GGMania got a chance to talk with Pawel Miechowski, the PR manager at Metropolis Software, as he talks about Diabolique - License To Sin, the upcoming 3rd-person action game. The game is scheduled for a Q1/2006 release.
GGMania: Please start off by introducing yourself and giving us an idea of
your involvement with Diabolique?
Pawel: Hello, my name is Pawel and mostly I work as
PR manager at Metropolis Software :)
GGMania: Can you give us a brief overview of Diabolique, telling us what the
game is all about?
Pawel: Diabolique - Licence To Sin is a total
action single player game with classic TPP view. The game is being made in a
comedy action movie style, so most of all it offers an action gameplay and a
little bit of humor. Having fun is the most important thing that players can
expect. Gameplay is also kept in that same style, thus there is fast tempo, car
chases, shootouts. Main hero is Dark Eaville - the best agent of Hell agency,
who fights Heaven agency on the surface of Earth.
GGMania: Why did you choose 3rd-person perspective?
Pawel: This perspective is the best for Diabolique
gameplay. Our hero Dark Eaville can roll, jump, walk, sneak, stick to the wall
(for cover fire), fight hand-to-hand with combos... Any other perspective is
unable to offer so much player skills.
GGMania: What can you tell us about the storyline for the game?
Pawel: From the beginning of the civilization,
there was a conflict between good and evil. Through centuries both rivals Heaven
and Hell had their intelligence agencies to fight each other. Nowadays it comes
to situation, that happens only once for a thousand years. A very rare planetary
alignment makes Earth invisible to the Boss of the Bosses. Secret agencies of
Heaven's and Hell's stop obeying any rules at all during that time. And even
though Hell's agency traditionally does not obey rules, the balance between good
and evil becomes gravely endangered when their opponents from Heaven also stop
observing the rules! The Heaven agency eliminates all best Hell's agents, except
Dark Eaville. The Boss of Hell knows that his rival is up to something big and
sends his best agent to solve the problem. The unusual thing in Diabolique is to
mix spy agencies theme with conflict between good and evil. And so we got an
agent straight from hell!
GGMania: What kinds of locations and settings will Diabolique have?
Pawel: Gameworld is devilish, magical and as Dark
is an agent - some surroundings are typical for a superagent: chicks, expensive
cars, fancy places. Every level includes various locations and every one is
unique. Diabolique takes place all around the world, so each level differs from
one another. First level has few various stages: in a restaurant, then on a
highway, then in an Alpine village and medieval castle. Second level begins in a
refinery and then players will enter new locations. Every next stage is a new
GGMania: What kind of enemies can players expect to find in ?
Pawel: There are many different kinds of enemies in
Diabolique and they got various abilities. Amongst them are Heaven agents - guys
in suits and sunglasses :), smart but weak. Then you approach monks - well
trained killers of secret convent (you can see them on screenshots - guys in
frocks); some kind of S.W.A.T.-priests ;-) Then you will find enemies with some
supernatural powers, but let me not to uncover too many facts. As game moves
along enemies get smarter and stronger and got more powers. The one thing that
is in common for all enemies that they are in service of Heaven.
GGMania: What kind of opposition AI can we expect? Will enemies interact with
each other, hide, escape if hurt badly, etc?
Pawel: You can expect totally advanced AI. For our
own purposes we call it "combat intelligence". I tell you why - by means of
advanced scripting we created AI system that allows enemy units to use the shape
of the area during the combat: enemies hide behind objects, find the best place
to shoot, analyse the environment in order to be the most effective in combat.
Enemies' behavior depends even on their number, which means that 2 enemies will
behave otherwise than 5 of them. When group gets bigger, enemies „feel” they are
stronger and they become braver!
GGMania: What kinds of weapons will there be and how many individual weapons
will be available to the player?
Pawel: Dark's first weapon is his hand. He can
fight hand-to-hand /and kick of course :)/. Basic gun is a pistol and grenades.
Dark is also equipped with a rifle and devices: night vision binoculars, bombs
and other spy gadgets. It is important that every gadget can be used in two
ways: regular and devilish way. For example - when you use night vision in magic
way, you will se who of your opponents is a human and who is an angel.
GGMania: How is combat handled in Diabolique?
Pawel: Combat system is designed for total action.
As game is set on action, combat takes much of game's space and is mainly
focused on open fight: shootouts, hand-to-hand fightings, combos, magic attacks
and so on. As game is similar to action comedy movies, there are no to much
stealth elements - high tempo, adrenaline, humor and ten times action!
GGMania: Graphically, what can gamers expect from Diabolique? What are some
of the special effects you're proud of having in the game so far?
Pawel: Diabolique supports pixel shaders 3.0,
normal-mapping and other latest technologies. We're really proud of having
beautiful and very different locations: as Dark Eaville is a super agent - you
will see fancy places and as he's a devil - you will see places full of mystery:
cemetery, castles, Churches. On one hand you can expect shiny chromes, bright
glows, expressive colors and on the other hand dark gloomy moments with
omnipresent fire redness. There are some fine effects like alternative
atmosphere or ilumination - for example it starts snowing, gets darker, wind
blows stronger, bulbs blow up.
GGMania: Needless to say that kick-ass music make an action game even better.
Can you tell us a little bit about music in Diabolique?
Pawel: Yup, true ;) Kick-ass music is necessary to
underline game's world. All voices in Diabolique are made by professional voice
actors. Sound effects and especially music are adapted to game style. Music has
fast tempo and is dynamic, thought it is not a foreground element. Diabolique
music is not "aggressive", ‘cause it wouldn't fit to a bit of humor which is one
of Diabolique's features. All songs are composed and performed by
Adam Skorupa - he's surely the best game music composer in Poland.
GGMania: What aspects of this game do you think are likely to leave the
biggest impression with game players?
Pawel: Firstly - cool various gameplay: agent
action and devilish magic. Secondly - tasty design of levels: high quality
graphics brought together with fine locations.
GGMania: What's the current status of the project, and what remains to be
done? When will it be released?
Pawel: I assume we are in half-way. AI and combat
system are made, though we are still improving it. First levels are also done as
some other things as well. Now we're working on next levels. Release date is
planned to first quarter of 2006.
GGMania: Thank you for taking the time to answer these questions. Is there
anything you want to add that we didn't cover?
Pawel: Thanks for the interview!