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San Diego, CA 08/21

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Saturday Q&As

  • Quake 4
    The Quake 4 Q&A on GameSpot discusses the upcoming shooter sequel with Raven's Eric Biessman and Jim Hughes and id Software's lead designer Tim Willits: "You're not a squad commander in Quake 4. You're a guy who is taking orders, not barking orders. But we wanted to make communication with your squadmates straightforward and intuitive. Basically, you'll have missions where you may have to escort or protect a VIP, meet up with your squadmates [after losing them], and so on. Different squadmates, like the tech marine and the medic, will give you armor and healing. What we really wanted to do in Quake 4 was to make your squad, which is Rhino Squad, consist of unique personalities. So, you're not just in a squad with a bunch of redshirts, you're actually part of a squad. You have these familiar guys that you'll see and interact with throughout the whole game. It really adds depth to the story and context for what you're doing and why you're doing it."
  • F.E.A.R.
    The F.E.A.R. Q&A on IGN offers up a gameplay trailer from Monolith's upcoming shooter (plausible birthday required) along with a discussion of the project with Craig 'Chris' Hubbard: "We're concentrating on creating a nice, creepy sense of atmosphere with occasional, subtle events and even rarer in-your-face moments. A big concern is not wanting players to get numb to the scarier elements, which requires a lot of discretion. The challenge in a first person game is that you can't dictate where players will be looking at any given moment without taking control away from them, so you have to resign yourself to the fact that some percentage of your audience will miss some percentage of the events you lay out. For example, we've had players walk backwards into an area and not see something they were supposed to. The process really requires a lot of playtesting and bulletproofing."
  • Dragonshard
    RPG Vault's Dragonshard Q&A, Part 2 continues to converse with Liquid Entertainment's Jasen Torres about their upcoming D&D RTS game: "Research will not play a major role in Dragonshard, as characters in Dungeons & Dragons get more powerful mainly from experience and items earned from adventuring. Thus, we put a lot into gaining experience and items by exploring the underworld and (to a lesser extent) fighting your enemy. I really think that is where the dungeon experience comes together - its not some arbitrary thing inserted to make it seem like a D&D dungeon. The underworld is an ancient place just waiting to be adventured; there are traps, treasure, items, quests, NPCs, lore, monsters and secret ways to get to parts of the map you could not get to before. And two of the main resources, gold and experience, are found in the highest quantities in the underworld."
  • Irth Online
    MMORPG.COM's Irth Online Q&A #2 chats further with the folks at Magic Hat Software about their upcoming fantasy MMORPG: "It is true that the playable potential is enormous and we hope that one day we can use every square inch of it. The initial playable area is 192km x 192km. We don’t think that’s too big to start with. It is also true that the initial playable landmass is but a small fraction of the actual Irth size. We have very creative and industrious world builders. Although there are many vast areas, they are not without interest, intrigue, danger, adventure and discovery. We have listened and responded to many players as they have expressed their needs. Solo players often enjoy large areas of interest away from the beaten path. We have it, and it’s filled with content and surprise."
  • Pirates of the Burning Sea
    The Pirates of the Burning Sea Q&A on GameRifts talks with Thomas "Grogbeard" Sitch of Flying Labs Software about their upcoming seafaring MMORPG: "We're really eager to let you step into those archetypes from Captain Blood to Treasure Island to Master and Commander. It's a big part of the avatar system and a big part of the story arcs that form the mission system. We have a story progression that defines each individual character, and it will unfold a little different for every player. However, the strength of an MMO is shared experience where players generate content for each other, so there is a definite post-max game."
  • Rat Hunter
    Gameplay Monthly's Rat Hunter Q&A discusses the upcoming shooter with Secret Sign, developer of the upcoming first-person shooter: "The player can manipulate many objects just as in real life, and we're really proud of that feature. You can pick up and move small items, such as books, tables, chairs, boxes etc., making them part of the action. For example, you can barricade yourself (or your enemy) in a narrow corridor, which will greatly improve your chances of survival. Or, you can pile up several gas-cylinders and detonate them when someone passes them by."

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