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Created page with "Star Wars: Republic Commando Interview - 25 March 2004 00:02 - John [JCal] Callaham\n\nSource: http://web.archive.org/web/20040812100515/homelanfed.com/index.php?id=21848\n\n<pre>\nThose clone warriors in Star Wars Episode II: Attack of the Clones are taking center stage with the upcoming Unreal engine powered PC-Xbox tactical shooter Star Wars: Republic Commando from developer/publisher LucasArts. HomeLAN got a chance to chat with the game\'s associate producer Matt Fil..." |
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Star Wars: Republic Commando Interview - 25 March 2004 00:02 - John [JCal] Callaham | Star Wars: Republic Commando Interview - 25 March 2004 00:02 - John [JCal] Callaham | ||
Source: http://web.archive.org/web/20040812100515/homelanfed.com/index.php?id=21848 | |||
<pre> | |||
Those clone warriors in Star Wars Episode II: Attack of the Clones are taking center stage with the upcoming Unreal engine powered PC-Xbox tactical shooter Star Wars: Republic Commando from developer/publisher LucasArts. HomeLAN got a chance to chat with the game\'s associate producer Matt Fillbrandt and director Tim Longo to find out more about their plans for the game. | |||
HomeLAN - First, how did the idea for Star Wars Republic Commando first come about? | |||
Fillbrandt and Longo - We wanted to create a uniquely dark and militaristic Star Wars FPS, which featured finely tuned combat and accessible squad gameplay that would provide a broad audience with a dramatic \"Special Forces\" experience. | |||
HomeLAN - Although they are portrayed as good guys in Attack of the Clones, the clone soldiers are clearly predecessors for the Imperial Stormtroopers in the original Star Wars trilogy. How hard was it to make the playable character likeable in that context? | |||
Fillbrandt and Longo - No, in fact I don’t think we’ve ever really worried about making the character (or the Squad) likable because as you point out they are the “good guys”. Though we do feel that knowing that your character is going to make a dramatic switch down the road adds a compelling element to the story. | |||
HomeLAN - What can you tell us at this point about the Republic Commandos themselves in terms of their skills and abilities? | |||
Fillbrandt and Longo - Republic Commandos are an elite Special Forces branch of the Republic Army, similar to US Army Rangers or Navy Seals. As such, they are highly skilled in the use of many weapon types, both of friend and foe. They are able to take on numerous assignments including assassination, demolition, hostage rescue, sabotage, infiltration/data retrieval and reconnaissance among others. | |||
HomeLAN - What can you tell us about the storyline for the game? | |||
Fillbrandt and Longo - The story takes place during the Clone Wars, following a squad of Republic Commando’s through three campaigns of that war. In that context the story is really allowing the player to experience the battle behind the battle that Star Wars fans didn’t see in the battle on Geonosis in Episode II, where RC takes off, leading all the way up to the beginning of Episode III. | |||
HomeLAN - What locations and settings will be seen in Republic Commando? | |||
Fillbrandt and Longo - The first campaign takes place on the surface and subterranean environments of the planet Geonosis and the massive machine-like interiors of a Separatist Core Ship. The second campaign takes place on a disabled and overrun Republic Assault Ship. The third and final campaign takes place in the lower jungles and tree cities of the Wookiee home world of Kashyyyk. | |||
HomeLAN - What characters and enemies will be seen in the game and is it true that some characters from Episode III will be seen in Republic Commando? | |||
Fillbrandt and Longo - | |||
Geonosians: | |||
Drone: The general populace and workforce of the Geonosian society. Smallest of all of the Geonosians they cannot fly, but are able to climb on most surfaces. Spooky and very bug-like, they easily cling onto rocky walls and blend into the shadows. Very fearful of anything that moves quickly, like a group of ants leaving a flooding colony, they can become hostile if provoked or injured and not destroyed, quickly becoming a menace. This is a \"swarm\" enemy. One of these guys is easily dispatched but when you\'ve got fifteen of them pouring down a hall towards you.…. | |||
Warrior: The Warrior is the main infantry/soldier force of the Geonosian society. A demonized version of the Warriors seen in the movie, these enemies will evoke fear, especially in groups. Not altogether intelligent, they will, however, seem much craftier then the Trade Federation units. Shrieking sounds, with great wing enhanced leaps and forward Force Pike lunges at the player; they are insectoid and grotesque. Tribal, barbaric, but with primal and instinctual combat talent. | |||
Trandoshans: | |||
Slaver: Trandoshans are an infamously treacherous, calculating, and merciless race. Known across the galaxy as masters of capture and enslavement, millions of Trandoshans make their living in the slave trade. Slavers value life - at whatever prices the market will allow. The life of a slaver selects individuals who are physically strong, agile, and have developed taste for cruelty. Slavers are known for their distinctive hunting armor and extensive scarring. Wherever greed, treachery, and avarice thrive, Trandoshan Slavers will be there. | |||
Mercenary: There is some military organization, but only within certain sub-factions and only when it suits the group. Some of the more powerful Trandoshan factions have however realized the importance a trained military. The Trandoshan Mercenaries represent the most valuable and efficient soldiers of their race. These are the troopers that board capital ships to be taken over; they are the first in and the last off. They are used for any \"special\" mission that the Trandoshan leaders may need accomplished in order to maintain their foothold in the Outer Rim underworld. | |||
Scavenger Droid: Scavengers are small, hovering droids. Similar in function to an AstroMech R2, they are used by the Trandoshans to harvest parts from damaged structures, devices, and creatures. Bristling with myriad sensors, manipulators, and communications arrays, Scavengers flit from site to site, working their craft like industrious, mechanical insects. Scavengers possess a limited intelligence, mostly dedicated to the minutia of interface protocols, schematics, and basic navigation. Upon detecting a hostile presence, they will attempt to attach themselves to the offending object and disrupt its electrical systems. Once attached, Scavengers must be forcibly removed. | |||
Separatists/Trade Federation: | |||
Battledroid: Darker interpretations of the battledroids in the movie, our droids are cold, unfeeling, mechanical combatants. Acting with complete disregard for all life - theirs or their opponents - battledroids attempt to use their superior numbers and firepower to overwhelm their foes. An individual BattleDroid possesses enough intelligence to follow orders, navigate their environment, and make limited use of cover. Battledroids are not particularly agile, nor are they particularly sturdy. A few shots with a blaster can take one down, but there\'s always more following behind... | |||
Super Battle Droid: The Super Battle Droid is the backbone of the Trade Federation\'s droid army. Its hulking silhouette can be found where ever the Trade Federation wages its mercenary wars. Superior in arms and armour to the standard TF Battledroid, SBDs are lethal, merciless warriors. SBDs have no regard for life, droid or organic, and will not hesitate to kill other droids while fulfilling their battle goals. | |||
Droidika: Droidekas are the most feared droid in the TF arsenal. Heavily shielded and armed, they can repulse almost any invader. Unlike most turrets, Droidekas can rapidly deploy to their target area by curling into a ball and rolling to their destination. Immune to most small arms fire, the Droideka must be defeated by creativity or very high-powered weaponry. | |||
Advanced Spider Droid: A mechanized, heavily armored killing machine. It methodically marches forward into battle, picking out small targets with systematic accuracy. Pure machine with only one motivation, kill Republic infantry. Larger than life with a booming menacing laser cannon, demolishing barricades and taking out Clones with one hit from it\'s powerful cannon or a volley of missiles. Evil sounds, droid-like digital speak, rings in the player\'s visor speakers as the Spider Droid analyzes its high value targets and prioritizes them according to Commerce Guild protocol. | |||
Yes, we will have some Episode III characters. | |||
HomeLAN - What kinds of weapons and items will be used in the game? | |||
Fillbrandt and Longo - The primary weapon of the Republic Commando is the DC-17m Repeating Blaster Rifle. The main feature of this weapon is its versatility. It has two attachments that allow the player to turn it into a sniper rifle or anti-armor weapon. Secondary weapon is the DC-15s Blaster Pistol. The player will also carry Thermal Detonators, EMP Detonators and Sonic Detonators (sticky stun grenade). | |||
Brief breakdown of enemy weapons that the player will be able to use: | |||
Trandoshan Slaver Shotgun - shotgun archetype weapon, fires a very powerful blast that is very lethal at short ranges. | |||
Trandoshan Mercenary SMG - SMG archetype weapon, a steady stream of damage pours from this weapon. It\'s poor accuracy is made up for by it\'s high damage and rapid fire rate. | |||
Trandoshan Mercenary Concussion Rifle - Ion concussion rifle that fires a bolt of energy that produces splash damage with a larger area of effect. This is a throwback to the Jedi Knight Concussion Rifle. It has the accuracy of a sniper rifle but inflicts splash damage around the point of impact. | |||
Wookie Bowcastor - Another well-known Star Wars weapon that has laser projectiles, which can be bounced off walls before hitting an enemy. | |||
Wookie Homing Missle Launcher - A huge rocket launcher that allows the player to \"lock on\" to their target and then fire up to 6 powerful rockets. | |||
Geonosian Elite Beam Weapon - this biological weapon draws the life energy of the Geonosian Elite and channels it into an intense cutting beam. When the player picks it up it usually has limited \"life\" remaining, but can be used for a few potent blasts before exhausted. | |||
HomeLAN - Will there be any way to control your AI teammates in Republic Commando? | |||
Fillbrandt and Longo - We want to find just the right balance of giving the player control without needing to micro-manage the squad. Squad commands are issued entirely within the natural flow of the game and don\'t involve going to a separate interface that would cause a break in the action. In that sense the squad will flow with the player\'s forward momentum, engaging enemies and using cover. The player can issue general commands to the squad such as \"Search and Destroy\" or \"Form up\", as well as context specific commands called \"markers\" examples of which might include \"Use that turret\", \"Disarm that trap\" or \"Snipe from this location\". | |||
HomeLAN - What multiplayer modes will be put into the game? | |||
Fillbrandt and Longo - We will have death match, team death match, and CTF. | |||
HomeLAN - What other unique gameplay elements will be put into the game? | |||
Fillbrandt and Longo - Our squad gameplay is our most unique element. Our HUD treatment, which places the player in the helmet of a Republic Commando for the entire game, has very unique elements to it. Along those line we are taking the Star Wars license in a new, darker, militaristic direction, with all the gameplay trimmings that go along with same, that is wholly unique. | |||
HomeLAN - Why was the Unreal engine selected for the game and how will it be changed and improved for its use in Republic Commando? | |||
Fillbrandt and Longo - Very solid, proven technology that allowed us to build content and gameplay from the earliest stages of development. We’ve made many improvements/modifications as follows: | |||
Bump-mapping on characters and environment, rewritten lighting model. | |||
Many custom screen effects, including specular bloom, distortion fields, noise and grain. | |||
Rewritten goal-oriented AI engine. | |||
Animation-driven character movement. | |||
Skeletal hit location. | |||
Material-based sound and effects system. | |||
HomeLAN - Will there be any support for mod tools for the game? | |||
Fillbrandt and Longo - Yes, we are planning on shipping the PC Editor post launch. | |||
HomeLAN - What is the current status of the game\'s progress and when will it be released? | |||
Fillbrandt and Longo - We are in full production at this time and will release in the Fall of this year. | |||
HomeLAN - Finally is there anything else you wish to say about Star Wars: Republic Commando? | |||
Fillbrandt and Longo - It’s going to be unlike any Star Wars game that you’ve ever played! | |||
Links | |||
Official Star Wars: http://www.lucasarts.com/games/swrepubliccommando/ | |||
</pre> |
Revision as of 19:59, 8 June 2024
Star Wars: Republic Commando Interview - 25 March 2004 00:02 - John [JCal] Callaham
Source: http://web.archive.org/web/20040812100515/homelanfed.com/index.php?id=21848
Those clone warriors in Star Wars Episode II: Attack of the Clones are taking center stage with the upcoming Unreal engine powered PC-Xbox tactical shooter Star Wars: Republic Commando from developer/publisher LucasArts. HomeLAN got a chance to chat with the game\'s associate producer Matt Fillbrandt and director Tim Longo to find out more about their plans for the game. HomeLAN - First, how did the idea for Star Wars Republic Commando first come about? Fillbrandt and Longo - We wanted to create a uniquely dark and militaristic Star Wars FPS, which featured finely tuned combat and accessible squad gameplay that would provide a broad audience with a dramatic \"Special Forces\" experience. HomeLAN - Although they are portrayed as good guys in Attack of the Clones, the clone soldiers are clearly predecessors for the Imperial Stormtroopers in the original Star Wars trilogy. How hard was it to make the playable character likeable in that context? Fillbrandt and Longo - No, in fact I don’t think we’ve ever really worried about making the character (or the Squad) likable because as you point out they are the “good guys”. Though we do feel that knowing that your character is going to make a dramatic switch down the road adds a compelling element to the story. HomeLAN - What can you tell us at this point about the Republic Commandos themselves in terms of their skills and abilities? Fillbrandt and Longo - Republic Commandos are an elite Special Forces branch of the Republic Army, similar to US Army Rangers or Navy Seals. As such, they are highly skilled in the use of many weapon types, both of friend and foe. They are able to take on numerous assignments including assassination, demolition, hostage rescue, sabotage, infiltration/data retrieval and reconnaissance among others. HomeLAN - What can you tell us about the storyline for the game? Fillbrandt and Longo - The story takes place during the Clone Wars, following a squad of Republic Commando’s through three campaigns of that war. In that context the story is really allowing the player to experience the battle behind the battle that Star Wars fans didn’t see in the battle on Geonosis in Episode II, where RC takes off, leading all the way up to the beginning of Episode III. HomeLAN - What locations and settings will be seen in Republic Commando? Fillbrandt and Longo - The first campaign takes place on the surface and subterranean environments of the planet Geonosis and the massive machine-like interiors of a Separatist Core Ship. The second campaign takes place on a disabled and overrun Republic Assault Ship. The third and final campaign takes place in the lower jungles and tree cities of the Wookiee home world of Kashyyyk. HomeLAN - What characters and enemies will be seen in the game and is it true that some characters from Episode III will be seen in Republic Commando? Fillbrandt and Longo - Geonosians: Drone: The general populace and workforce of the Geonosian society. Smallest of all of the Geonosians they cannot fly, but are able to climb on most surfaces. Spooky and very bug-like, they easily cling onto rocky walls and blend into the shadows. Very fearful of anything that moves quickly, like a group of ants leaving a flooding colony, they can become hostile if provoked or injured and not destroyed, quickly becoming a menace. This is a \"swarm\" enemy. One of these guys is easily dispatched but when you\'ve got fifteen of them pouring down a hall towards you.…. Warrior: The Warrior is the main infantry/soldier force of the Geonosian society. A demonized version of the Warriors seen in the movie, these enemies will evoke fear, especially in groups. Not altogether intelligent, they will, however, seem much craftier then the Trade Federation units. Shrieking sounds, with great wing enhanced leaps and forward Force Pike lunges at the player; they are insectoid and grotesque. Tribal, barbaric, but with primal and instinctual combat talent. Trandoshans: Slaver: Trandoshans are an infamously treacherous, calculating, and merciless race. Known across the galaxy as masters of capture and enslavement, millions of Trandoshans make their living in the slave trade. Slavers value life - at whatever prices the market will allow. The life of a slaver selects individuals who are physically strong, agile, and have developed taste for cruelty. Slavers are known for their distinctive hunting armor and extensive scarring. Wherever greed, treachery, and avarice thrive, Trandoshan Slavers will be there. Mercenary: There is some military organization, but only within certain sub-factions and only when it suits the group. Some of the more powerful Trandoshan factions have however realized the importance a trained military. The Trandoshan Mercenaries represent the most valuable and efficient soldiers of their race. These are the troopers that board capital ships to be taken over; they are the first in and the last off. They are used for any \"special\" mission that the Trandoshan leaders may need accomplished in order to maintain their foothold in the Outer Rim underworld. Scavenger Droid: Scavengers are small, hovering droids. Similar in function to an AstroMech R2, they are used by the Trandoshans to harvest parts from damaged structures, devices, and creatures. Bristling with myriad sensors, manipulators, and communications arrays, Scavengers flit from site to site, working their craft like industrious, mechanical insects. Scavengers possess a limited intelligence, mostly dedicated to the minutia of interface protocols, schematics, and basic navigation. Upon detecting a hostile presence, they will attempt to attach themselves to the offending object and disrupt its electrical systems. Once attached, Scavengers must be forcibly removed. Separatists/Trade Federation: Battledroid: Darker interpretations of the battledroids in the movie, our droids are cold, unfeeling, mechanical combatants. Acting with complete disregard for all life - theirs or their opponents - battledroids attempt to use their superior numbers and firepower to overwhelm their foes. An individual BattleDroid possesses enough intelligence to follow orders, navigate their environment, and make limited use of cover. Battledroids are not particularly agile, nor are they particularly sturdy. A few shots with a blaster can take one down, but there\'s always more following behind... Super Battle Droid: The Super Battle Droid is the backbone of the Trade Federation\'s droid army. Its hulking silhouette can be found where ever the Trade Federation wages its mercenary wars. Superior in arms and armour to the standard TF Battledroid, SBDs are lethal, merciless warriors. SBDs have no regard for life, droid or organic, and will not hesitate to kill other droids while fulfilling their battle goals. Droidika: Droidekas are the most feared droid in the TF arsenal. Heavily shielded and armed, they can repulse almost any invader. Unlike most turrets, Droidekas can rapidly deploy to their target area by curling into a ball and rolling to their destination. Immune to most small arms fire, the Droideka must be defeated by creativity or very high-powered weaponry. Advanced Spider Droid: A mechanized, heavily armored killing machine. It methodically marches forward into battle, picking out small targets with systematic accuracy. Pure machine with only one motivation, kill Republic infantry. Larger than life with a booming menacing laser cannon, demolishing barricades and taking out Clones with one hit from it\'s powerful cannon or a volley of missiles. Evil sounds, droid-like digital speak, rings in the player\'s visor speakers as the Spider Droid analyzes its high value targets and prioritizes them according to Commerce Guild protocol. Yes, we will have some Episode III characters. HomeLAN - What kinds of weapons and items will be used in the game? Fillbrandt and Longo - The primary weapon of the Republic Commando is the DC-17m Repeating Blaster Rifle. The main feature of this weapon is its versatility. It has two attachments that allow the player to turn it into a sniper rifle or anti-armor weapon. Secondary weapon is the DC-15s Blaster Pistol. The player will also carry Thermal Detonators, EMP Detonators and Sonic Detonators (sticky stun grenade). Brief breakdown of enemy weapons that the player will be able to use: Trandoshan Slaver Shotgun - shotgun archetype weapon, fires a very powerful blast that is very lethal at short ranges. Trandoshan Mercenary SMG - SMG archetype weapon, a steady stream of damage pours from this weapon. It\'s poor accuracy is made up for by it\'s high damage and rapid fire rate. Trandoshan Mercenary Concussion Rifle - Ion concussion rifle that fires a bolt of energy that produces splash damage with a larger area of effect. This is a throwback to the Jedi Knight Concussion Rifle. It has the accuracy of a sniper rifle but inflicts splash damage around the point of impact. Wookie Bowcastor - Another well-known Star Wars weapon that has laser projectiles, which can be bounced off walls before hitting an enemy. Wookie Homing Missle Launcher - A huge rocket launcher that allows the player to \"lock on\" to their target and then fire up to 6 powerful rockets. Geonosian Elite Beam Weapon - this biological weapon draws the life energy of the Geonosian Elite and channels it into an intense cutting beam. When the player picks it up it usually has limited \"life\" remaining, but can be used for a few potent blasts before exhausted. HomeLAN - Will there be any way to control your AI teammates in Republic Commando? Fillbrandt and Longo - We want to find just the right balance of giving the player control without needing to micro-manage the squad. Squad commands are issued entirely within the natural flow of the game and don\'t involve going to a separate interface that would cause a break in the action. In that sense the squad will flow with the player\'s forward momentum, engaging enemies and using cover. The player can issue general commands to the squad such as \"Search and Destroy\" or \"Form up\", as well as context specific commands called \"markers\" examples of which might include \"Use that turret\", \"Disarm that trap\" or \"Snipe from this location\". HomeLAN - What multiplayer modes will be put into the game? Fillbrandt and Longo - We will have death match, team death match, and CTF. HomeLAN - What other unique gameplay elements will be put into the game? Fillbrandt and Longo - Our squad gameplay is our most unique element. Our HUD treatment, which places the player in the helmet of a Republic Commando for the entire game, has very unique elements to it. Along those line we are taking the Star Wars license in a new, darker, militaristic direction, with all the gameplay trimmings that go along with same, that is wholly unique. HomeLAN - Why was the Unreal engine selected for the game and how will it be changed and improved for its use in Republic Commando? Fillbrandt and Longo - Very solid, proven technology that allowed us to build content and gameplay from the earliest stages of development. We’ve made many improvements/modifications as follows: Bump-mapping on characters and environment, rewritten lighting model. Many custom screen effects, including specular bloom, distortion fields, noise and grain. Rewritten goal-oriented AI engine. Animation-driven character movement. Skeletal hit location. Material-based sound and effects system. HomeLAN - Will there be any support for mod tools for the game? Fillbrandt and Longo - Yes, we are planning on shipping the PC Editor post launch. HomeLAN - What is the current status of the game\'s progress and when will it be released? Fillbrandt and Longo - We are in full production at this time and will release in the Fall of this year. HomeLAN - Finally is there anything else you wish to say about Star Wars: Republic Commando? Fillbrandt and Longo - It’s going to be unlike any Star Wars game that you’ve ever played! Links Official Star Wars: http://www.lucasarts.com/games/swrepubliccommando/