Jc-g Skrevet 4. juli 2002 Del Skrevet 4. juli 2002 Jeg kunne ikke finne noen tidligere poster om dette spillet, så jeg føler det riktig starte en ny tråd. IGN postet nettopp dette intervjuet med en av produsentene av Brute Force: Quote: It'll be high powered, alien blasting, original sci-fi all over again when Digital Anvil and Microsoft Game Studios bring Brute Force to the Xbox this fall. The relatively new genre of squad based tactical action should be taking a giant leap forward as well, with all of the combined quadruple powers of Flint, Hawk, Tex and Brutus at your command. We got our first look at the four commandos of Brute Force at E3 2002 and came away impressed with the whole package of action, strategy and presentation. A more careless description of BF's gameplay might end up sounding like a Rainbow Six or even Commandos. In all three games you can switch from one character to another on-the-fly, and skillful use of specialists is crucial, but the mix of action and strategy in Brute Force will give the original Xbox title a pace and feel all its own. I mean when was the last time you saw a big tough guy with not one but TWO Jesse Ventura-style Ol' Painless cannons mowing down entire herds of soulless alien evildoers? One shot-one kill is great and all, but why shoot one bullet at an enemy when shooting one thousand will guarantee a job well done? That's something console gamers have always held near and dear. Loads of new media showing off just what we mean are on their way, because there's nothing better than seeing Brute Force with your own eyes to make sense of it. Until then however, descriptions and accounts of the game will just have to do. We've enlisted the help of Brute Force's producer Erin Roberts to help bring this game into focus. Plenty of answers on Brute Force's characters, weapons, modes and surprises are waiting for you below. Taxation without representation didn't fly 226 years ago, so you sure as hell shouldn't have to suffer though the summer of 2002 without new Brute Force info. Let Hawk and her patriotic wardrobe guide, no, inspire you to rebel against ignorance and the tyranny of old screenshots and gather all you can about the next big Xbox title. IGN: Can you give us a brief description of Brute Force? What is the concept and the storyline? Erin Roberts: It's the beginning of the 24th Century, and an uneasy peace exists within the Hegemony, otherwise known as the Confederation of Allied Worlds. The Confed Navy protects the borders of the confederation from alien threats, but a much more secretive organization also exists whose job is to settle internal confederation disputes where the Navy has no mandate. This organization runs a number of highly proficient and lethal Operations teams, who will use whatever means necessary to protect and maintain the Hegemony. The player takes charge of the most elite of these squads, code-named Brute Force, which has been sent into the Ulysses System to investigate reports of espionage and unrest. What starts as a simple operation soon takes the entire Confederation to the brink of war. IGN: What were some of the challenges you faced in developing Brute Force for Xbox? ER: First of all we were dealing with a completely new platform, and for the first year we had very little knowledge of what the final Xbox specifications would deliver in terms of performance. We knew we had more power and memory then any other console out there, but we were not sure exactly how much. Because we were really trying to push the boundaries of what people have seen on a game console, this was very tricky. If we pushed too far we would have a lot of work to re-do, if we didn't push far enough we weren't showing off the Xbox's abilities the way they deserve. The rest of the issues were the same you would have making a game for any platform, making sure the design came together as planned, optimizing to get the most performance possible, and making sure we were creating an incredibly fun experience. IGN: Tell us a bit about each of the characters you control in the game and their role on the team. ER: There are four members of Brute Force. Each character has his or her own specific strengths, weaknesses and abilities. You never need to have one of the characters around for any given mission circumstance, but it'll make it a lot easier for the player. First we have Hawk, she's the scout for the group. She has the ability to cloak herself, so she can move past enemy guards with out being detected. Using Hawk, you can scout out your objective and work out your plan of attack. You can also use Hawk to clear out guarded positions without raising the alarm, as she carries a blade, and can sneak behind her targets and take them out from behind. Hawk should never be used in a frontal assault as she can not take much damage. Next up is Flint. She's the sniper, and likes to finds the nearest high ground and take out her targets from range. Flint is a synthetic, and the not best tempered member of the squad. Once again, don't get Flint involved in a stand up fight, instead let her guard your back from long range. If she does get into close combat trouble, she has a special ability which allows her to auto target the enemies rushing her. This only lasts a few seconds, after that she'd better find cover. Tex is the Heavy Assault trooper of the group. He's the guy who's happy to go in guns blazing, the more enemies the merrier. He can take a lot of damage, and has the ability to use two heavy weapons at one time. When using two mini guns, he can clear his LOS in seconds. Tex is very vulnerable to long range attacks, as his preferred weapons are only really effective from Medium to Short range. Brutus is the final member of the team and the only Alien. He is a large, superstitious reptilian creature from the planet Ferix. He is the fastest member of the team, when running on all fours. He is the only member of the team who can heal himself with a special ability, and he has the ability to charge enemies and knock them over, killing them. He and Tex are the only two in the team who can use heavy assault weapons such as the mini gun, and rocket launcher. IGN: How does the squad-based control change the functions of gameplay? How different an experience will this be for gamers as opposed to something like Halo or even Ghost Recon? ER: Brute Force is played in third person mode, unlike Halo or Ghost Recon, and the player will be put in many more tactical situations, where how you use the squad will be just as important as shooting bad guys. An example of this would be using Hawk to silence gate guards, allowing the team in without raising the alarm. If you went in guns blazing, every enemy from a mile around would quickly close in on you. In Brute Force it becomes very important that you use your team wisely. Using the strengths of the team will give you an advantage in every mission you go through. If you want, you can always grab one of the characters like Tex and blaze through a mission, but it'll be much harder to succeed, though not impossible. Also in BF, you can control any of the characters, or give orders to the other characters from the character you are controlling. There are four basic orders. "Engage" tells the squad to be ready for combat, to take an aggressive stance, and to take point and flank positions around the player character. "Follow" tells the squad to remain behind the player, keeping a low profile, so the player can investigate ahead. "Guard" tells the character to stay where he is, and fire on anything that comes into his line of sight. "Move" is the most tactical of the commands, as you can order other characters to move to specific locations. A small example of gameplay would be to take Flint to a high area, and then order the rest of the team to move forward from your vantage place. As the enemies come out to attack the rest of the group, you can pick them off one by one at long range, using Flint. IGN: What are some of the weapons in Brute Force? Can you upgrade? What are some of the coolest weapons you can use? ER: There are over 40 types of weapons and equipment in the game. Some weapons can only be used by certain members of the squad, others by everyone. One of the most destructive weapons in the game is the rocket launcher, which only Tex and Brutus can carry due to its size and weight. Another great weapon is the Bio rifle, which makes its target explode, and if any other life forms are close to the target, they have a chance of blowing up also, which can be deadly if a lot of characters are packed tightly together. Of course we have all the usuals like Sniper rifles, shot guns, assault rifles etc. Also we have a bunch of types of detonation devices, which work on anything from a timer, to movement sensing, to wheel bombs, which chase their target down. There is a limited amount of weapons available at the beginning of the game, but as you earn money, find new technology, more items become available which the squad can purchase and use. IGN: How much will the story factor into the gameplay? Is it mostly action or will there be a lot of cut-scenes throughout the levels? ER: The story is incredibly deep and very important-it drives the player through the entire game, and we use the missions to help tell that story. So there will be a mix of cut scenes along with the game play. There will not be that many that it hinders the action though.... Halo is probably a good example of the amount of cut scenes we are looking at, although with 38 missions we have many more.IGN: Tell us about some of the different locations in Brute Force. ER: There are 6 different Worlds which the player visits throughout the game. There is the Planet Ferix, which is huge swamp and tree world, with cities carved out of the living trees. Here the Ferals live out their existence. Caspian is a dusty hell hole, where human colonists have set up because of the natural resources it possesses. Osirus is a volcanic moon, where the Seers live. The land is broken up by rivers of lava and volcanic eruptions. The Seers who live there harness the heat for their own means, and have the power to teleport themselves at will. Estuary, is a sea moon, with many small islands dotted around on a surface which is 99.9% covered by water. Singe, is another volcanic planet, and finally there is the wastes, the asteroid belt surrounding the Ulysses system. IGN: Was Brute Force designed to focus on the multiplayer experience like classic Gauntlet games or Hunter: The Reckoning, or was it meant to appeal to the solo gamer looking for a tactical/strategy game? ER: We designed it to work both ways. We wanted to make sure that you could have a great experience both in single and multiplayer. In single player you can plan out your strategy using the characters wisely, or just go in shooting, each to his own J Co-op multiplayer is more about working together, so you can perform the same tactics or not, depending on what people want to do. Co-op multiplayer is something very high on our list of important features, and we really think this game is going to deliver on that experience. IGN: Describe the AI routines for the commandos on your team that you're not controlling? Will they do things based on their personalities? ER: Each member of the team has different objectives when they get into combat. Firstly it will depend on what command mode they are in, if they are in engage mode they are likely to be more forceful. Tex really doesn't care about taking cover that much, he's happy to stand straight and lay down fire. He can take a lot of damage.... Of course when he's low in health, he'll use a med kit if he has one, or look for cover. Brutus will tend to be a little more cautious and probably move for cover before opening fire, while both Hawk and Flint will high tail it for cover. Hawk will take the nearest cover spot, while Flint will pull back, look for high ground so she can start picking off the enemy. All of them are sensible enough to get out of trouble if they are taking too much damage. Also other character AI is worth mentioning. When encountering enemy forces they will work as a team, rather then as individuals. Some will lay down covering fire, while others run for cover; when they are moving, one will take point, while the others take covering positions. The AI works on many different levels, working differently depending on the number of enemies you are fighting. IGN: Describe the variety and design of the multiplayer modes. ER: First on the list is our Campaign. There is no difference in Brute Force between single player or co-op multiplayer in the campaign. When you start the game, you can play it by yourself, or with up to 3 other people. While playing you can swap out or in as many people as you like, the game dynamically handles this by either splitting the screen to handle more players, or un-splitting down to just one player. When players enter the game they play one of the AI squad members; when they leave, the squad member they were playing becomes AI again. This is really cool, because you can be halfway through a mission, when your friend turns up, and rather then having to re-start, he just presses start on his controller, and he's in playing with you. We also have a bunch of Death Match and Co-operative Death Match modes. Here players can go squad against squad, or man against man, or team against team. Although you can play all the squad members when you first start playing, depending on how well you do on the campaign, new characters are unlocked for you to play. In fact if you do well enough you can unlock every character in the game (including enemies) and play them against each other.... IGN: How will the attribute/RPG system work? ER: All the characters start with basic skills, as they gain experience, they get better at those skills. For instance they will gain more health, stamina and will be able to perform their special abilities to a higher degree. As the characters proceed through the campaign, they will be leveled up automatically. The player does not have to choose where to spend experience, once they have enough to move up a level, the player is told what new abilities his squad member has. IGN: How is Digital Anvil's experience with space combat shooters beingapplied in Brute Force? ER: Brute Force was really a reaction against doing space combat shooters. When we started working on Brute Force, it was because we wanted to take a break from that genre. I guess you could say Brute Force is a ground based Squad combat game, because we wanted to do something very different in scope and design than a space shooter. Obviously, the design methodology and experience in making all those games, comes into play on Brute Force, and when you look at how audio, graphics and cut scenes should play a part you draw from past experience, as there are many similarities. [ Denne Melding var redigert av: Jc-g på 2002-07-04 16:47 ] Lenke til kommentar
Jc-g Skrevet 4. juli 2002 Forfatter Del Skrevet 4. juli 2002 ok, den ble kanskje litt lang. Men for de som ikke kan lese engelsk; her er et par screens dere kan glane på :eek: http://www.teamxbox.com/screenthumbs.php?gid=25 Lenke til kommentar
Suicid3 Skrevet 5. juli 2002 Del Skrevet 5. juli 2002 Ser meget bra ut! Gjett om jeg skal ha det spillet. Lenke til kommentar
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