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| HeXenWorld Articles |
| An
Interview With Brian Pelletier by Bakshra. |
Bakshra: Mr.
Pelletier, could you please tell me who you are and what you do for Raven Software?
Brian: I am an Artist and I have been with Raven for over 5 years now. Before
being hired at Raven I was a part time freelancer for Marvel Comics, working on
such titles as Avengers and Fantastic four. I am the most senior employee here.
At one point in Raven's history it was just Brian Raffel, Steve Raffel and Myself,
making a game. Now the company has 50 employees. Besides being the Art Director
and being in charge of all the artist, I have been involved in all of Raven's
game designs, including Heretic, Hexen and Hexen II. And now I'm leading up Heretic
II.
Bakshra: How did you get into the gaming industry originally?
Brian: I was doing freelance work for Marvel back in 1992 when I was introduced
to Brian and Steve by a mutual friend. They needed an artist and my freelance
work was only part time. The steady paycheck seemed nice so I took the job at
Raven to work on the game ShadowCaster. I enjoyed making games so much that I
put Marvel aside, and here I am 10 games later.
Bakshra: Okay... onto your current project, Heretic II. About how much of the
game is actually complete?
Brian: We are going on 3 months of a 7 month production run. We are about quarter
the way through. There are about 7 creatures and 9 levels being worked on right
now. Not to mention the final player character just being implemented in mid April.
Bakshra: Probably the most noticeable thing about Heretic II right now is the
3rd person camera. How much time and energy is being spent to make it a fully
functional part of the game?
Brian: The camera along with the character are the two most important, visible
things new to the Quake engine. So we are taking our time on them and doing them
right. One of the programmers has been assigned to the camera for the past 3 months
and we are still working on it as we go.
Bakshra: How are the controls going to be handled now that there is a camera
to worry about? Will the player control the camera, or will it pick the best position
on its own?
Brian: There are 3 camera options we are working on as of right now. The first
is a free look camera like Quake 2 and Hexen 2. Wherever you move the mouse, the
camera moves with it. The second is a follow mode. The camera will stay behind
the character and follow him as he moves through the levels. The third is a stationary
camera that locks to a position in the room and pivots to follow the character.
When the character moves out of view the camera switches to a new position to
keep him in view. The best reference would be like Resident Evil but with a camera
that has free pivoting motion.
Bakshra: How will the aiming system work in Heretic II? Obviously auto-aim
would make the game to easy, but no aiming system could make the game overly-difficult.
How are you guys handling this problem?
Brian: We will be handling this a few ways so people will have a choice of how
they want to play. First off, there is no auto targeting like Tomb raider. (there
was a great discussion of this on our message board) One targeting method will
be just like the original Heretic, Doom and Hexen 2, where there will be a cone
of influence. Projected out in front of the player will be this range. If a monster
is in this range the shot will go toward him. We need to do this because our camera
can be at many different angles and we want our character to shot in front of
him not where the camera's looking. Again, it works just like the Doom system,
so there "is" skill involved. Second: You shot where the camera is looking. just
like Quake 2 and Hexen 2.As Dan mentioned in his plan we have a free look camera
and there will be a crosshair option to help aim. The third system we are still
playing around with. All of these will involve a lot of play testing to make sure
they work really awesome.
Bakshra: What would the advantages be of making Heretic II a Hardware only
game, as opposed to having both hardware and software modes?
Brian: The advantage of making a hardware-only game is that we could really push
the amount of polygons we can put on the screen at one time and support specialized
programming features such as z-buffering which allows for perfect sorting. The
end result is that hardware-only games enable us to create insanely realistic
environments. Unfortunately, the hardware-only install base is still quite small
at this time, and we wanted to make Heretic II available to as many PC
owners as possible.
As it is now, we are working very hard to make the game -- especially the special
effects such as spells, explosions, flames, waterfalls, etc. -- look as good in
software as they do in hardware which is sometimes a tricky thing. We are dedicated
to making a great game that works equally well in hardware and software, and end
users of both should be very happy with the final result.
Bakshra: Ive noticed you guys are adding spells in addition to regular weapons
to Heretic II, something that wasnt really used in any other Heretic/Hexen game.
How will the spell system work?
Brian: We have two different types of spells; offensive spells and defensive spells.
The offensive spells work off of one type of mana and the defensive spells are
powered off of a second type of mana. He uses his hands to cast these spells.
The offensive spells are just like weapons, they will be bound to one of the number
keys for quick access. The defensive spells are like secondary weapons (or specials)
that work like the heretic Hexen inventory items and can be used while the offensive
weapon is readied.
Bakshra: Will Heretic II ship with its own level editor, such as a modified
version of QuakeED (Heretic2ed?)?
Brian: No. People will have access to the editor's off of the internet.
Bakshra: As I understand it, Kevin Schilder, who did the original Heretic music
(as well as Hexen and Hexen II) will again be doing music for this game. Can we
expect re-mixes of old tunes, or totally new music? Perhaps we will see a mixture
of both?
Brian: When you start the game at the Elven village (which by the way is where
Heretic started) the music will be reminiscent of the original Heretic music.
Once you leave the Elven village the music will be totally original and it will
be themed to the level you are in. I didn't want arbitrary musical scores throughout
the game. I wanted the music to help convey the culture of the city you are in.
And when you are in natural world environments like the swamps and the canyon,
we wanted more of something along the lines of background ambience versus music
that you are used to hearing. We're really thinking through the music on this
one and making it an integral part of the game. And from what Kevin has been composing
so far, I think we're really going to surprise some people, in a good way.
Bakshra: After Heretic II was announced, John Romero commented in his .plan
that you guys were throwing the series out of the window. What do you think about
his comments?
Brian: It doesn't bother me what John says, he is entitled to his own opinion.
He is commenting on something he doesn't have all the answers to. We are paying
a lot of homage to the original Heretic and doing Heretic II does make
sense. We aren't screwing around with the story line either. Heretic Hexen and
Hexen II, told the story of the Serpent Riders. Heretic II is going back
to continue the story of Corvus the hero who defeated D'Sparil in Heretic. The
Heretic Hexen universe is big and there are many stories to be told. I'm sure
you will see more. And I'm sure Romero will be pleasantly surprised with Heretic
II.
Bakshra: Thank you for taking time out of your busy day to answer my questions,
it is really apprecated. I'm looking forward to Heretic II very much, and I wish
you and your team the best of luck on it :)
Brian: It's been a pleasure! And thanks for the kind words, we won't disappoint
you.
Special
thanks to both Brian Pelletier and Caroline Poon of Activision for setting
up this interview.
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