| "Interactive Fiction Now" | |
| Published for the World Wide Web by Frotz Publications | |
| Copyright 1997,1998, Frotz Publications, London. | |
| All rights reserved. | |
| http://www.if-now.demon.co.uk/ | |
| Editor: Matt Newsome, <editor@if-now.demon.co.uk>. | |
| All Trademarks acknowledged. | |
| Blade Runner, The Film, (c) 1982 The Blade Runner Partnership | |
| Blade Runner, The Computer Game (c) 1997 Blade Runner / Westwood Partnership | |
| Blade Runner is a Trade Mark of the Blade Runner Partnership | |
| Tomb Raider II (c) and TM Core Design Limited, | |
| (c) and (P) 1997 Eidos Interactive Limited. All rights reserved. | |
| Activision and Zork are registered trademarks and Zork Grand Inquisitor | |
| and all character names and likenesses are trademarks of Activision, Inc. | |
| (c) 1997 Activision, Inc. All rights reserved. | |
| This issue of IFN owes a debt of gratitude | |
| to the following people (in alphabetical order): | |
| Sophie Astin at The Digital Village | |
| Simon Byron at Bastion | |
| Charles Cecil at Revolution Software | |
| Jamey Gottlieb at Activision | |
| Susie Hamilton at Core Design | |
| Laird Malamed at Activision | |
| Danny Pample at CUC Software | |
| Morag Pavich at Hobsbawm Macaulay Communications | |
| ---------------------------------------------------------------------- | |
| >>> EDITORIAL >>> | |
| TIME marches on and Xmas has been and gone again! | |
| Best wishes for a Happy New Year from IFN Magazine! | |
| This issue of IFN is packed full of features for Adventure fans. Following | |
| our exclusive interview with the director of Zork: Grand Inquisitor last | |
| month, we review the latest journey into the Great Underground Empire. | |
| The sequel to Tomb Raider also comes under our critical eye, as does the | |
| long awaited officially licensed computer game version of Bladerunner. | |
| We've a sneak look at Douglas Adams' new game, Starship Titanic and Gabriel | |
| Knight 3 from Sierra. | |
| Our feature this issue, however, is an exclusive interview with Charles | |
| Cecil, industry Grand-Daddy and cutting edge game developer in equal | |
| measure. We talk about the Broken Sword series and the future of Adventure | |
| Gaming. | |
| From this month onwards, IFN is also available by FTP from | |
| ftp.gmd.de/if-archive/magazines/IFN/ (which is mirrored elsewhere - see the | |
| site). | |
| As always, please enjoy yourselves, and feel free to email me here at | |
| Interactive Fiction Now with your comments and suggestions | |
| (comments@if-now.demon.co.uk) | |
| ---------------------------------------------------------------------- | |
| >>> PREVIEW: Gabriel Knight III >>> | |
| Sierra On-Line's Gabriel Knight series has probably seen more dramatic | |
| changes over the course of three games than any other series, and the | |
| forthcoming third instalment, interestingly titled, "Blood Of The Sacred, | |
| Blood Of The Damned," looks set to cause a stir upon its release in Summer | |
| `98. | |
| The first game's use of sprite animations was complemented by a Hollywood | |
| casting including Tim Curry (Rocky Horror Picture Show), Mark Hamill (Star | |
| Wars Trilogy) and Michael Dorn (Star Trek: The Next Generation). | |
| The trend for radical change in the series was firmly established when, | |
| "Gabriel Knight 2: The Beast Within," was released. Adopting the style of | |
| an "Interactive Movie", GK2 used Full Motion Video sequences extensively | |
| (six CDs' worth, to be exact) for in-game movement. | |
| Next year's release will continue that trend, with the introduction of | |
| Sierra's new technology "G-Engine" 3D game engine, boasting what is being | |
| described as "ultra-realistic" game-play and featuring "unlimited | |
| exploratory control". | |
| According to Sierra, the plot for the new game concerns a small village in | |
| rural Europe, home of a currently dethroned royal scion who has asked | |
| Gabriel Knight to help uncover the answers to recent bizarre, possibly | |
| supernatural, events taking place inside the family's close circles. | |
| The game will be designed and produced once again by Jane Jensen. More | |
| information on Sierra On-Line and the new Gabriel Knight game can be found | |
| by pointing your web browser at Sierra's website | |
| [http://www.sierra.com/titles/gk3]. | |
| ---------------------------------------------------------------------- | |
| >>> NEWS: New Douglas Adams Game Delayed >>> | |
| Starship Titanic, the new graphical adventure game by Douglas Adams' | |
| company, The Digital Village, has been delayed until the first quarter of | |
| 1998. | |
| Company CEO Robby Stamp explained in a recent press release that, "the game | |
| engine and logic are fully realised and tested," but that the delay is due | |
| to, "essential quality evaluation and testing procedures." | |
| In the meantime, eager gamers can read the novelisation, written by ex-Monty | |
| Python member, Terry Jones. "One of the characters in the game is a | |
| semi-deranged workman's parrot which had been left on board the ship," says | |
| Adams, "and Terry had agreed to play the voice part. When Terry saw all the | |
| graphics and character animations we had been creating over the previous | |
| months, he became very excited about the whole project." | |
| The book was released in the UK by Pan-Macmillan on 21st November 1997, and | |
| will be published in the US by Harmony Books (a division of Random House). | |
| Written and designed by Douglas Adams, Starship Titanic takes its name from | |
| a spaceship of the same name briefly mentioned in Adams' "Hitchhiker's Guide | |
| to the Galaxy" series. The game marks Adams' first work in the industry | |
| since Bureaucracy, his second work of text-based interactive fiction with | |
| Infocom in the early 1980s, and follow-up to the legendary Hitchhiker game. | |
| The new game sees a departure and a return to those games. A departure | |
| because the new game has photo-realistic graphics to depict the game | |
| environment, with art direction by Academy Award winners Oscar Chichoni and | |
| Isabel Molina. A return in that the game features a text parser, allowing | |
| the player to interact with in-game characters directly using conversational | |
| English. | |
| The Digital Village, based in London, can be found on-line at www.tdv.com, | |
| whilst Starship Titanic has its own dedicated website at | |
| www.starshiptitanic.com. | |
| ---------------------------------------------------------------------- | |
| >>> REVIEW: Bladerunner >>> | |
| Every once in a while, a computer game is released which not only meets the | |
| hype, but surpasses it. Blade Runner, from Westwood Studios, is such a game. | |
| Although there are several excellent graphical adventure games on release at | |
| the moment whose production standards are remarkable, few can actually be | |
| said to have moved the genre in a new direction. With Blade Runner, however, | |
| a whole new variant of immersive gaming has been produced, and adventurers | |
| are going to love it. | |
| The game uses a fusion of full motion video with motion capture and | |
| breathtaking backdrops to produce an ambience entirely in keeping with | |
| Ridley Scott's 1982 future-noir movie. | |
| An Official License developed in conjunction with the Blade Runner | |
| partnership, the game is rare in its ability to successfully translate from | |
| the medium of film to that of the interactive computer game. Looking back, | |
| very few have enjoyed similar success, either due to excessive zeal to match | |
| the game's storyline with that of the film, or apparent low investment due | |
| to the guaranteed sales such a license will bring. | |
| Perhaps Blade Runner's edge is that the film version is now over fifteen | |
| years old. This puts less emphasis on producing a game within a set period | |
| of time. Indeed, there is an even greater likelihood that, owing to the | |
| considerable cult success Scott's film has enjoyed to date, there is | |
| greater pressure to push the envelope in order to make the game worthy of | |
| its title. The Bladerunner partnership themselves are likely to have | |
| ensured that the game quality warranted its title. | |
| The graphics aside, Blade Runner succeeds for several reasons. First and | |
| foremost, the graphics never obstruct the gameplay. The four CD distribution | |
| is seamlessly integrated into the storyline, with minimal disruption caused | |
| to the user. Beyond this technical aspect, however, Blade Runner is an | |
| adventurer's adventure. The playing area is large enough to make you think | |
| about your next step, yet small enough to prevent you arriving at the | |
| point where you don't have a clue as to what to do next. | |
| In addition to this, there are not only multiple routes to solving a puzzle, | |
| but multiple game configurations. The plot of the game varies from one go to | |
| the next, introducing a degree of playability previously sorely lacking in | |
| the adventure genre. | |
| What's more, the user can also express some control over the route the McCoy | |
| character takes within the game. This is achieved by choosing either to | |
| remain in the mould of the Decker character from the film (a replicant | |
| hit-man), or to become a replicant sympathiser and aid the rebels in the | |
| fight for longevity and legitimised sentience. | |
| Blade Runner has many wonderful aspects which will keep all manner of | |
| adventurers playing, but most of all, this is a visually breathtaking | |
| gaming experience. | |
| Verdict: A stunning film conversion which advances the adventure game genre. | |
| Unlikely to disappoint any adventure gamer. | |
| ---------------------------------------------------------------------- | |
| >>> REVIEW: Zork: Grand Inquisitor >>> | |
| Remember your very first adventure game? Chances are it was one of the | |
| numerous Infocom titles. The legendary Infocom text adventure company, | |
| based in Cambridge, Massachusetts, were bought out by software giant | |
| Activision in the late 1980s. | |
| After a little dust had settled, Activision put together a new team and | |
| released the first graphical Zork game. The critically acclaimed Return to | |
| Zork clearly demonstrated that there was great potential for continuing the | |
| massively popular Zork series in graphical adventure format. | |
| Thankfully, Activision recognised this, and last year released their second | |
| graphical Zork episode, Zork: Nemesis to great acclaim. The new Z-Vision | |
| engine advanced the graphical adventure genre by introducing 360 degrees | |
| horizontal panning within pre-rendered game locations. | |
| In spite of the quality of Nemesis' assets, however, there was little doubt | |
| that the humour of the original Zork series had been dropped in favour of a | |
| very dark atmosphere. This worked to excellent effect in Nemesis, however, | |
| Activision have now chosen to re-introduce the "Zorkiness" in their latest | |
| game, Zork: Grand Inquisitor. | |
| Witty comments and tongue-in-cheek asides abound, and there are even some | |
| great in-jokes for veterans of the earlier Zork games (at one point you find | |
| an ancient PC running a copy of Planetfall). | |
| One classic example of the humour in the game is in a list of instructions | |
| written on the side of a barrel of toxic waste early in the game. They read, | |
| "Do not bother waste. If waste gets angry, run away. Do not eat waste. If | |
| waste glows, alert police. Do not make waste tea. Do not use as children's | |
| toys_", and so the list goes on. | |
| [ZORK TRIVIA: Grand Inquisitor is the eighth game in the series after | |
| Zorks 1,2 and 3, Zork Zero, Beyond Zork, Return to Zork and Zork: Nemesis] | |
| The guiding force behind the new Zork game is Laird Malamed, who worked as | |
| technical director on Nemesis and was given the big chair for this latest | |
| project. The Director's job is not an easy one as the divide between | |
| adventure games and Hollywood grows increasingly hazy. | |
| For example, on this project, Malamed had input into puzzle design, technical | |
| direction, script writing, general production and, Malamed tells me, Full | |
| Motion Video filming direction as well. [Speaking of FMV, incidentally, it's | |
| nice to see some British actors surfacing in these sequences!] The overall | |
| result of Malamed's direction is a game which looks high-production, but | |
| plays Zork - a balance which was arguably lacking in the previous graphical | |
| Zork titles. | |
| For music, the gothic horror feel of some parts of Nemesis has been replaced | |
| with more ambient overtones. This is easier to listen to for prolonged | |
| periods, which is useful as some of the puzzles require lots of thought - if | |
| anything the puzzles in Grand Inquisitor are harder than those in its | |
| predecessor. | |
| The game engine itself is a modified version of Z-Vision, the ingenious twist | |
| on pre-rendered scenery which allows the player to spin through 360 degrees | |
| in each location. It is surprising just how much of a difference this | |
| aspect makes to the overall gameplay, and even more so that the technique | |
| has not been "borrowed" for other titles such as Riven: The Sequel to Myst | |
| (this is assumedly owing to the competence of Activision's lawyers_). | |
| Whilst Grand Inquisitor uses essentially the same engine as Nemesis, some | |
| new aspects have been introduced to the engine, partly originating from | |
| gamers' suggestions. The game now supports a full inventory feature | |
| complete with spell-book and allows you to travel quickly to already | |
| discovered locations by use of teleport points around the game area. The | |
| fact that the facilities to zip from one location to another are part of the | |
| game world is to the game's credit as it allows the player to remain within | |
| the game rather than flip out to a menu. | |
| The only minor problem we could see with the game engine relates to the | |
| transfer of game files when playing the game after installing the minimal | |
| version. Transfer of game files does unfortunately detract slightly from | |
| the gameplay, although it should be stressed that this is entirely tolerable. | |
| We recommend freeing some hard-disk space to prevent minor irritations. | |
| One really great feature of the game is the use of a text-adventuresque | |
| console which appears whenever you die. Rather than showing your demise, | |
| you are given a textual account of your end, which re-introduces the power | |
| of verbal description lost in the move from text to graphics-based gaming. | |
| These end descriptions, in addition to the comments made by the Dungeon | |
| Master (who accompanies you from early in the game), are the main reasons | |
| this game feels like a Zork episode, and our hats go off to Activision for | |
| making it happen. | |
| Name us another game where you're led across the sulphur river to Hades by | |
| a ferryman in a New York Cabbie's hat who plays 70s funk music. Exactly. | |
| With firm plans for two more games to come from Activision under Malamed's | |
| direction, Zorkers can feel free (sorry, "filfre!") to raise a smile about | |
| the future of Zork. | |
| Verdict: The closest a graphical Zork has ever come to the text-based | |
| originals, and a great game in its own right. Play this game or | |
| be totemized! | |
| ---------------------------------------------------------------------- | |
| >>> REVIEW: Tomb Raider 2 >>> | |
| Lara Croft is unquestionably a modern day phenomenon. Her media coverage | |
| extends beyond the confines of computer gaming to the popular press and | |
| television across the globe. Not surprising then that Core-Design/Eidos have | |
| released Tomb Raider 2 in time for Christmas 1997 featuring an entirely new | |
| plot, new locations, new enemies, vehicles, but most importantly, of course, | |
| Lara herself. | |
| Following last year's outing with the buxom young lady, in which Lara is | |
| contracted to recover the fragmented remains of an ancient artefact known as | |
| the Scion, Tomb Raider 2 introduces an entirely new storyline. The dagger | |
| of Xian, we are told, is an ancient Chinese dagger believed to hold immense | |
| power. | |
| The power of the Xian is apparently bestowed upon the person who is able to | |
| recover the dagger (the easier bit) and gather the courage to plunge it | |
| into their own heart (the harder bit). For only in this way can the power | |
| be inherited. The Xian is believed to have once been used by an unnamed | |
| tyrannical emperor before its seizure by Tibetan warrior monks and | |
| subsequent restoration to a legendary resting-place within The Great Wall. | |
| From the Great Wall of China to Venice, and onwards (we don't want to spoil | |
| the story too much for you!), by speedboat, by skidoo, wearing all manner of | |
| costumes, Tomb Raider II is as extensive and new as it is familiar to Tomb | |
| Raider players. For example, Lara herself has different outfits for | |
| different locations, dynamic hair (including swinging ponytail) and, | |
| seemingly, an even larger chest! | |
| She also has an array of additional moves and actions such as hand-over-hand | |
| climbing and underwater combat with her new harpoon gun. The new game is | |
| Windows 95-Native and features excellent use of dynamic lighting effects to | |
| add to the realism with flares and gunfire flashes newly introduced. | |
| The music in Tomb Raider 2 was produced in-house at Core-Design by Nathan | |
| McCree, and seems to be better integrated with the gameplay. Different | |
| musical cues are played: some positive music whenever Lara makes progress or | |
| a tense phrase when she's in trouble. This adds wonderfully to the sense | |
| of Lara being in the middle of a movie-style production. | |
| All things considered, Tomb Raider 2 offers some great new levels - the heart | |
| of the game, after all is the exploration and adventure - and they will be | |
| lapped up by Lara-fans everywhere. It is to Core's credit that they have | |
| also managed to improve the game engine in so short a time with more new | |
| features (many of them subtle but contributing to the whole gameplay | |
| experience). | |
| For those adventures who are interested in action-adventures, this game | |
| will delight, but more traditional adventurers should definitely take the | |
| plunge or risk missing out on a great adventure! | |
| Verdict: More Lara Croft, more levels, more realism, more graphics, more | |
| weapons, more costumes. The perfect Xmas present for | |
| action-adventure players! | |
| ---------------------------------------------------------------------- | |
| >>> FEATURE: Interview with Charles Cecil, Revolution Software >>> | |
| >>> "Viva La Revolution!" >>> | |
| Revolution Software, based in Northern England, are responsible for four | |
| smash hit adventure games: Lure of the Temptress, Beneath a Steel Sky, | |
| Broken Sword: Shadow of the Templars (Circle of Blood in the US), and | |
| Broken Sword 2: The Smoking Mirror. IFN Editor, Matt Newsome, spoke to | |
| Revolution's Managing Director, Charles Cecil [third from left, standing]. | |
| Charles Cecil is a founding father of our industry, having worked on text | |
| adventure games for the Sinclair ZX81 with Arctic Computing back in the | |
| early eighties and other games ever since. After a period with US Gold, and | |
| subsequently with Activision, however, he launched Revolution with Noirin | |
| Carmody and two former colleagues, Tony Warriner and David Sykes with whom | |
| he had worked at Artic. | |
| I asked Charles what aspects he felt gave Revolution their edge. | |
| Charles Cecil: We looked very hard at all the aspects that collectively come | |
| together to make the gameplay experience. We have a very experienced team | |
| of writers, sprite animators, and programmers, but people outside the | |
| industry understand wider presentational aspects. Part of our strength comes | |
| from the combination of this external and internal expertise. | |
| We really wanted to get the very best gameplay because ultimately what we're | |
| doing is competing against Hollywood for people's leisure time. People have | |
| limited leisure time, so the experience has really got to be good. If you | |
| want to break away from a very niche market, you've got to create something | |
| that really competes with television and other forms of mass entertainment, | |
| which hopefully our games do. | |
| IFN: There is extensive use of animation in Broken Sword II. How did you | |
| produce the "cartoon" appearance? | |
| CC: We thought about the background screens and decided that we could gain | |
| considerable expertise from working with cartoon layout artists. So we | |
| teamed up with a layout artist, Eoghan Cahill, who used to work for the Don | |
| Bluth studios. They produced "All Dogs Go To Heaven" and a number of | |
| similar cartoons. What was really exciting was working with someone who | |
| really understood the opportunities and limitations of layout. We would | |
| provide a clear specification from which Eoghan would draw out a rough | |
| layout to make the scene as exciting as possible. We would then make sure | |
| that the layout actually fitted the specification and then he'd draw the | |
| final layout. The quality of a layout had to be better, actually, than it | |
| would be in a cartoon, because in a cartoon, you're looking primarily at the | |
| animation on the screen whereas in an adventure game you spend so much time | |
| examining the background for clues. | |
| We worked with classical cartoon animators for sections of our animation. | |
| And that was great fun again because the best animators have a great feeling | |
| for how to depict expression and emotion, how to portray the excitement. And | |
| that was of great use to our animators whose expertise lay in animation for | |
| games. A lot of the in-game sprite animation was done in-house - our guys | |
| are very, very experienced now. But the volume of animation was far too | |
| great to exclusively handle in-house. A lot of animation was sent out of | |
| house to a huge studio where they've got thirty or forty animators working | |
| in parallel. | |
| So in the project, we were very much looking for the best people in each | |
| field. We understand gameplay, and hopefully we understand interactive | |
| story-telling. We also understand sprite animations and the limitations. | |
| Other people better understood other presentational aspects. | |
| IFN: Are the story-lines for your games written in-house? | |
| CC: Yes, we have in house writers. I got very heavily involved with the | |
| story. We loved the Templar story and we loved the Mayans as well. There | |
| are only so many really fascinating historical conspiracies. In Indiana | |
| Jones/Raiders of the Lost Ark, the analogy that they used with the biblical | |
| story gave it such an edge, and that's certainly what we tried to do. | |
| Interactive storytelling is very different from writing movies or books. | |
| This is an aspect that we kept very much under our control. | |
| IFN: The music for Revolution games is of a high quality relative to other | |
| games in the genre - how do you achieve this? | |
| CC: Often developers just phone up a musician who bangs out some music, and | |
| we really didn't feel that was good enough. We looked around for musicians | |
| and teamed up with an old friend of mine called Barrington Pheloung. | |
| Barrington wrote the music for Inspector Morse. He also wrote the music for | |
| Truly, Madly, Deeply. Normally he'd write about three-quarters of an hour's | |
| music for a full length feature film. For Broken Sword II, he's written over | |
| three hour's worth of music, the majority of which is recorded with a live | |
| orchestra. | |
| And he really, really put his soul into it. In the end, he wrote many, many | |
| hundreds of cues. And that means that if you do something one way then one | |
| bit of music will play, if you do it another, then a different bit will | |
| play. There is music triggered if the player does nothing. Barrington | |
| treated the game as he would do a film. He played the game and really got to | |
| understand the emotion that needed to be conveyed through the music. | |
| IFN: Douglas Adams' company is working on a game called Starship Titanic | |
| which will use text consoles to interact with in-game characters. Is this a | |
| future for the parser in Revolution games? | |
| CC: I used to write adventures back in the early eighties, and they were | |
| pure text. And certainly the text parser is the very pure way of getting | |
| across the feeling that you're really talking to a character and saying what | |
| you want to say. There are two drawbacks. The first is that the parser | |
| almost inevitably doesn't understand what it is you want to say, and | |
| secondly, commercially people won't buy games with this sort of interface, | |
| not the mass market. | |
| Some die-harders love text parsers. If you look at MUD2 on Wireplay, it's | |
| all text input, so it's just like a text adventure but with a few icons, but | |
| primarily it is a text adventure. And the die-hard people absolutely love | |
| it. I suspect that Mr.Average who goes on and plays will not play it for | |
| long because graphically, it doesn't have the production values, to use a | |
| horrible American expression, that people are expecting in games today. So I | |
| think it's very brave, but I would not copy him on that. | |
| IFN: What are your plans for furthering the Revolution? | |
| CC: The adventure market is declining, so we do need to appeal to a wider | |
| audience with our future games. It's great to get nice reviews, but | |
| ultimately, the final test is whether people who actually paid the money | |
| feel it's worthwhile, and we get some great feedback on that, and that's | |
| really, really nice. | |
| But we now have people who have certain expectations of the games that we've | |
| written and certainly the plot is very important. Whatever happens, | |
| whatever new project we do, it has to be primarily plot driven. I think that | |
| that's the future for the mass market. | |
| IFN: The Broken Sword series features a highly cosmopolitan philosophy, most | |
| notably an American lead role, which is rare for a British produced game. | |
| Did you particularly target the US audience? | |
| CC: To appeal to the American market, we decided to make our main character | |
| American - but without prostituting ourselves by pretending that we were | |
| American developers. So the game features an American in Paris. We wrote the | |
| game in English, American, French, German, Spanish, Italian, Brazilian, | |
| Portuguese and Finnish (there might well be further languages -, we're | |
| talking about a Taiwanese version presently). As a European developer, we | |
| are very geared to producing translations. | |
| The mainland Europeans are used to dubbing English speaking films. For the | |
| major stars, like Clint Eastwood or Sharon Stone they will often use the | |
| same voice over actor to play their counterpart American / English actor. | |
| That European voice then becomes the voice of the American face. In Germany | |
| they used the voice of the voice over actress of Sharon Stone to play Nico, | |
| so that when people played Broken Sword they associated Nico with Sharon Stone! | |
| The European territories take the translation process very seriously. So | |
| what this means is that the game comes across as a French game in France, or | |
| a German game in Germany. | |
| IFN: Will there be a Broken Sword III? | |
| CC: There will certainly be a Broken Sword 3, but we're not working on it at | |
| the moment. We're thinking about it, but we're not going to rush it out. | |
| The adventure market needs to change to appeal to a wider audience without | |
| losing the gameplay and without losing the plot, development, the narrative, | |
| and we're currently thinking very hard how to do that. We want to innovate | |
| enormously on the gameplay front. So, yes there will be, but I don't know when! | |
| IFN: What are your thoughts on the current state of the Adventure market? | |
| CC: Let's be honest. One of the reasons that the adventure genre has | |
| declined is that there are so many bad adventures being published. Too many | |
| developers think to themselves, "I can write an adventure, I can tell a | |
| story,". And if they find a publisher who finances them, then another | |
| adventure comes onto the market. It may not sell many units, but those that | |
| do buy the game will be disappointed. And since games are not cheap, the | |
| consumer doesn't need to buy many games before he is put off! | |
| People ask me, "are we going to write a different type of game," and the | |
| answer is, "no," because hopefully we've got to grips with a particular | |
| genre of game which we understand. I wouldn't write a Warcraft 2-type game. | |
| Warcraft 2 is one of my favourite games. I know why I love it, but I | |
| wouldn't be complacent enough to turn around and say, "well actually I could | |
| write something that's better". | |
| Lots of people think that they can write an adventure, but very few of them | |
| succeed. In the UK last year, Broken Sword was the only adventure to sell | |
| well across Europe. Consider those that were released but didn't sell well - | |
| "The Last Express,", "The Orion Burger,", "Toon Struck,". This year, of | |
| course, Broken Sword 2 has had very stiff competition, including "Monkey | |
| Island 3" and "Blade Runner". | |
| IFN: Which companies have inspired you at Revolution? | |
| CC: Well, the companies that I really admire are those that innovate and | |
| change. Ultimate wrote excellent Spectrum games like "Jet Pac" and then, | |
| from a position of strength, turned around and decided that there was a | |
| better future in writing Nintendo games, and became Rare. Rare write | |
| excellent games - I am currently hooked on "GoldenEye". I admire Nintendo | |
| for the Mario series, particularly Mario 64 which is so well crafted. And I | |
| admire Blizzard for coming from no where are writing a string of games that | |
| have such well balanced gameplay. | |
| I'd like to think that what Revolution is doing, from a position of | |
| strength, is that we're turning around and saying, "we really feel | |
| confident, we're really proud of what we've produced, but things need to | |
| change, where is the way forward?" | |
| IFN: Interactive Fiction Now would like to thank Charles Cecil for talking | |
| with us. | |
| CC: That's a great pleasure! | |
| ---------------------------------------------------------------------- | |
| >>> NEXT ISSUE >>> | |
| And so we conclude another issue of IFN! | |
| ...but we'll be back in February with coverage of all the new adventure | |
| games in the pipeline. Monkey Island 3 will be scrutinised and we'll have | |
| a sneak peek at the forthcoming Warcraft Adventures from Sierra. Coverage | |
| will also be given to Temujin, Dark Earth and the budget release of Simon | |
| the Sorceror episodes 1 and 2. Depending on the project's progress, we'll | |
| also have more coverage of Starship Titanic (including the novelisation). | |
| As a feature for the New Year, our new sister magazine, IFN Plus! will be | |
| looking at the gaming market on a slightly broader scale with a peek at the | |
| major new games in other genres, such as Quake 2, Dark Reign and Heavy Gear. | |
| Coverage will also be given to non-game software and peripherals. IFN Plus! | |
| will be accessible in March 1998 from the main IFN homepage. | |
| Timescales permitting we'll also be looking at the vast array of Star Trek | |
| games available at the moment. Issue#3 will be published around February | |
| 28th 1998 (but check the IFN homepage nearer the time for confirmation). | |
| And, as always, there's plenty more unconfirmed material, so keep an eye | |
| out! | |
| >>> END >>> | |
Xet Storage Details
- Size:
- 30.6 kB
- Xet hash:
- 7fd9579e3f6f9908931171b04f9bee54da09164dae1cdcf0c81842a0d9c850bb
·
Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.