disposal of the player?</b></p>

<p>A. You can expect both current and near-future vehicles, found in use today in the US Marine Corps, Chinese and modern Middle-Eastern Armies.  Battlefield has always being about Land, Sea and Air and we will continue to provide a fun experience in all of the those areas.</p>

<p><center><img src="http://www.games-fusion.net/images/bf2(2).jpg" border="0"></center></p>

<p><b>Q. Will the flight physics remain similar to Battlefield: Vietnam or will you be making dramatic changes to provide a more realistic experience to the player?</b></p>

<p>A. Well, the “style” that was set in BF1942 will be retained. That style was carried over to Vietnam, and will be carried over to Modern Warfare. What will happen though is that we develop the style adding new features that fit with modern day flying. For instance, our jets will have afterburner that you can use to get a speed burst for a short time. Very useful when you need to get out of trouble. And our aircraft will have functioning head-up displays that tell you about your flying and about your targets. I also want to say that dog-fighting in Modern Warfare will not be about selecting radar blips on a screen and watch them go out. This will be more like the dog-fighting sequences in Top Gun, where you try to get a lock on your enemy and deploy counter measures to avoid incoming heat seeking missiles.</p>]]>
        <![CDATA[<p><pb /><br />
<b>Q. Will the planes in Battlefield 2 enable you to have wingmen, similarly to the helicopters in Battlefield: Vietnam?</b></p>

<p>A. Yes. There will be aircraft in BF2 that will increase the cooperation between the pilot and the gunners in the same aircraft.</p>

<p><b>Q. Will Battlefield 2 contain levels which are counterparts from real-world locations or have you kept the locations purely fictional?</b></p>

<p>A. We have always been more concerned with creating a sandbox for players to have a great experience in, rather then strict ‘real world’ fidelity.  We have carried this over to the levels we are creating.  All are inspired by settings in the real world, but none are meant to be them.</p>

<p><center><img src="http://www.games-fusion.net/images/bf2(3).jpg" border="0"></center></p>

<p><b>Q. How large will the levels be in Battlefield 2? Can we expect to see levels which are twice the size of those seen in BF: 1942 and BF: Vietnam?</b></p>

<p>A. We are still testing how large levels can be and still provide a fun experience.  We are pushing the number of players much higher than in previous Battlefield games, but we want to insure that players will aways have combat close by.</p>

<p><b>Q.  The aircraft in BF: 1942 and BF: Vietnam have pretty bland cockpits. Will you be incorporating moving dials and lights into the aircraft cockpits of Battlefield 2 to intensify realism?</b></p>

<p>A. We want to give the ‘feel’ of a modern aircraft, but we don’t want to sacrifice fun and simplicity to get it.  We will strike a balance somewhere in between.</p>

<p><b>Q. Tell us a bit about the command mode. How will this work?</b></p>

<p>A. A player on each side will be able to become the commander for their side.  They will be given special tools that allow them to direct their side and effect the outcome of the battle.  They will only be rewarded for how their team does as a whole, not how they perform individually, so they will have an incentive to provide the best support to their side as possible.</p>

<p><b>Q. Will stealth play a bigger part in Battlefield 2? Will there be a Special Forces group and if so what weapons and gadgets will they have at their disposal?</b></p>

<p>A. We like to think of the Battlefield as more of all out war.  There are a lot of moments within the Battlefield experience in which stealth is called for, but overall we are not aiming for a stealth environment found in some other shooters.  We will have Special Forces type soldiers and they will have new, cool gadgets players will expect to find being carried by those soldiers today and in the near future.</p>

<p><b>Q. Where do you see the genre heading in the next few years? Can we soon expect to see a game which mixes elements of first person shooter and realistic flight simulation into one title?</b></p>

<p>A. I think that games like that will be developed, but realism also implies deep complexity and a lot of investment of the player’s time to learn the system.  I recall the manual for a flight simulator, F-16 Falcon, which was about 300 pages long.  You had to read at least 40 pages of detailed instructions just in order to start your engine and taxi down the runway.  While this great fun for many people, we find that most people just don’t have that kind of time.  They want to get into the game and start playing in a few minutes. </p>

<p>We see the genre heading to more of a persistent state, in which a player collects awards and builds a reputation within the gaming community over time.  We see the genre going away from the single player experience and focusing more on online play.</p>

<p><center><img src="http://www.games-fusion.net/images/bf2(4).jpg" border="0"></center></p>

<p><b>Q. As processing power increases do you anticipate games developers will attempt to produce a game, which focuses on a massive multiplayer campaign? For example, instead of single battles based on individual servers a network that everyone can join to take part in a real-time virtual war? Obviously the player will be confined to a particular battle similarly to how the player is confined in a single player campaign. Additionally the player will also be able to choose his career path, such as Navy, Air force or Infantry forces and improve upon his ranking.</b></p>

<p>A. As bandwidth increases and becomes more available, we do see larger battle, along the lines of massive multiplayer campaigns.  We also see clans, community support and online tournaments becoming more mainstream and important to the overall player experience.  We also see DICE leading the charge in that arena :).</p>

<p><b>Thank you for taking the time to answer our questions. We wish you the best of success for the release of Battlefield 2. If it’s any more addictive than Battlefield: Vietnam is I am sure I will have to quit my job just to play it! =)</b></p>

<p>Battlefield 2 will come to the PC in spring 2005.</p>]]>
    </content>
</entry>
<entry>
    <title>Battlefield Vietnam Interview</title>
    <link rel="alternate" type="text/html" href="http://www.games-fusion.net/interviews/content/battlefield_vietnam_interview.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.games-fusion.net/cgi-bin/mt/mt-atom.cgi/weblog/blog_id=4/entry_id=404" title="Battlefield Vietnam Interview" />
    <id>tag:www.games-fusion.net,2004:/interviews2//4.404</id>
    
    <published>2004-01-19T09:33:00Z</published>
    <updated>2006-03-07T17:59:54Z</updated>
    
    <summary> Games Fusion&apos;s Adam Unsworth asks Armando &quot;Aj&quot; Marini of Digital Illusions what all the fuss is about. 1) What new features can we expect from Battlefield Vietnam? Well, you will not see &quot;1942&quot; in the title. The games with...</summary>
    <author>
        <name>Fusion NET</name>
        
    </author>
    
    <content type="html" xml:lang="en" xml:base="http://www.games-fusion.net/interviews/">
        <![CDATA[<p><br />
<p>Games Fusion's Adam Unsworth asks Armando "Aj" Marini of Digital Illusions what all the fuss is about.</p></p>

<p><b>1) What new features can we expect from Battlefield Vietnam?</b></p>

<p>Well, you will not see "1942" in the title.  The games with Battlefield 1942 in the title are all WW2 based.  They also all use the same technology throughout.<br />
 <br />
Battlefield Vietnam is a completely new experience.  We kept the foundation of the engine, but the visuals and game play have been altered significantly.  The new graphics engine gives the game an unmistakably updated look and the infantry experience has been massively revamped to help immerse the player even more.<br />
 <br />
Expect to be completely immersed in the game.  Expect to forget that it's the 21st century.  When you play Battlefield Vietnam, you will think you're in Southeast Asia.</p>

<p><img src="http://www.games-fusion.net/images/bfvietnam01.jpg"><br />
 <br />
<b>2) Vietnam is a tricky war to handle when it comes to games from a graphics point-of-view... what have you done to make the jungle style game more realistic than previous attempts by other designers?</b></p>

<p>We have some extremely talented programmers with very bright ideas. The vegetation was the most obvious hurtle that had to be overcome in order to really transport the player to Vietnam of the 1960's.  The lead programmer came up with a method to generate vegetation at comparatively little cost.  From there, the artists did their part. For the most part, the boundaries were set by the design team in determining which levels would have the densest vegetation and what types of vegetation there would be.  If I could put a finger on any on single thing that separates BFV from BF1942, it's the vegetation. It's just so cool to run through thick patches of jungle, or to fly overhead in a helicopter and scan the forest for enemies.<br />
 <br />
<b>3) Will we see any noticeable improvements in A.I?</b></p>

<p>Yes, definitely.  Because of the open nature of Battlefield, the A.I. is challenging to implement.  By introducing all the tress and the more organic layouts of the maps, this challenge became even greater.  We identified this early on and set out to make improvement to the A.I.  At the same time, we saw behaviors that allowed player to easily differentiate between the bots and human players.  We wanted the players to be indistinguishable from the bots, and I feel we've come a long way in achieving that.  They are far more lifelike than they were. </p>

<p><img src="http://www.games-fusion.net/images/bfvietnam02.jpg"><br />
 <br />
<b>4) Will there be new weapons/vehicles?</b></p>

<p>Every weapon and vehicle in the game is new.  We have over 20 vehicles and over 30 weapons, and each of them is new to the Battlefield franchise.  We haven't carried over any of the content of the original game or expansion packs.  Everything the player will experience is new.</p>

<p><b>5) Multiplayer?</b></p>

<p>Battlefield's core aspect is the multiplayer component.  The game is designed primarily for human competition unlike most other first person games.  Most games place the human player in a world populated by A.I. and the multiplayer components need to make concessions for this.  With Battlefield, we design the game in the opposite way.  The multiplayer component comes first and the single player is adapted to it.  It is a more challenging approach to take, but well worth it considering the quality of the final experience for the player.</p>

<p><img src="http://www.games-fusion.net/images/bfvietnam03.jpg"><br />
 <br />
<b>6) Is Vietnam just more of the same or are we going to be truly amazed?</b></p>

<p>BFV is definitely not more of the same.  Amazed is a good word.  We've been working on the project for the better part of a year and we still are eager to get involved in a game.  We're all professionals, yet still we find it hard to remember that this is just a game.  The illusion is very strong, very immersive.<br />
 <br />
<b>7) Any plans for any more expansions packs?</b></p>

<p>Battlefield is a very popular franchise and based on our own experience with the game play, we feel it's an enduring one.  We plan to keep the interest in the game as high as we can and we are committed to maintaining our fan base.  I can't speak much about the future since there are many options on what we could do.  I can say that it is likely that if BFV is successful, we would consider doing more.</p>

<p><img src="http://www.games-fusion.net/images/bfvietnam04.jpg"><br />
 <br />
<b>8) As is stands are you going to meet your Q1 2004 deadline?</b></p>

<p>Everything is on track and there are no obstacles preventing us from shipping the game on time.</p>]]>
        
    </content>
</entry>
<entry>
    <title>Metal Gear Solid 3 Live Video Interview</title>
    <link rel="alternate" type="text/html" href="http://www.games-fusion.net/interviews/content/metal_gear_solid_3_live_video.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.games-fusion.net/cgi-bin/mt/mt-atom.cgi/weblog/blog_id=4/entry_id=418" title="Metal Gear Solid 3 Live Video Interview" />
    <id>tag:www.games-fusion.net,2003:/interviews2//4.418</id>
    
    <published>2003-08-30T00:00:00Z</published>
    <updated>2006-03-07T17:59:55Z</updated>
    
    <summary> Konami&apos;s Hideo Kojima, head developer of Metal Gear Solid 3, gives a live audience interview at this year’s Playstation Experience (2003). Hideo Kojima takes questions from the presenter of the show as well as from the live audience. The...</summary>
    <author>
        <name>Fusion NET</name>
        
    </author>
    
    <content type="html" xml:lang="en" xml:base="http://www.games-fusion.net/interviews/">
        <![CDATA[<p><br />
<p>Konami's Hideo Kojima, head developer of Metal Gear Solid 3, gives a live audience interview at this year’s Playstation Experience (2003). Hideo Kojima takes questions from the presenter of the show as well as from the live audience. The interview can be seen on some rather shaky cam video footage. You can also view the trans script of the interview bellow:</p></p>

<p><center><a href="http://www.games-fusion.net/filedb/pafiledb.php?action=file&id=706">Click here to view video</a></center></p>

<p><b>Q. When did you start to think about creating MGS 3 and what have you found to be a difficult factor in the making of the sequel?</b></p>

<p>A. I started working on or thinking about MGS 3 right before I was about to finish MGS 2 and right after MGS 2 I was working on MGS 2 substance, which is like a spin off and I spent like a year and a half. Creating MGS 3 is really difficult because of the jungle, trying to create a realistically looking jungle is very difficult.</p>

<p><b>Q. Is that was what most time consuming and the most pain full for him trying to put this together?</b></p>

<p>A. In order to create a realistic jungle we have to redo the game engine from scratch, that is what’s really taking a lot of time.</p>

<p><b>Q. Do you play as big boss in the third game?</b></p>

<p>A. My answer will be the same I will leave it up to your imagination.</p>

<p><b>Q. How many hours of gameplay will be in the game?</b></p>

<p>A. Honestly speaking I don’t know but if you get lost in the jungle you could really live there!</p>

<p><b>Q. Do you play radeon in the third game or snake?</b></p>

<p>A. Radeon is not going to be in MGS 3.</p>

<p><b>Q. Will the ninja’s be in the game?</b></p>

<p>A. No. The same ninja’s you are talking about will not be in the game but there will be other guys similar.</p>

<p><b>Q. How many new characters will there be in Metal Gear Solid 3?</b></p>

<p>A. I cannot give you a concrete number, like an answer, but there will be more characters than you have seen in MGS 1 or 2.</p>]]>
        
    </content>
</entry>
<entry>
    <title>Soldier of Fortune II Interview</title>
    <link rel="alternate" type="text/html" href="http://www.games-fusion.net/interviews/content/soldier_of_fortune_ii_intervie.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.games-fusion.net/cgi-bin/mt/mt-atom.cgi/weblog/blog_id=4/entry_id=406" title="Soldier of Fortune II Interview" />
    <id>tag:www.games-fusion.net,2002:/interviews2//4.406</id>
    
    <published>2002-10-19T16:58:00Z</published>
    <updated>2006-03-07T17:59:54Z</updated>
    
    <summary> Games Fusion interviews Kenn Hoekstra project administrator of the upcoming FPS bas