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While at Comdex Luckee
spoke with the developer, Choco Sunny from Savage, about the
new first person shooter game, Battlesuit MK1.
Luckee: What all do you
do for Savage?
Choco:
I am Chief Financial Officer, Project Lead and I also do art
on the games.
Luckee: Where did you
come up with the idea for this exciting new first person
shooter game?
Choco:
All of our backgrounds were out of Activision where we had
worked on Mech 2. After that we worked on Heavy Gear and Heavy
Gear 2, so what we wanted to do was take that giant robot
combat experience and marry it with a little bit more of an
action shooter type sensibility. So what you have here is our
take on that with the battlesuits and two major modifications
to giant robot gameplay; the ability to get in and out of your
battlesuit and a sort of a Tribes-like experience with capture
the flag gameplay and fixed-in-place stuff that you can get
into and out of with a lot more strategic gameplay.
Luckee: So this is a mix
between the awesome diehard Mech fan and a first person
shooter with a little RPG too?
Choco:
Absolutely, well to some degree anyway. There is the element
of player development in terms of the types of weapons you can
get and how you can outfit your battlesuit. But we are
focusing largely on the action gameplay and what it is like to
be a pilot of one of these gigantic robots.
Luckee: What is the
objective of the game?
Choco:
To capture the enemy’s flag. The way we have set it up is
largely a multi- player only experience. Much like Tribes
there will be five or six single missions that will serve as a
training experience and then there will be multi-player arenas
where you’ll be able to go in. There will be a fortress
where your flags are stored, and you’ll be able to play as
this pilot running around getting into other people’s robots
and getting into your own robot. With that there is the
element of first person shooter gameplay but it is essentially
a giant robot combat game because that is really where our
experience lies.
Luckee: As far as sound
and graphics, what cards should I use to fully take advantage
of the game?
Choco:
Right now it is running on Geforce 2 and we are fully DirectX
8 compliant. We just converted our code bases for all of the
new stuff that is in there including pixel shaders. We made
some optimizations for Pentium IV, which we are not allowed to
talk about because Pentium IV hasn’t been officially
announced yet. We are trying to take advantage of all the
available hardware. As far as the minimum requirement, we are
looking at Pentium II range, clock speed I’m unsure about
because that depends on the publisher.
Luckee: Your engine is
not a mirror, it is your own?
Choco:
Yes. We wrote our own and named it the Saber
tooth Engine, which we optimized for certain
things that we are doing. One of the things
we really like about our engine versus other
engines that are out there is really the
combination of the vast scrawling outdoor
expanses that you’ll remember from Mech 2
and Heavy Gear, and the combination of the
indoor spaces. You can get out and run
around first person. You can see that we
really wanted to give you the sense that
there is this installation somewhere that
you can go around in, a big base with just
human-sized areas so you can’t bring your
battlesuit in which makes for a very
interesting strategic gameplay.
Luckee:
It seems like it is kind of like a game from
a couple of years ago, Shogo?
Choco:
Yes it is, and actually we played that a lot
in the office.
Luckee:
So this has that influence?
Choco:
Yes, but there is one thing that we like
about this that is different than Shogo. In
Shogo, if I remember correctly, when you are
switching from inside the robot to outside
you had to wait until you were between
levels. There wasn’t a lot of ability to
switch in and out of the robot, so there
wasn’t a lot of dynamic gameplay. The
gameplay here, in terms of getting in and
out of your battlesuit, is really focused on
taking advantage of being a pilot in this
world where there are these gigantic robots
with really powerful weapons. Two of them
are that you are smaller and harder to shoot
and you don’t show up on radar. Only your
battlesuits will show up on radar so you can
infiltrate more easily as a pilot. That is
sort of the gameplay we are focusing on for
the multi-player.
Luckee:
What is the price range and when do you
expect it to be released?
Choco:
The price range is to be determined by the
publisher, we do not know what or who that
will be at this point, but we are certainly
interested in whoever wants to look at it.
In terms of time remaining on the game,
there are probably another four to five
months of development time remaining. So it
probably won’t be ready until next year.
Luckee:
Thank you very much for your time.
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