No One Lives Forever 2 - interview

The original No One Lives Forever was one of the best action games in 2000. Will the upcoming sequel retain shirtsleeve style, good humour and exaggeration of James Bond movies? Will it be better than other first-person shooters like Unreal II or Doom III? Read our interview and learn more about No One Lives Forever 2.

Doupe: First of all, please introduce yourself and your company to our readers. How long have you been working on No One Lives Forever 2? Where did you start the game´s development?
Chris Miller: My name is Chris Miller, Producer, Fox Interactive. I`ve been working on the NOLF franchise for over 3 years now. 

Doupe: What new features will No One Lives Forever 2 offer, especially compared with other upcoming action titles as Unreal II, Halo, Doom 3, etc.? Why do you think that NOLF2 will be successful?
C.M.: NOLF 2, like it`s predecessor, is based around a strong single player experience.  Games like UT and Halo focus more on multiplayer, so really, NOLF 2 is a different experience altogether. NOLF 2 also features a heavy emphasis on story and characters with a humorous twist, which is another aspect few games emphasize. By rebuilding huge parts of the engine from scratch, as well as upgrading the AI system, we are able to create a much richer, more interactive experience for players.

 

 

Doupe: What is the background story? What will be the player´s main objective? Will we fight with any characters from the original No One Lives Forever? Will player cooperate with any friendly characters?
C.M.: Since the game isn`t out yet I can`t tell you the whole thing, but Cate first finds herself on assignment in Japan. She`s been sent there to photograph a rumored international crime convention. Upon leaving, Cate faces off with Isako, a female Ninja assasin, who`s been sent by H.A.R.M. to kill her. We also learn that several familiar villains from the first game are back with a new sinister plot.

Doupe: Where does No One Lives Forever 2 take place? How many locations will player visit?
C.M.: NOLF Cate`s adventures will take her to at least 6 different locations around the world.

Doupe: Will NOLF 2 retain shirtsleeve style, good humour and exaggeration of James Bond movies?
C.M.: As it`s the same team creating the sequel, I can promise you that the humor found throughout NOLF 1 will remain a consistent theme in NOLF 2. 

Doupe: What`s that "small revolution" of AI? Could you tell us something more about it? Do you use a new kind of scripting system?
C.M.: No, it`s not a new kind of scripting system. It`s a goal-based system and that basically means that each enemy is aware of its surroundings. Each class of enemy has specific goals to perform based on their environment, and these are affected dynamically. 

For example, you might walk into a room and notice a guard outside. As you watch him through the window you notice him stop and pull out a cigarrette. At this point if you remain still, he might finish that smoke, throw it down and resume his patrol, or he might just come inside and use the bathroom. You`re not sure, so you decide to shut the light off to create a hiding spot. Unfortunately for you, he knows that the last time he walked that path, the light was on, and he also knows no one is supposed to be in there so he comes to investigate.  When he enters the room, if you hide well, he might not find you... but if he turns the light on and spots you, he`s sure to shout... "The spy is here," which will bring his comrades running. The end result is that the AI behavior will change depending on how YOU play the game. It will certainly make you think more before you just go charging into an area. 

 

 

Doupe: Will your graphic engine offer any kind of functions or effects that other games will lack?
C.M.: NOLF 2 takes full advantage of the latest NVIDA and ATI chipsets with a new Hardware T&L optimized renderer and many other features. However, it`s how these technology elements bring the gameplay to life that is the game`s true focus.

Doupe: How important will the planned RPG elements be? Could you tell us any example where the game is using these elements?
C.M.: Basically as you advance through the game, you gain what we call skill points. As those points accumulate you can choose to upgrade certain attributes such as: Stealth or Gadgets. If the player chooses to upgrade their stealth, their footsteps will make less noise, which will enable them to get closer to the enemy without being detected. Likewise, upgrading the gadgets will allow the player to increase the speed at which gadgets funtion. 

Again, this allows you to customize the game to your individual taste and builds a ton of variation. It`s also streamlined enough so that it doesn`t weigh the game down with complex systems.

Doupe: Thank you very much for your time. Is there anything else you would like to tell to our readers?
C.M.: Have fun! :-)

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