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August 29, 2003 ![]() By the year 2080 wherein developer Taldren's Black9 takes place, a new generation of Illuminati has arisen. Nine powerful, manipulative cartels, each with its own agenda and interests, are now locked in a tense, Machiavellian struggle for control of Earth. Not surprisingly, it is difficult if not completely impossible to tell right from wrong. As a result, the player, in the role of a mercenary, must chart a path through an environment defined by shades of gray and fraught with the constant possibility of duplicity and betrayal. Using the Unreal engine and the Karma physics code, the third-person title is said to blend tactical action with RPG-like character development. In this Black9 Interview, we learn a lot more from Director Erik Bethke, Art Director Tim Cox and Erin Hoffman whose duties include writing and quality assurance. Action Vault: Since we usually begin with an introductory question, what's Black9 about at the basic premise or concept level? What inspired the idea for the game, and also for including the character development element? ![]() I love technology, politics, economics and history; I brewed them all together to develop the back stories for the nine Illuminati: Genesis, Soceiti de Illuminaire, Zubrin, Tea-Drinking Society, Glimmer A.G., New World Order, Black Dragons, and Earth NOW! Another key goal for me was to layer a role-playing system over an action game, as I have a terribly strong urge to create and define my own character when playing game. I do not like to play nice with a static character like Lara Croft. ![]() Erin Hoffmann: The game takes place in a variation of Earth's future, plagued by a collapse of world governments, the end result of rabid unchecked consumerism, and nine superpowers that give the game its title, the Illuminati. Each with a unique goal of its own, these organizations control just about everything worth controlling in the Black9 world, and they also hire freelancers to take care of some of their dirty work. The result is an action RPG in third person where the player controls a mercenary recently hired, if unknowingly, into the ranks of one Illuminatus. The immediate goal is the goal of any merc, money. The ultimate objective gets a bit more complicated. Action Vault: Overall, what kind of look and feel will the game environment you're creating have? To what extent are you using futuristic interpretations of actual locations? How faithful are they to their real counterparts of today? ![]() The game world breaks down to three basic locales, the moon, Mars and Earth. Earth breaks down further into three sub-areas, Shanghai and Macao, China, and Seoul, Korea. We're visualizing a not so distant future that I hope people will relate to easily. There will still be shopping malls, gift shops, cafes and restaurants. Color and lighting will play a key role in establishing the uniqueness and feel of each area of the game. I'm excited about the contrast between the old and traditional style architecture of Shanghai against the more high-tech and futuristic areas of the Genesis HQ and the Mars colony. ![]() Action Vault: Does the player have choices with respect to the starting character, and if so, how do they differ from one another? How does the advancement system work with respect to improving abilities and adding new ones as the game progresses? Erin Hoffmann: The player has a choice of four main character bodies. We have assigned a nickname for each of them, but the player is encouraged to name their character whatever they choose: Sahara, a spunky human female; Jake, a hard-edged human male; Ylsa, a catlike genemod female; and Gruber, an ogre-like genemod male. As the player advances through campaign missions, they earn credits that can be used to purchase nano-enhancements such as strength and dexterity augmentation, increased speed, etc. This is the primary vehicle for character advancement. ![]() Action Vault: What kind of combat system are you using, and what is the balance between fighting and other types of gameplay such as stealth? What kinds of weapons and other items will be available and how will they be acquired? ![]() Players will generally acquire weapons by purchasing them in the headquarters between missions; we do also, however, plant special weapons throughout the game for players to discover. We have some sneaking around, hacking, use of nanocloaks and a cool Spiderman-like magnetic grappling hook for getting around enemies without destroying them. Continued: NPCs and AI. |
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