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Game Chronicles Interview with Chris Williams

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Game Chronicles goes inside this exciting new game with an exclusive GCM interview.

Source: http://www.gamechronicles.com/qa/swrc/swrc.htm

GCM:	Thank you for your time! Please get us started by introducing yourself and telling us about the team behind Republic Commando.

Chris Williams:	My name is Chris Williams and I am the Producer for Star Wars Republic Commando. The game was developed internally here at Lucasarts by a veteran team of extremely talented individuals.


GCM:	Can you give our readers a brief synopsis of the story in Republic Commando and how it fits into the existing Star Wars universe and timeline?

Chris Williams:	Star Wars Republic Commando takes place in the timeframe between Episode II and Episode III and acts as a bridge between the movies. It is set during the height of the Clone Wars and the story follows the elite Delta Squad through their various missions throughout the galaxy. The player is “Boss” – the leader of the squad who is joined by: “Fixer” – the by the book computer expert, “Scorch” – the wisecracking explosives expert, and “Sev” the quiet but deadly sniper.


GCM:	PC games ported to the Xbox are generally met with some skepticism. What steps have been taken to ensure the console experience is as good or better than the PC?

Chris Williams:	Star Wars Republic Commando is not a port to either system. Both platforms have been developed in parallel with special attention given to each version to ensure the gameplay, graphics, audio, and every other aspect of the game are optimized and maximized.


GCM:	What single element of Republic Commando differentiates this game from any other squad-based action title (i.e. Ghost Recon, Rainbow Six) that has come before it?

Chris Williams:	The single biggest differentiator in Star Wars Republic Commando is how you can make strategic choices with your squad commands using a very simple “One Touch” control scheme. This is not a game where you will need to micromanage your squad and spend a lot of time worrying about them. They are extremely smart and will seek cover and engage enemy targets on their own. When you do want to issue them commands gamers will find it as easy as clicking a single button.


GCM:	Can you give some details on the level of squad and enemy AI we can expect?

Chris Williams:	The squad and enemy AI in Star Wars Republic Commando is outstanding. Your squad mates will move based on your movement and seek cover whenever it’s available. They will throw grenades, switch weapons, point out enemy positions, and maintain an intelligent and often humorous banter of voice communication. Your squad will seek out Bacta to heal themselves and even revive each other when they become incapacitated. The squad is so smart that if the player becomes incapacitated they will actually wait until all enemies have been dispatched and the coast is clear before reviving the player.


GCM:	Tell us more about the “One Touch Squad Control” system. Just how much control will we have over our squad?

Chris Williams:	At any point in the game you can issue squad commands to set the general stance of your squad. Telling them to “Search & Destroy” will make them aggressive and they will stay out in front of the player. “Form Up” will pull the back closer to the player in a more defensive posture, while “Secure Area” will focus them in a particular spot. In addition these commands, there are a series of contextual squad maneuvers, which your HUD identifies in the environment. By pointing and clicking at these you can have your squad mates do things like provide sniper fire, throw grenades, disarm traps, plant explosives, slice computer consoles, and even collaborate to breach doors.


GCM:	From what we’ve seen so far the vehicles in this game are outstanding. How big a role will vehicles play in the overall game?

Chris Williams:	Vehicles are present in the game, but the many varied turrets are actually more exciting and interactive than the vehicles. There are six unique types of turrets that the player can jump onto and use against enemy forces. Even more exciting is that with the click of a button you can assign your squad mates to use the turrets!


GCM:	With so many weapons, vehicles, and turrets, were there any specific challenges in balancing the gameplay and combat?

Chris Williams:	We wanted to make the squad as effective to the player as a weapon in their arsenal, but not so effective that the player doesn’t feel challenged or involved in the combat. We spent months tweaking and tuning the squad’s potency to ensure that the game was balanced in this regard. We also fine-tuned the weapons for single player and multiplayer to ensure that every weapon has a role in the game and can be used to counter the various enemy threats.


GCM:	Multiplayer looks promising with 16-player support and numerous game modes. Are there any plans for cooperative campaign play?

Chris Williams:	The single player campaigns of Star Wars Republic Commando are designed to provide the experience of working with the other established members of Delta Squad. Quickly issuing commands and using your squad is the core of the gameplay. Introducing other player characters into this mechanic in a co-operative style of gameplay simply doesn’t work.


GCM:	About how long are you estimating a standard campaign game to last, and is there anything inherent to the game design such as rankings or medals to keep you playing?

Chris Williams:	We estimate that a first time play through of the single player campaign should last well over 20 hours. Of course that play time will depend on the difficulty setting and the skill of the gamer. The replay value comes from going back and using different squad strategies to accomplish missions. There are certain missions in SWRC that I’ve played over a dozen times and never used my squad the same way twice.


GCM:	As far as community support, will there be any type of level or map editor available for either PC or Xbox, or perhaps future content downloads such as new levels?

Chris Williams:	We will be providing downloadable content for both the PC and Xbox after the game ships.


GCM:	Republic Commando is scheduled to release before Episode III. Will there be any potential “spoilers” in the game or crossover references to that film?

Chris Williams:	The game provides sneak peaks at some of the locations and characters from Ep III but nothing that would spoil the movie. You can catch a glimpse of General Grievous – the big bad guy from EpIII - and you get to fight against his bodyguards. You also get to fight alongside the huge Wookiee warriors who are featured prominently in Episode III.


GCM:	George Lucas is listed as executive producer for every Star Wars game. What part, if any, does he play in the actual design process?

Chris Williams:	George Lucas always gets a “Very Special Thanks” credit in all of our Star Wars games. He was actually very influential in some key design elements of SWRC. George Lucas provided us with direct feedback to incorporate more individuality and personality into the voice and the appearance of the squad members. He was also a strong advocate for infusing humor into the game which you will find in a lot of witty voice lines in the game – especially those coming from “Scorch”.


GCM:	Thank you again for your time! Do you have any last impressions or thoughts for our readers?

Chris Williams:	We are extremely proud of Star Wars Republic Commando and hope that by playing as an Elite soldier in the Republic Army it provides a new and exciting experience in the Star Wars universe for gamers.