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NOLF2: A Spy in H.A.R.M.'s Way Q&AConducted by Omni
Musical
Has
the theme music been changed at all?
Instead of the distinctive “No one lives for-EVER!” will the
lyrics be more focused on the “A Spy in HARM’s Way” subtitle?
(Can you give us a sneak peek at what the lyrics might be?) Nathan
Grigg, Composer: NOLF2's theme is
actually instrumental (with occasional vocal sounds used
instrumentally), but I don't think the lyrics will be missed.
Instead of serving as a medium-tempo backdrop to a theme, the
approach to the arrangement as a whole is much more animated.
In a very short period of time, the listener is propelled through
a series of whimsical transitions and stylistic shifts: psychedelic
sitar music to bossa nova brass stabs to surf rock to bebop to swing -
all stemming from a few catchy thematic motifs.
The melodies from the theme are also arranged and varied in a lot
of the music during game play as a way of unifying a soundtrack
that is otherwise very stylistically diverse.
The diversity itself is key to NOLF2's score, since Cate Archer
travels the globe and meets some very colorful characters along the way. Music
is probably the most underrated aspect of game design, even though it
often receives the harshest criticism (or none at all).
How much input do you have toward the overall design to ensure
the music and action combine in a pleasing manner? Craig
Hubbard, Lead Game Designer:
I've always been heavily involved in the musical direction of any game
I've worked on. It's such a crucial aspect of a player's experience in
an action/adventure game. Music is a means of establishing locale,
creating moods, and setting expectations. It can make the difference
between feeling like you're walking around in a textured geometrical
mesh and exploring a pastoral Japanese village. It's also a big part of
a title's personality. Will
the music come as MP3s? Samantha
Ryan, Producer:
This decision is up to the marketing folks. All music created for the
game is in Direct Music format, which isn’t suitable to be used as
stand-alone MP3’s. Technical
What
will NOLF2’s minimum system requirements be? Samantha
Ryan:
Users will need a Geforce 1 card or equivalent Hardware T & L card
to experience the game. The
new LitchTech Jupiter engine, is it more powerful than you’d hoped?
Have the level designers gotten a handle on it? John
Mulkey, Lead Level Designer:
There has been a bit of a learning curve associated with using the
Jupiter engine. The engine is fundamentally different from the previous
versions of LithTech that we have used, so we have had to adopt a
completely new mind set when it comes to the way we create levels for
the game. The main shift has been the new rendering and occlusion system
that allows us to push a ton more polygons but which forces us to
approach level creation differently than in the past. Was
the Jupiter engine chosen over other graphic engines?
Why not use Q3TA or Unreal? (Are these a little passé now?) Kevin
Stephens, Director of Engineering:
We've always worked closely with LithTech on the development of
technology so we've never seriously considered using other engines.
Since Jupiter is a next-generation graphics engine comparing it
to the three year old Q3TA engine is really not fair (to Q3TA :).
Although the new Unreal rendering technology is comparable to the
Jupiter rendering technology we are much more comfortable working within
the LithTech paradigm from both a programming and content creation
standpoint. In addition,
the Jupiter game systems were built on top of the extremely flexible
NOLF game systems so we felt that using the Jupiter engine gave us a
competitive advantage. How
well will NOLF2 lend itself to mod creation? Samantha
Ryan:
We are still in discussions with our publisher about how to handle
releasing the tools and source for the mod community. However, mod users
already familiar with LithTech’s proprietary DEdit and ModelEdit tools
should find them somewhat familiar, although to create the very high
level of detail found in NOLF2 will likely take more effort than simply
creating an old low detail NOLF1 level. Why
doesn’t every game come with a built-in screenshot feature? Kevin Stephens: Some things are best-left unseen...Seriously though, it isn't a very hard feature to implement so this really is a good question. In fact, having this feature saves time during development since publishers often requests numerous screenshots for PR and Marketing. My guess would be that most games have the feature enabled during development, but disable it when the game ships (not sure why though). In case you're wondering NOLF 2 will ship with the screenshot feature tied once again to the F8 key. |
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Creative
What
kind of characters can we expect in NOLF2 beside the usual assortment of
HARM goons? (I’m thinking of boss characters.) Samantha
Ryan:
At this point, the only boss character we are revealing is Isako, the
Ninja girl. She can be seen speaking with Cate in some of the more
recent screenshots. |
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How
long did you spend on character development? David Longo, Art Director: We begin work on the characters begins during pre-production and finish when we go gold. When we ship, several people will have contributed to
bringing our 40+ characters to life. Early on, over the course of a
couple months, most of the concept work for all the main characters was
done while we explored new features for NOLF2 like phoneme lip-synching,
facial expressions and texture shaders. After investigating the risks
and determining the time cost per character and getting a solid
schedule, we go into full production mode. During this phase we do the
modeling, texturing, setting up for animation, motion capture, animation
clean up, texture facial variations, accessory attachments, cinematic
animation tweaking and polish. The
story of the original game was ranked above average by just about every
critical editorial. Will we
be saying the same thing about NOLF2? Samantha
Ryan:
Creating an engrossing, original story was an important goal for both
NOLF and NOLF2. We hope that editors and the public appreciate our
efforts, but we'll leave it up to them to decide.
How
many people are working on the script? (Can you give us an example – a
snippet – of a HARM goon small talk?) Samantha
Ryan: Craig
Hubbard, our Lead Game Designer and the person who wrote the original
NOLF script, is spearheading the creation of the NOLF2 script. We
usually have brainstorming sessions early in the development cycle where
people throw all sorts of outrageous ideas into the ring. Craig then
sorts through them all and evolves them into a cohesive script. We'd
rather not reveal any specific conversations at the moment, but we can
say that the German thug from the original NOLF who discusses the causal
relationship between Beer and Criminality is back with another deeply
philosophical discussion.
Some
pointed at lengthy cutscenes as one of NOLF’s problems.
Will the direction and dialogue be tighter to make them a little
shorter? Craig
Hubbard:
Yes. There were several reasons why NOLF's cutscenes ended up so long.
First, I wasn't working in traditional screenplay format, so I didn't
have a sense of how what I'd written would translate to screen time.
Exacerbating the problem was the fact that I didn't finish the cutscenes
until near the end of the project, so there wasn't really time to go
back and edit them when I realized how long some of them were.
NOLF
2's cutscenes are tighter, leaner, and less expository than NOLF's.
There are also fewer of them.
Will
the goat return? Samantha
Ryan:
Goats are so yesterday. As soon as they unionized, it was all over. We
intend to exploit other mammals in NOLF2. Is
there anything you’ve cut out of the game because it was too silly? Craig
Hubbard:
The sillier an idea is, the more likely it is to end up in the game.
The
inspirations for NOLF, do they remain the same for NOLF2? Samantha
Ryan: The
inspirations for NOLF2 are actually broader. Some of our best
inspirations came very late during the development of NOLF1 so we were
unable to take full advantage of them. This includes gems such as Danger
Diabolik and Modesty Blaise.
Has
it been difficult to balance the features you want to implement with
what is technologically possible? Wes Saulsberry, Art Lead: In the past it's been difficult to let go of a feature due to technological reasons. Fortunately for NOLF2 our engineers took the opportunity to rewrite the LithTech code into what is now called the Jupiter engine, which has a very competitive feature set.
However a broader feature set does not necessarily make for an easier development cycle. On NOLF2, it's been difficult to find more time for artists and level designers to create content in the manner that the new features require. For example, we are always asking for more polygons. This time we can have ten times the polygons of NOLF. That means we have much more content to build, texture, and light. Even a texture utilizing environment map bump mapping requires another two bitmaps to paint. All this adds up to a lot of time.
To
sum up, it's been more difficult to balance the features we want with
what is chronologically possible.
Gameplay
NOLF’s
multiplayer never caught on in a big way.
Tell us about how the co-operative play that is being planned.
(What kind of objectives? Levels?) Samantha
Ryan:
At this point, we are not giving out details about our cooperative play.
Was
there any consideration made about moving from the first-person view to
the Max Payne-ish 3rd Person view? (Would it even work?) Samantha
Ryan:
It wasn’t something we considered for NOLF2. However, creating a 3rd
person game set within the NOLF universe would certainly be possible.
The gameplay mechanics would not be identical as what makes a first
person game fun isn’t exactly what makes a 3rd person game
fun. General
Do
you have much time to think about projects in development by other
companies, in terms of how they compete for your market?
(Or have you got enough to worry about without thinking about
other people’s games?) Craig
Hubbard:
Obviously, it's in our professional
interest to know what we're up against, so we're always very aware of
what our competitors are working on. In fact, we create a detailed
competitive analysis for any title we work on. Of course, I'm also an
avid gamer, so I usually tend to keep up on other companies' games
simply because I'm looking forward to playing them. You
know I have to ask this question even though I know the answer will be
one of those “we have no plans at this time” or “we cannot confirm
nor deny these plans” even though the gaming public can make the
correct assumption and three months from now an official announcement
will be made: Will NOLF 2
be ported to the console world? Samantha
Ryan: I’ll take the liberty to
cut and paste your excellent suggestion here: “We have no plans at
this time.”
Is
it harder to be original or to live up to expectations that have
developed from past success? Craig
Hubbard:
The pressure on NOLF was probably worse. We were still trying to live
down the stigma of Blood 2. We had a lot to prove, both to ourselves and
the gaming public. This time we just have to make a fun game that
capitalizes on NOLF's strengths without reiterating its weaknesses.
Besides, it's much easier to stay motivated when people are looking
forward to your product.
Any
plans for a Cate Archer action figure?
C’mon, they’d sell like hot cakes! Samantha
Ryan:
This sort of decision would be up to our publisher.
For
NOLF2 to make any sense, should I have played the original? Samantha Ryan: NOLF2 has been designed to function as a stand-alone title. Sure, there are references to past history and recurring characters, but we have approached the NOLF franchise in much the same way the movie industry has approached creating multiple movies with the same main characters. You do not need to have enjoyed the original to appreciate the sequels.
What
mistakes did you make with NOLF and how have you learned from them? Samantha Ryan: There is a great post-mortem of NOLF on gamasutra.com at: http://www.gamasutra.com/features/20010608/hubbard_01.htm.
Thanks for your time everybody!
(June 20, 2002)
Our NOLF2: A Spy in HARM's Way Preview
Our Review of No One Lives Forever
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