Tech2 Exclusive: Red Faction Guerilla Interview
22 Apr, 2009, 10:30 am IST | by Avinash Bali
Red Faction Guerilla's Design Director, James Hague gives us the lowdown in this informative interview.
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The Red Faction series has undergone a radical change with their latest iteration, Red Faction Guerilla and giving us the lowdown on gameplay, visuals and more is the game's Design Director, James Hague. So what brought on the change from 1st person to third person? Was it purely to showcase the game’s environmental destruction or did you think that POV suited the game better? We tried both perspectives. In first person, not being able to see debris falling around you was a source of frustration. When we pulled back to third person, that frustration went away. Even though RFG is third person, it still feels like a finely-crafted first person shooter. Volition has its roots in FPSes. The name itself signifies Guerilla Warfare. How tough has it being implementing that ideology into the game? Could you maybe give us an example of Guerilla Warfare in the game? The enemy—the Earth Defense Force—is a professional military organization with money, training, and high-end weapons. The people of Mars have none of these things, so they have to fight back however they can or lose their way of life. The guerrilla aspect of not attacking the enemy head-on blends seamlessly with the destruction system. If you can think of a strategy, such as making an entrance where there wasn’t one or putting charges on a vehicle and jumping it through the roof, you can probably do it. Speaking of the EDF, what brought about their transformation from good to bad? It happened slowly, as conditions on Earth degenerated and Mars became critical in supplying resources. People moved to Mars for a new start, to try and make their own way, to get rich. The EDF doesn’t care about any of that that. They want to get resources for Earth as quickly and cheaply as possible, and if that means taking over the mines and turning people into slave labor, that’s fine by them. Why go in for free-roaming gameplay? We wanted to create the most interactive world ever seen in a video game, and open world is a requirement of that. We have tremendous respect for our players. We never tell you that you have to attack a compound a certain way using certain weapons. We build the world, and we give you a lot of options, and YOU choose how to go about achieving goals. That’s not possible in a linear game. |
Tags: Red Faction Guerilla , Developer Interview
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