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Hybrid - Krawall Interview by André Peschke
André Peschke interviews
Lisa Tunnah
(director/designer/model builder)
Who are you and what you do?
My name is Lisa and I am a director of Vulcan Software. My other roles include
game design, model building and texture artist for Hybrid.
Before we get to the game, please tell us a bit about "Vulcan". Who are you and
what have you done before starting work on Hybrid? Do you have any experience in
the creation of FPS games?
Vulcan was established in 1994 by myself and partner Paul Carrington. We started
out as Amiga developers and over a period of 5 years developed and published 15
titles. One of these titles was an FPS called Genetic Species, which was our
last full game release for the Amiga platform before we migrated over to PC in
1999. Since then we have been working on our Mother3D engine and game
development tools, which will form the basis of all our future PC releases.
During this time we have also developed a digital distribution application
called the Vulcan Portal, which uses Mother technology for the 3D avatars which
reside within it. |
On your homepage you're promising an "Adult Theme For The Serious sci-fi
Gamer". What can you tell us about that already? We're especially interested in
the "adult" part of course.
Hah of course you are! Hybrid is placed in the context of an encounter with an
alien race which ensures it's survival and successful colonization of planets by
creating hybrids of other species, combined with it's own bio-technology. In
order to carry out their objectives, the aliens require a constant supply of
biological material. To that end the player will witness many disturbing scenes
as they venture further into the Nereid based mining facility where the aliens
have taken up residence, using the original human inhabitants as the latest
addition to their organic supply chain.
The player will encounter these "human victims" at various stages of their
transition from human to hybrid, so nudity will be a factor in the context of
laboratory situations. The vulnerability of the human victims is designed to
psychologically disarm the player thus adding to the terrifying atmosphere of
the game as a whole. In essence Hybrid is a violent game with explicit and
disturbing content, and we expect it to be age-rated accordingly.
Will the game be story based ? If so, what can you tell us about its
characters and story line?
Hybrid isn't story based in the traditional sense of the word. Rather it adheres
to a running theme, which expands and becomes more involved as the player
progresses through the various locations. The game is given an initial context
of the Navasota resource and cargo ship en route to Neptune. The player (who
takes on the identity of engineer Lieutenant Marek Hale) is thrown very suddenly
into the game as the ship is attacked by a hostile alien species, who proceed to
board the vessel and begin harvesting the crew. The Navasota sustains damage in
the attack and the self-destruct sequence is initialized, Marek must find the
means to abandon ship before this eventuality, whilst defending himself against
the initial onslaught of the alien hybrid race.
Having abandoned the Navasota, we find ourselves in the mining facility on
Nereid, the aliens have taken over the complex and have begun to hybridize the
original inhabitants. This second location is heavily populated with an array of
alien character types, who mostly comprise the hierarchy of the species, a
hierarchy that is largely based on intelligence quotient. These characters are
in essence the outcome of successful hybridization, the player will encounter
some less successful and occasionally grotesque examples of experiments gone
wrong within the mining facility. The player must negotiate his way through the
complex in order to carry out his main objective of sending a message back to
earth, and ultimately destroying the facility. Details of the third and final
location will be revealed at a later date.
It seems that "Hybrid" is inspired by the "Alien" movies. What other sources
of inspiration did you have?
Thematically Hybrid has its roots firmly embedded in the science fiction of the
Alien movies. One of the reasons these movies are so popular is because of the
believable way in which the stories are handled. They played on all our most
basic fears, and in Alien 1 and 2, successfully made what was in effect a bunch
of actors in alien suits appear to be nothing less than completely terrifying.
In comparison many science fiction movies are disappointing, because when
dealing with futuristic and imagined scenarios they fail to make them
believable.
Creating believability in the context of computer games is just as difficult if
not more so, for we are not a passive audience, we get to take part and
influence events as they unfold. In all honesty it is often the seemingly
mindless behavior of the characters in games that destroy our sense of suspended
disbelief, along with environments that allow little or no interaction.
We have created solutions to these typical game problems in Hybrid, with AI rich
characters, and fully interactive environments creating an experience as
believable as it's possible to get. Other sources of inspiration would have to
include 2001, for it's awesome atmosphere, and Star Trek, particularly the
Voyager series for it's exploration of the borg and their constant striving for
domination of every aspect of every race they encounter. Personally I've been a
science fiction fan for as long as I can remember, so many of the books I have
read have contributed to the overall feel and atmosphere of Hybrid, from
classics writers such as Isaac Asimov, Arthur C Clarke, Karl Sagan and my
current favorite writer Greg Bear. All of these factors have contributed to the
design of Hybrid.
How much firepower will the player have on his hands? How many weapons are
there, are any of them rather extraordinary (examples?)
Well I guess the short answer to that question would be plenty! I don't have a
definite figure of exactly how many weapon types will be available just yet but
I can tell you there will be a mixture of standard weapons and more outlandish
types, which incorporate the aliens own technology. One kind is a DNA reversal
weapon, which produces a grotesque metamorphosis of the unfortunate victim. Then
there's a force field implosion weapon, which can enclose an enemy in a force
field, that gradually gets tighter and smaller, crushing the victim to a
cellular level.
You're planning to extend "AI Boundaries To New Levels" and we read something
about "Unparalleled Environment Interaction". What will your AI be capable of
that others are not ? And what possibilities of interactions will there be,
especially beyond "blowing everything up" and "talk to everyone"? Extending AI
boundaries is dependant upon environment interaction.
The enemy characters in Hybrid are as aware of their 3D environment as the
player. They are programmed to recognize the models that comprise their
immediate surroundings and understand the various ways they may interact with
those models in order to best achieve their goal. Each character type is
assigned a brain within the Mother engine, the brain contains information
pertaining to the characters skill set, needs and objectives, and provides a
reference for the interactive capability of the other game models, and the
available animations to allow those interactions to be realized in real-time.
A typical skill set would include factors such as the ability to smell, see and
hear, which are defined at varying levels, so some characters would have
exceptional hearing but poor eyesight, others would rely almost totally on smell
and so on. How a character uses these skill sets would then depend on his
objectives and his needs. Some characters are designed to be killing machines,
and their objectives are to disable other life forms within their vicinity.
These characters would pursue the destruction of the player above all other
things, and will use their skill sets to track him down in order to fulfill that
objective, however, they may have other objectives which will influence how they
go about this.
All the characters have an objective of survival, because it is realistic for
any living thing to wish to prolong it's own existence. Combine that with a
character 'whose main objective is to kill you' produces some interesting
results, especially within an environment in which that character has
interactive abilities. The ability for our characters to interact with the game
environment is the main reason why we have stated our AI boundaries will extend
to new levels.
Hybrid's game characters will be able to interact with every object the player
can interact with, they will be able to open and close doors and airlocks,
operate computer consoles to start or stop machinery, or change the dynamics of
a location, i.e. By turning off lights. They will be able to move objects around
to create obstacles in your path, and they will be able to hide behind or inside
them. Forget ambling towards another crewmembers dropped weapon, knowing for
sure that it is yours for the taking. An enemy character may very well kick it
out of reach, or worse still pick it up and use it against you. All of this is
made possible by the way in which we build and define our game models.
Part of the Mother3D engine and development tools is an application called the
Mother Model Creator (MMC). We build all our game models in here and because of
the high level of control we exercise over their creation we can add many more
definitions within each resulting model file than would otherwise be possible.
The MMC allows us to define every animation for a model, and every sound it may
ever emanate, it allows us to set up tagging information which is subsequently
made available to AI based characters so they can interact with that model
without us having to generate any further code to allow them to do so. The
experience of encountering a game character that is aware of it's environment to
this degree is nothing less than extraordinary, and makes for some truly amazing
game play scenarios.
Will Hybrid include any digital distribution features such as auto upgrade
order downloading of additional content?
As mentioned previously, we have developed digital distribution software, but if
and how it will be used for Hybrid is a little too early to tell at this stage.
Will the focus in "Hybrid" be single or multi-player mode?
The focus will be on single player initially, we won't be discounting the
possibility of a multi-player mode, but this would be handled as an additional
project at a later date.
Dare to take a guess on the release date?
Hah! Personally I've a great fondness for the line.. 'it will be done when it's
done', unreasonable and arrogant as that may sound. We don't have a release date
for Hybrid just yet, but I promise you will be the first to know when we do. We
are aiming for an end of 2003 completion date, as to when it hit's the shops
will be down to the publisher for which none is assigned at this stage.
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