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Metalheart: Replicants Rampage Q&A (hx) 07:30 PM CET - Nov,17 2004
GGMania got a chance to talk with Sergey Lakhtin of Akella Company as he
answers a few questions regarding to Metalheart: Replicants Rampage, their
upcoming isometric cyberpunk role-playing game. He provided us with both pretty
interesting information and five exclusive screenshots.
GGMania: Could you introduce yourself to our readers and tell them a
little bit about what you do on Metalheart: Replicants Rampage?
Sergey Lakhtin: My name is Sergey Lakhtin, Akella
Company. In this project I'm working at all texts: main scenario, dialogues,
descriptions, also I'm engaged with general producing of the game and I
supporting continuous communication between Akella and NumLock Software.
GGMania: Can you give us a little background on the development team working
on Metalheart: Replicants Rampage?
Sergey Lakhtin: Numlock
software is an international alloy which most part is made by descendants of
Teutonic knights. The office is based in Germany. The constant component of a
command includes 10 masters of a different genres, other volunteers still crowd
in turn to borrow the places in the worthy list and are engaged in destructive
and devastating attacks on projects of firm as required=)
GGMania: From where did you get the inspiration to make this game?
Sergey Lakhtin:
Personally I have come on the project when its development work already has
boiled - the most part of graphics and concept has already been started in game,
has been almost finished a combat system, etc. People from Numlock Software
assert, that they have found diaries of Lantan Signy - our protagonist and were
so impressed, that could not kept and have started to create game on their
motives.
GGMania: What can you tell us about the storyline of the game?
Sergey Lakhtin: In a few
words - two protagonists, the burnt space wolves, will of accident appear on an
unknown planet in unknown sector of a galaxy. Such state of affairs not
absolutely arranges them, and they as soon as possible want to get home. But
it's not so simple - the planet is under control of powerful Empire, under which
rigid oppression four races of Procion (the planet name) extract a unique
mineral called "tactonium" without which the industry of implantation is
inconceivable. For Empire there is nothing sacred, and only having lifted revolt
(that have rallied all races), our heroes will manage to reach the purpose. The
plot abounds numerous abrupt turns and shocking opening, which I do not want to
open to not spoil pleasure from passage of game.
GGMania: How much choice and what kinds of choices will the player have in
the starting player character?
Sergey Lakhtin: There is no choice, as there will
be no also a starting generation of the character. Game can be compared to the
interactive fantastic novel - the emphasis is made not on maintenance of
illusion of freedom, but on an interesting and fascinating plot. The opportunity
to think and operate at once for two main characters - the captain of space
lorry Lantan Signy and his second pilot, beauty Sheris Sheridane will be
presented for us.
GGMania: What sorts of skills and abilities are available for the characters?
Sergey Lakhtin: Each hero possesses the following
characteristics: strength, endurance, protection, intelligence, luck, accuracy.
Key parameters - a level of health, a scale of energy and a scale of accessible
tactomium. It is necessary for painless functioning the majority of implants. If
you have no tactonium - health will taken away with the established implant.
GGMania: What type of variety can we expect to see in terms of weapons?
Sergey Lakhtin: The basic kinds of the weapon:
fire, pomegranates, some variations of bazooka, a cold steel, the secret weapons
of nomads. Each kind is submitted from 2 up to 5 versions.
GGMania: What can you tell us about the enemies in Metalheart: Replicants
Rampage?
Sergey Lakhtin: The basic
opponents - representatives of guards of Empire Numori, since simple guardsmen
and finishing huge fighting machines. Procion possesses also aggressive fauna.
Rats, scorpions, huge bugs and other predators will spoil life to our heroes on
their travel across the planet. There are also other opponents, but about them
while shall not speak to keep an intrigue.)
GGMania: How will the enemy AI function? Can you give us an example?
Sergey Lakhtin: Each character has a lot of
elementary functions which in external script of behaviour are weaved into a
freakish tree of individuality for everyone. The opponent hears, sees and is
capable to warn the friends. It is capable to use several kinds of the weapon,
and also to use tactical manoeuvres - lie down, be hidden behind obstacles, etc.
Also he can estimate situation - to get away in case of a critical state of
health.
GGMania: How will the quest system work, how much variety will there be in
terms of different types, and how will you keep them from becoming repetitive or
even stale?
Sergey Lakhtin: To
promote further on a plot, it will be necessary for player to extract and carry
out tasks of key NPC. As a matter of fact, it is "post" and fighting quests, but
practically each of them comes up to the end by script scene that will warm up
interest. Besides, all is flavored with firm black humor, and tasks are various
enough under the form. Some main quests also straight came from adventure genre
- selection of levers, the decision of puzzles, etc. Also there is a generation
system of random quests. In each city there is an agency, we result there our
heroes, and the agent randomly gives out the information about the next task,
applying to it a photograph with his site.
GGMania: How is combat handled in Metalheart: Replicants Rampage?
Sergey Lakhtin:
Step-by-step fighting mode a'la Fallout and Jagged Alliance. Each member of team
has the certain quantity of Action Points (AP) which it is free to spend for the
discretion - shooting, movement, tactics, etc. For some kinds of the weapon the
sniper mode is stipulated - the conditional scheme of "ink cutting" will be
given near to each part of a body of the opponent the percentage probability of
hit in him is displayed. The player can adjust her, adding or taking away the
Action Points necessary for a shot by a concrete part of a body. Critical hits
with corresponding brutal animations are stipulated also.
GGMania: How difficult will it be for someone new to this genre to get into
the game?
Sergey Lakhtin: That is
not a hardcore game - each newbie can learn its basic elements very fast.
Tutorial helps much.
GGMania: What other gameplay elements in the game do you consider to be
important and/or unique? Will there be anything new that we've never seen
before?
Sergey Lakhtin: Implant
system. A player can buy and establish cyber-devices that are straightly
influencing on character's parameters. There are nearby 150 of such items. Some
of them just influencing on common parameters, but some gives exclusive
abilities.
Also we can offer a very interesting thing - you can hire a bard and ask him to
play music for you! Also, some NPC has unique abilities…
GGMania:What can you tell us about the engine that is being used for the
game?
Sergey Lakhtin: We have
unique engine, that was created by NumLock Software themselves. It's name is
NightFall. This is 2-d engine, based on DirectX 8.1, including some features,
that provides necessary performance with big locations manipulations.
GGMania: What kind of hardware should players have in order to experience
good game performance?
Sergey Lakhtin: Processor: PIII 650 MHz and higher,
at least 256MB RAM for WinXP, 32MB videocard or better, DirectX 8.1 and higher,
SoundCard and 1.5-2GB free disk space, supported operation systems:
Windows 2000, XP
GGMania: Will the game have a multiplayer mode?
Sergey Lakhtin: No
GGMania: What's the current status of the project, and what remains to be
done? When will it be released?
Sergey Lakhtin: We are in
the finishing stages of it right now. There still remains some cosmetical work
such as arrangement NPC on a card, balancing of fighting and role systems,
correction of all texts, sound work and beta-testing. We cannot name concrete
date of release, but we can assure that game will be released this winter.
GGMania: Thank you for taking the time to answer these questions. Finally, is
there anything else you'd like to add about Metalheart: Replicants Rampage?
Sergey Lakhtin: Not at
all! Play Metalheart, or you will regret.
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