interview flak-Dr Sin
Posted: 17 Nov 2005 13:58
link
UT2007
Flak: There has been a lot of talk about the changes in movement and player scale in UT2007. Are there any other games it compares to or will it be something totally new? Are thereany specific changes that set it apart from ut2004?
JW: This is a tough question to answer in words as so much of it comes down to how the game feels. But I think it can best be described as different but better than any of the Unreal Tournaments. I've been a huge UT player since UT99 and I can firmly say that this isn't UT99 and it isn't UT2004. The first few months of development where focused primarily on both movement and scale and I think we have really nailed the result.
As for general game play, the classic game types, DM and CTF remain faithful to their roots. I'd say they both have shifted closer to their UT99 versions thanks to the return of the real impact hammer (yeah! No shieldgun) and no adrenaline. Of course we have made some other changes to them that really up the fun factor but we are keeping those under wraps.
The rest is changing too frequently to really comment.
Flak: One thing I've always loved about the Unreal Tournament series is the balance between male and female characters and the females are actually dressed like they are prepared for combat. I know I'd love to see the return of the female marines and soldiers from the original Unreal Tournament. Will there be any new female characters incorporated into the storyline in UT2007?
JW: Honestly, I'm not a fan of over-sexing women in games so I'm happy to say that what I've seen so far, fully armored female marines, including Lauren, are back. How much they get incorporated in to the storyline is an unknown at this point as it's still evolving.
Flak: My weapon of choice is the classic Sniper Rifle, although I admit to liking the original from Unreal Tournament better. What changes will we see with the UT2007 Sniper Rifle?
JW: Of course you liked the UT99 sniper rifle. It was hands down the most overpowered, exploitable, and easy to kill with weapon in the game ever! But it sure was fun. In general, I'd say weapons in UT2007 are moving closer to UT99 than UT2004. Like movement and scale, getting the feel and power of the weapons right was something we tackled in the very first months of the project and I think that time and attention to it has paid off well.
Flak: How do you feel about the return of the Dual Enforcers and the Impact Hammer from the original UT? How do they compare with the originals?
JW: Dual Enforcers so rock! I missed them and I'm really happy they are back. While they are only roughed in at the moment (no animations, temporary effects, etc) I find myself slipping back in to the old UT99 mind set of trying to take down Flag carriers with it. Brings a tear when you do!
The shieldgun, well I was never a fan of it so going back to the impact hammer is great in my opinion.
Flak: I happen to be one of those people who love the Scorpion's bolas and the effect they have on Mantas. Will there be any vehicles which have a similar weapon?
JW: Yes, expect some nice Rock – Paper – Scissors actions in terms of vehicle interaction. One of UT2004 biggest strengths was how well balanced the vehicles where against each other. That's not going to change. Right now we have over 75% of the vehicles in and working in the game. That means we will have plenty of time to iterate on them and get them right. So everything people loved about ONS will be back, and more.
Flak: Vehicle Capture the Flag will be incorporated in UT2007 into the Capture the Flag gametype which is great news to all of its fans. One of the most popular and controversial features of the current version of vCTF is the manta run, where passengers are able to grab the flag while still on the manta (or run over it with a scorpion). Will that be allowed in UT2007 considering the Level designers can choose whether or not they want to allow it in their maps?
JW: Like the community, internally we are probably somewhat split on this. Some of us think that manta runs are great examples of emergent game-play and some say “sure, but it still sucks”. I'm in the “sucks” camp but I'm open minded and I think there can easily be a middle ground here. The problem with UT2004 manta runs is there is a whole lot of reward for very little risk; and that's always a bad thing.
Flak: I'm sure you're spending a lot of time playing the new game, what's your take on it so far?
JW: Many of us here would rather play UT2007 over any other online FPS shooter, even in its state of constant construction. Play test sessions got to the point where we had to start scheduling people because too many wanted in. Because of all the work we did in the earliest days, UT2007 fits like a well worn glove. When you first start playing it, it feels just right. When you take it off and try a something different you find yourself missing something.
The game is amazing, and I can't wait for everyone else to play it.
Thank you Joe! We can't wait either
UT2007
Flak: There has been a lot of talk about the changes in movement and player scale in UT2007. Are there any other games it compares to or will it be something totally new? Are thereany specific changes that set it apart from ut2004?
JW: This is a tough question to answer in words as so much of it comes down to how the game feels. But I think it can best be described as different but better than any of the Unreal Tournaments. I've been a huge UT player since UT99 and I can firmly say that this isn't UT99 and it isn't UT2004. The first few months of development where focused primarily on both movement and scale and I think we have really nailed the result.
As for general game play, the classic game types, DM and CTF remain faithful to their roots. I'd say they both have shifted closer to their UT99 versions thanks to the return of the real impact hammer (yeah! No shieldgun) and no adrenaline. Of course we have made some other changes to them that really up the fun factor but we are keeping those under wraps.
The rest is changing too frequently to really comment.
Flak: One thing I've always loved about the Unreal Tournament series is the balance between male and female characters and the females are actually dressed like they are prepared for combat. I know I'd love to see the return of the female marines and soldiers from the original Unreal Tournament. Will there be any new female characters incorporated into the storyline in UT2007?
JW: Honestly, I'm not a fan of over-sexing women in games so I'm happy to say that what I've seen so far, fully armored female marines, including Lauren, are back. How much they get incorporated in to the storyline is an unknown at this point as it's still evolving.
Flak: My weapon of choice is the classic Sniper Rifle, although I admit to liking the original from Unreal Tournament better. What changes will we see with the UT2007 Sniper Rifle?
JW: Of course you liked the UT99 sniper rifle. It was hands down the most overpowered, exploitable, and easy to kill with weapon in the game ever! But it sure was fun. In general, I'd say weapons in UT2007 are moving closer to UT99 than UT2004. Like movement and scale, getting the feel and power of the weapons right was something we tackled in the very first months of the project and I think that time and attention to it has paid off well.
Flak: How do you feel about the return of the Dual Enforcers and the Impact Hammer from the original UT? How do they compare with the originals?
JW: Dual Enforcers so rock! I missed them and I'm really happy they are back. While they are only roughed in at the moment (no animations, temporary effects, etc) I find myself slipping back in to the old UT99 mind set of trying to take down Flag carriers with it. Brings a tear when you do!
The shieldgun, well I was never a fan of it so going back to the impact hammer is great in my opinion.
Flak: I happen to be one of those people who love the Scorpion's bolas and the effect they have on Mantas. Will there be any vehicles which have a similar weapon?
JW: Yes, expect some nice Rock – Paper – Scissors actions in terms of vehicle interaction. One of UT2004 biggest strengths was how well balanced the vehicles where against each other. That's not going to change. Right now we have over 75% of the vehicles in and working in the game. That means we will have plenty of time to iterate on them and get them right. So everything people loved about ONS will be back, and more.
Flak: Vehicle Capture the Flag will be incorporated in UT2007 into the Capture the Flag gametype which is great news to all of its fans. One of the most popular and controversial features of the current version of vCTF is the manta run, where passengers are able to grab the flag while still on the manta (or run over it with a scorpion). Will that be allowed in UT2007 considering the Level designers can choose whether or not they want to allow it in their maps?
JW: Like the community, internally we are probably somewhat split on this. Some of us think that manta runs are great examples of emergent game-play and some say “sure, but it still sucks”. I'm in the “sucks” camp but I'm open minded and I think there can easily be a middle ground here. The problem with UT2004 manta runs is there is a whole lot of reward for very little risk; and that's always a bad thing.
Flak: I'm sure you're spending a lot of time playing the new game, what's your take on it so far?
JW: Many of us here would rather play UT2007 over any other online FPS shooter, even in its state of constant construction. Play test sessions got to the point where we had to start scheduling people because too many wanted in. Because of all the work we did in the earliest days, UT2007 fits like a well worn glove. When you first start playing it, it feels just right. When you take it off and try a something different you find yourself missing something.
The game is amazing, and I can't wait for everyone else to play it.
Thank you Joe! We can't wait either


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