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	<title>loadscreen.net &#187; interview</title>
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	<link>http://www.loadscreen.net</link>
	<description>A videogames Blog reviewing and previewing PS3, xbox 360, PC and other games and covering gaming news and the gaming industry.</description>
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		<title>Aliens Vs. Predator Developer Interview</title>
		<link>http://www.loadscreen.net/2010/02/09/aliens-vs-predator-developer-interview/</link>
		<comments>http://www.loadscreen.net/2010/02/09/aliens-vs-predator-developer-interview/#comments</comments>
		<pubDate>Tue, 09 Feb 2010 15:10:59 +0000</pubDate>
		<dc:creator>phonicx</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[AvP 3]]></category>
		<category><![CDATA[exclusive]]></category>
		<category><![CDATA[interview]]></category>

		<guid isPermaLink="false">http://www.loadscreen.net/?p=533</guid>
		<description><![CDATA[The upcoming Sci-Fi/Horror FPS Aliens Vs. Predator 3 for PS3, 360 and PC has gamers on all platforms intrigued as to how the game will turn out thanks to a recent review/smear campaign by Game Informer. In an attempt to get to the bottom of things and to find out some more details about the [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><em>The upcoming Sci-Fi/Horror FPS Aliens Vs. Predator 3 for PS3, 360 and PC has gamers on all platforms intrigued as to how the game will turn out thanks to a </em><a href="http://www.gamegrep.com/news/29601-first_aliens_vs_predator_review_surfaces_from_game_informer_ouch_575/"><em>recent review/smear campaign</em></a><em> by Game Informer. In an attempt to get to the bottom of things and to find out some more details about the upcoming shooter Loadscreen.net went right to the source;</em></p>
<p style="text-align: justify;">Alex Moore, lead designer at Rebellion, the UK developers behind AvP 3, kindly took some time out to answer our questions about the game.</p>
<p style="text-align: justify;"><strong>LS.net</strong> &#8211; The original AVP and AVP 2 on PC are classics of the genre with metacritic ratings in the high 80’s. When developing your current AVP game what elements did you decide to take and build on from the previous games in the franchise and what did you approach from a fresh, new perspective?</p>
<p style="text-align: justify;"><strong>AJM </strong>– <em>&#8220;Both the Jaguar version from 1995 and the PC game from 1999 are so highly regarded due to their realization of iconic moments from the franchises – not just the individual films but also the comics and novels.  So making sure that we nailed each species to make it feel like the characters people expect was a big starting point.  We then looked at what we wanted to improve, and ways of pushing each species more than ever before to create three unique perspectives.&#8221;</em></p>
<p style="text-align: justify;"><em><span style="font-style: normal;"><strong>LS.net</strong> &#8211; In dealing with two of the most well known franchises in Action/horror Sci-fi you must be aware that a core of gamers interested in these story worlds will be drawn to your game. What have you done to keep these franchise fans happy? Conversely, what have you done to draw in new gamers who have no previous experience of the AVP universe?</span></em></p>
<p style="text-align: justify;"><strong>AJM</strong> – <em>&#8220;Across all three campaigns we’ve made sure there are plenty of nods towards the films, not just in the characters you come up against from each perspective but also iconic moments like entering the hive or stalking prey from a tree.  This generation of consoles gives us the opportunity to perfect things like the Predator vision modes, which provides a great sense of immersion into the game and makes you feel like you are each character more than ever before.&#8221;</em></p>
<p style="text-align: justify;"><em><span style="font-style: normal;"><strong>LS.net </strong>- Your “Focus Jumping” mechanic is clearly designed to streamline gameplay for a more immersive experience. In making the game suitable for consoles what other gameplay advancements will be included in the final release?</span></em></p>
<p style="text-align: justify;"><strong>AJM</strong> – <em>&#8220;A core philosophy behind the design of the mechanics has been to ensure that all players can perform all the actions in the game they want as easily as possible.  The focus jumping is a big part of ensuring that when playing as the Predator the player can get up into the trees as fast as possible without the danger of missing the branch.  The Alien player has a similar mechanic for getting into vents, but the key throughout development has been constant iteration to streamline the experience as much as possible.&#8221;</em></p>
<p style="text-align: justify;"><em><span style="font-style: normal;"><strong>LS.net</strong> &#8211; With the Australian release controversy and the possibility of certain violent moves such as the predator’s “trophy kill” being removed from the game we are interested to know how you have approached the violence and gore aspects of the game.</span></em></p>
<p style="text-align: justify;"><strong>AJM </strong>– <em>&#8220;The Alien only has itself as a weapon, so we knew early on in development that we needed a strong close quarters combat mechanic.  The Predator has his huge wrist blades which are just perfect for ripping things apart, so again he fits with the close quarters combat.  The Marine has weapons and basic defense at his disposal so from the human perspective you never inflict the kind of violence that is reserved for the other species.&#8221;</em></p>
<p style="text-align: justify;"><em><span style="font-style: normal;"><strong>LS.net</strong> &#8211; As a veteran of previous AVP titles I always enjoyed playing as a Marine the most, this was due to the intense periods of silent tension punctuated with explosive and frightening action. What can you tell us about your approach to the Marine portion of the game and how you will ramp up the immersion and tension and intensify the fear levels? What new techniques will you be using to scare us?</span></em></p>
<p style="text-align: justify;"><strong>AJM</strong> – <em>&#8220;The key to the scares in AvP Classic is that the Aliens can come from anywhere, at any time.  We’ve continued that in sections of Aliens vs Predator, and even after extensive playing in the office it’s nice to see members of the team still being caught unaware.&#8221;</em></p>
<p style="text-align: justify;"><em><span style="font-style: normal;"><strong>LS.net </strong>- Having seen some of the multiplayer gameplay videos I for one am excited to get my hands on the multiplayer part of the game. How have you approached the aspect of balance and gameplay in the multiplayer portion? Do you plan on keeping it fresh with DLC and further support?</span></em></p>
<p style="text-align: justify;"><strong>AJM</strong> – <em>&#8220;The three species help balance each other out as they all have a key strength and weakness.  The Marine has great firepower, but only very basic melee.  The Alien has no firepower but is lethal close up, and the Predator fits between them with a blend of weaponry and gadgets.  DLC is planned and more details on it will be released closer to the time.&#8221;</em></p>
<p style="text-align: justify;"><em><span style="font-style: normal;"><strong>LS.net</strong> &#8211; Finally, the end of 2009 and the beginning of 2010 is seeing a large amount of shooters. How do you plan on standing out from the crowd and winning over gamers’ wallets in the post Christmas season?</span></em></p>
<p style="text-align: justify;"><strong>AJM</strong> – <em>&#8220;There’s four games in one box – 3 very distinct single player campaigns and then multiplayer on top.  Oh, and survivor where up to 4 people have to stay alive for as long as possible.&#8221;</em></p>
<p style="text-align: justify;">
<p style="text-align: justify;">So there you have it, I&#8217;m sure many gamers will be interested to see what the finished product is like and more details on the DLC will be hotly anticipated. I for one am looking forward to the game and will be picking it up on its <em>February 16th </em>release date.</p>
<p style="text-align: justify;">What are your opinions on the game and how its going to turn out? Comments appreciated.</p>
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		<title>Star Trek Online: Developer Interview</title>
		<link>http://www.loadscreen.net/2010/01/26/star-trek-online-developer-interview/</link>
		<comments>http://www.loadscreen.net/2010/01/26/star-trek-online-developer-interview/#comments</comments>
		<pubDate>Tue, 26 Jan 2010 20:40:59 +0000</pubDate>
		<dc:creator>frayed</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[loadscreen.net]]></category>
		<category><![CDATA[MMORPG]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Star Trek Online]]></category>

		<guid isPermaLink="false">http://www.loadscreen.net/?p=495</guid>
		<description><![CDATA[Loadscreen.net was lucky enough to score an interview with Cryptic Studios, developer of the upcoming MMORPG: Star Trek Online.  ]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.loadscreen.net">Loadscreen.net</a> was lucky enough to score an interview with <em>Cryptic Studios</em>, developer of the upcoming<strong> </strong>MMORPG:<strong> Star Trek Online</strong>.</p>
<p><em>Cryptic </em>have been<em> </em>kind enough to take the time to answer a number of questions that I thought would be interesting, both to those who might not have played the recent beta, and to those who&#8217;ve been grabbing up our keys at warp speed over the last week or so (note: all 500 keys have now been handed out).</p>
<p>In choosing questions for the team, I tried to cover  information on the the game&#8217;s background, its development, its status as a brand new title in a massive worldwide franchise, and, of course, the technology and gameplay we can expect from the game.</p>
<p>I think we got some good answers.</p>
<p><strong>Star Trek Online has been in development for a very long time (since 2004), and has seen a change in developer (from Perpetual Entertainment to Cryptic Studios).  Do you think this has made the development of the game more difficult, or has the extra time allowed you to go further with your ideas?</strong></p>
<p>Actually, we didn’t use any code or design from the previous developer. We began from scratch, so there really wasn’t any additional development time for us. We got working on the game in 2008, and we’re very proud of the work we’ve done in such a brief period of time.</p>
<p><strong>Star Trek is a worldwide phenomenon, with one of the largest fanbases of any science fiction franchise.  Do you see that as a guarantee of success?  Trek fans will play it no matter how good it is.  Or as a challenge?  Star Wars Galaxies had some problems establishing a core base of players; we have to do this right.</strong></p>
<p>It’s nice to have that fan base to build up excitement for the game.  They’re excited, we’re excited but you can’t rely just on the name to sell the game.  It has to be something fun and something that is true to the Star Trek franchise. So what the Star Trek name guarantees us is exposure. There are a lot of eyeballs on us right now, and if the game is good, those people will play. We’re not counting on anyone to stick around just because it’s Star Trek; we want to make the best game we can.</p>
<p><strong>You’ve stated that the STO is set 30 years after the events of Star Trek: Nemesis, the final film featuring the Next Generation cast.  However, last year saw the Star Trek reboot, by J.J. Abrams, which was wildly successful.  Did you ever consider switching to the alternate timeline introduced in that movie?</strong></p>
<p>Well CBS was the licensor with us and not Paramount who did the recent J.J. Abrams movie so we stuck with the original timeline.  Plus we were already working on our story and when that movie came out so it would have been a huge undertaking to switch stories, plus getting the rights, etc. The good news is, since its Star Trek, visiting alternate universes is always a possibility.</p>
<p><strong>In the official FAQ, you’ve stated that, in STO, ‘Technology has advanced and the galaxy is a much more volatile place.’  Can you elaborate on that?</strong></p>
<p>Well it’s 30 years past any recent Star Trek movie or TV show, so there’s a lot of new gadgetry in the universe. Most notably, people can wear miniaturized versions of the shields ships use, so they have some additional protection from ground phaser fire. The galaxy is a much more volatile place because the Borg are back, Klingons are back to their warlike ways again the Federation are trying to hold it all together.</p>
<p><strong>Let’s talk gameplay.  Combat in MMOs can be a deciding factor in the game’s success.  How does STO’s action differ from other MMOs, is it a more casual experience, stats-focused, or a balance of both?</strong></p>
<p>Well there are two different kinds of combat in STO:  space and ground.  In space, it’s a very tactical experience. You’re constantly thinking about what weapons you want to fire, which skills and abilities you want to use, how you want to position yourself, and so on. It demands a lot of attention from the player, but in a good, visceral way. On the ground, combat is more action-oriented. You can play with friends or with four NPC Bridge Officers, who have their own unique skills and contribute to the fight along the way. But it’s tactical, too. You can actually pause the game on the ground and issue orders to your Bridge Officers before unpausing and letting the action play out.</p>
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<p><strong>Though it’s not in the beta, the ‘Genesis’, system for creating randomly-generated content for explorers sounds like an exciting idea.  How will it work?  And what kind of content can we expect? </strong></p>
<p>Genesis is actually in-game right now, but it works a bit differently than a lot of people think. The Genesis system is an in house tool that allows us to create maps and systems at a really quick rate.  A designer can go in and say he wants a purple planet with asteroids, 3 moons, a space station and 5 birds of prey to defeat.  And then boom it’s done.  Then our artists can go in and make it pretty looking.  This allows us to create things really quickly and then put them in the game.  So when people explore a star cluster they may go into one of these maps that has been generated and since we have so many of them, they could potentially be the first to discover it.</p>
<p><strong>Just a quickie.  How’s the reaction to the beta been so far?  Got any big improvements/fixes to come?</strong></p>
<p>The reaction to the beta has been really positive so far.  We’ve actually had so many people playing it that we’ve had to get more servers.  None that I can spill the beans on just yet but there will always be big improvements/fixes to come J.</p>
<p>So, there you have it.  While I can&#8217;t claim to have coaxed any <em>huge  spoilers</em>, or any <em>brand new</em> features, out of the team, I think there are some scraps of detail that are potentially exciting for STO fans.</p>
<p>Here&#8217;s my picks:</p>
<p>The &#8216;Genesis&#8217; system is not an in-game feature that randomly generates large amounts of gameworld for the player.  Rather, it is a development tool, allowing for the swift creation of new &#8216;encounters&#8217; and areas for the player to explore.  Effectively, this means Cryptic can support the game very efficiently by releasing new content more often.</p>
<p><em>&#8216;The good news is, since its Star Trek, visiting alternate universes is always a possibility.&#8217; </em>- Cryptic haven&#8217;t ruled out using alternative universes and timelines in future updates for the game.  Could we see a tie in with the new movies?  Maybe, if the game is popular.</p>
<p><em>&#8216;We’re not counting on anyone to stick around just because it’s Star Trek; we want to make the best game we can.&#8217; &#8211; </em>Something I&#8217;m sure we&#8217;d like to hear all developers say.  Cryptic aren&#8217;t resting on their laurels, and they know that they have to <em>keep</em> people playing.  Expect a lot of support for the game post-release.</p>
<p>Thanks again to Cryptic for the interview, and to those of you who left a quote for a beta key.</p>
<p>Loadscreen.net wishes the team at <em>Cryptic</em> the very best of luck with the release of <strong>Star Trek Online. </strong></p>
<p>Let&#8217;s hope it&#8217;s a case of <em>set phasers to &#8216;stunning&#8217;.</em></p>
<p><em>Ed: You can find our User Review and Discussions forum thread for Star Trek Online </em><em><a href="http://forums.loadscreen.net/topic.php?id=29">here.</a></em></p>
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