Xenus Interview
2003-04-22
Xenus is being developed
by Deep Shadows, we had the chance to ask them a few questions
about this upcoming game.
RPGDot: Who are you and what do you do at Deep Shadows
Alexander: Hello! My name is Alexander
Khrutsky and I’m a dialogues and script-writer at the
Deep Shadows team.
RPGDot: Deep Shadows started out as a developer of a
game engine. Was it always planned to develop games as well?
Alexander: Actually, the main part of Deep
Shadows team worked on the successful project, Codename: Outbreak,
before Xenus. All of us had experience in creating games and
wished to continue our favorite work. From the very foundation
of Deep Shadows we knew that we wanted to organize game development
company. The work on the Vital engine was an important step
in our technical development. Besides, the engine upgrade
was desperately needed for the game we planned to make.
RPGDot: What are the benefits of having both the engine
development and the game development in house.
Alexander: This is easy, when you’re
creating the engine for your own game – you can take
into consideration all the special details and features of
your project exactly. Moreover, the first version of the Vital
engine is to be considered as a powerful development. We’ve
kept the programmers, authors of the engine team and we’ve
been working on it with pleasure. And, our engine is quite
universal, so we plan to license it as the standalone product.
For the moment Xenus takes all our thoughts.
RPGDot: What were the biggest enhancements of this new
engine, with respect to the previous one?
Alexander: We modernized the engine in almost
all possible parameters. The new version has up to 300 000
polygons per frame and allows to hold a large territory in
the player’s sight due to easing the more distant objects.
The level physics is quite equal to Havok by its power. Gaming
fields occupy a large territory, thoroughly developed and
highly detailed. We also included a set of ready physic models
of vehicles, etc. In total, the upgrade affected almost all
sides of the engine, and we’ll try to show all innovations
in Xenus, which is the first game based on Vital 2.
RPGDot: Can you tell us something more about the storyline
in Xenus?
Alexander: I think you already know that
the story is based on the search for a young girl who had
been lost in Colombia during her trip as a journalist. She
is the sister of the main character, Kevin Myers, who decides
to leave his peaceful life and go to the search for his relative
by himself. Coming into a mysterious and dangerous country,
Kevin finds himself in the very thick of things, where he
is confronted with the six main groups, the rulers of Colombia.
The relationships with these different sides will play a main
part in success of achieving Kevin’s aim.
RPGDot: Xenus is your second game, what have you learned
from Outbreak that is now put into Xenus?
Alexander: Xenus is based on a new version
of Codename: Outbreak’s engine and we tried to keep
and improve the high graphic characteristics in this new project.
There are many more details and elements, but the main thing
Codename: Outbreak gave to us is the real experience of a
finished and successful project. To feel the process of development,
to know fine and sticking points and to know how to avoid
or overcome them – this is the priceless experience.
RPGDot: Xenus claims to have both Action and RPG elements.
Why are you confident that you are able to mix the two into
something good?
Alexander: Really, we saw many games in
a similar genre, but in all of them one genre was prevailing
– playing, for example, in immortal Deus Ex, we missed
the role side, and in an RPG the part of action adrenaline
is desperately missing. It always seemed unjust that we feel
something missing in our favorite genres and games. We can
make both an RPG and a high quality action game. So why shouldn’t
we try and combine our skills and abilities and make the project
that will meet the most exigent requirements, and will be
the first in its own way. We always tried to bring something
new in the development, and such full mix of genres is one
of the main innovations of Xenus project.
RPGDot: What RPG elements are there in the game? And in what
way do they allow us to influence the character? Do you level
up?
Alexander: We reflected all traditional
elements of an RPG in Xenus. At first, this is connected with
the main character and his characteristics. Twenty parameters
and a system of development of Kevin Myers allow him to advance
and increase his skills during the game. The complexity of
the game increases proportionally with the character’s
development. The system of weapons upgrade depends on Kevin’s
special skill too. The character has 20% skill of weapons
upgrade at the beginning. Each own experience of a weapons
upgrade increases the skill independently from the success
of it. But, again, if the player prefers not to risk anything
– he has the ability to go to a specialist and to upgrade
his weapons for money. The skill will not change in this case.
The player will have access to the history of dialogues,
list of missions with their current state, and to the diary
for notes – very useful for Kevin, from the thoroughly
developed interface. In the new world there will be much information
which will need memorization.
The indispensable part of an RPG – communication with
NPC – is fully presented in Xenus.
Colombia is the country which is populated by different people.
The character will be able to communicate with almost everybody,
and some of them will be critically important for the development
of the plot. The large and very colorful dialogue tree is
being prepared for all Colombians.
The ability of alliances with NPCs is very important. For
money or because of similar ideas, some NPCs can become temporary
helpers for Kevin, which is sometimes desperately important.
RPGDot: Will we be able to make choices in the game
and do these choices result in different outcomes?
Alexander: Really, the freedom of the player’s
choice is one of the most important parts of Xenus. The choice
between a battle or a dirty trick, to complete or not to complete
new tasks, of friendship or confrontation with each group,
self-improvement or paying money to masters, and even the
choice of where to go on the huge map – it’s all
the player’s choice. The player’s decision affects
the story and how he goes through the game.
Xenus can be finished with the grenade launcher, wiping
away everything in your way (the main thing is not to hit
your sister at the end), not paying attention to the politic
affairs and gangsters’ clashes, to make fun of the life
of the inhabitants and to some moments in the game that can
make the game much more interesting and captivating, and open
many secrets of this world. You can choose a completely different
position, or you can combine your actions – each choice
of two or more different behaviors will open one way to you,
but hide others.
RPGDot: There are six groups that start out to be neutral
towards the player. What can you tell us about these groups
and what makes them change their neutrality towards the player.
Alexander: These 6 groups are the main
active forces in Colombia: officials, drug dealers, gangsters,
guerrilla, Indians and CIA. In the beginning each side is
neutral to the player – only because he is unknown to
them. The groups have weapons, money and power, and also access
to the more serious flows of information. The character will
come across them always, and relations with an entire group
will depend on his actions – will he complete their
tasks, sometimes quite dirty, or not, will he cooperate with
them or not, etc. But, what is much more important, the groups
are in total confrontation with each other, so relations with
one force automatically affect relations with all others.
The hostile relations with one of the sides will bring you
many unpleasant moments. All of them will try to prevent you
from achieving your aim or will threaten you by danger to
your life – the methods of the groups vary. But, you
can have many advantages of friendship. An NPC of your current
ally can help you for free and the friendly group would pay
much more money for completing the task than neutral one.
RPGDot: How good is the AI of the characters in your
opinion?
Alexander: It is hard for us to evaluate
our product objectively, moreover, it is not finished yet,
but we’ll name some AI parts. In Xenus the group actions
of the enemies are worked out very well; they can calculate
player’s location from gun shots, throw grenades if
they are not able to reach him, and run away from the grenades.
For the moment we make the first AI tests and firstly try
to make the game INTERESTING.
RPGDot: How is the hit calculation implemented?
Alexander: The damage is calculated by zones.
For example, the main character has 6 zones of damage, and
so every injure affects different combat skills.
RPGDot: Do you support multiplayer?
Alexander: Yes, Xenus will support some
multiplayer modes, including all favorite traditional of them.
Also we think about a new mode, possibly, but we don’t
want to make any announces before we’ll be absolutely
sure. Like in Codename: Outbreak, we use ping-independent
technology for our multiplayer that makes cyber game much
more fast and dynamical. We also plan to support GameSpy Arcade
technology.
RPGDot: Looking at the features it looks like I will
need a big system to be able to run the game in its full glory.
Is that true? And if so can it be configure for lower end machines?
Alexander: Really, recommended system requirements
for Xenus are not so high: 1.6GHz, GF3, 256MB and sure, the
more the better. We know that because of the genres mix we
have very big target audience, so we try to optimize our game
to the lower requirements. Minimal requirements are: 1Ghz,
GF2 MX, 256 MB. Talking about the video card, we try to take
all into consideration, and to realize more new possibilities
which DirectX 9 gives, in the game, but Xenus will run at
all GeForce cards, beginning from GeForce 2 MX.
RPGDot: What kind of views do you support? And if more
are supported can we switch between them without trouble?
Alexander: The are 1st and 3rd person views
available in Xenus. Player may switch between them at any
time.
RPGDot: What is the best feature in Xenus in your opinion?
Alexander: My opinion is that the main feature
is something new the project brings in the game development.
In Xenus case the answer is, for sure, the genre features
of the game. Also our aspirations for the maximum realistic
sight of the game is worth mentioning.
RPGDot: What feature would you like to have had in Xenus but
did not make it?
Alexander: Xenus has many features and elements.
Working with the global projects, it is very important to
add them moderately. We include all our ideas in the project
and try not to step out the firstly planned line. Of course,
we have more interesting ideas – but the new project
is waiting for them!
RPGDot: What do you think will make Xenus differently
from the other action-RPG's out there?
Alexander: First it includes all characteristics
of the two genres. Moreover, Xenus is based on a very interesting
storyline, in the best adventure traditions. We also try to
create the unique atmosphere in the game, making it maximally
close to the adventurous spirit of actions. We remember that
the point of the previous project based on Vital engine were
its nature landscapes. Of course, we tried to improve this
feature, as the tropical nature gives vent to the creative
ideas. One more thing we’re proud about is the originality
of the characters. Excluding twins, you’ll not meet
any identical people, and we also tried to make each character
(and there will be a lot of them) in Xenus unique. So, you’ll
not have contact with lots of identical Pedros and Miguels.
In Xenus your opponents/friends/trespassers are not abstract
races or types of people, but different characters. Moreover,
the key characters will be even more remembering and cognate.
And, the character will have a lot of vehicles to drive –
from cars to planes, helicopters, yachts, etc. We could continue
this list forever. ?
RPGDot: What is the scheduled release date for Xenus?
Alexander: We plan the release date on
the 3rd Q of 2003. Let’s be waiting!
RPGDot: Is there something you would like to add?
Alexander: We’d like to thank all
gaming community for the attention to our project. It’s
our pleasure to create an expectable game. And remember –
everybody is welcome to the booth # 6427 in Kentia Hall at
this year E3. We’ll be happy to show you our new build!
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