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| GAME INFO publisher: Atari developer: Deep Shadows genre: Action MINIMUM REQUIREMENTS PIII 1000, 512MB, 32MB video card |
ESRB rating: M homepage: www.deep-shadows.com/en/xenus_overview.html release date: May 24, 05 (released) |
| » All About Boiling Point: Road to Hell on ActionTrip | |
Russian developer Deep Shadows is working on a captivating new FPS/RPG project, entitled Boiling Point: Road to Hell (formerly known as Xenus). We took the opportunity to chat with the script and dialogue writer Alexander Khutsky, who reveals quite a lot of info about the game's story, mission structure, intriguing RPG aspects of the gameplay, the innovative non-level approach in design; the game's engine, and details about the multiplayer modes.
Hope you enjoy the ride!
Action Trip: How long has your development team worked on the game?
Alexander Khutsky: The backbone of our team has started the project since Deep Shadows was founded. Since October 2001 we've spent a lot of sleepless nights thinking about how to improve our creation, Boiling Point: Road to Hell. We've been working at a steady pace on this project for well over a year, and every month we gain the help of new and talented developers. Right now, we have a pretty solid and hard-working team that consists of 12 people.
![]() I wonder if I can steal this humvee. |
![]() Oooh, pretty waterfall... There's some bad guys hiding in the cave behind it, I'm sure. |
AT: Give our readers a brief peek into the game's story and the main characters involved.
AK: Boiling Point: Road to Hell takes the player into the hot expanses of Colombia. You are put into the shoes of one Kevin Myers, a civilian with a warlike past, who has to set out on a dangerous adventure to save his sister. Kevin's sister works as a journalist for a newspaper, which has reported that she had been lost during her trip to Colombia. After arriving in Colombia Kevin realizes that he won't have any time to admire the beautiful tropical landscapes, and immediately heads out to look for her on his own. Of course, this impromptu vacation will be anything but relaxing. During his venture through Colombia, Kevin will have to do everything in his power to survive, using sound battle tactics and stealth in an attempt to save his sister.
AT: Before we get further into the gameplay details, can you reveal more about the structure of the missions and some of the tasks players will have to carry out?
AK: You may have already heard of the game's "non-level" concept. Really, the gaming process relies on the game's complex and branching storyline. A non-linear plot can give players the opportunity to devise numerous and unique ways in which they can complete the game. At the outset of the game, Kevin is entirely on his own. Luckily, the world around him is vastly populated and full of characters that can help or prevent Kevin from reaching his goal. Kevin will also be able to use stealth and cunning to achieve his goals quickly and efficiently. Additionally, Kevin is required to concentrate on nearly every resident, from a trespasser on the road, to the great coca baron. Every one of these people might have some important information that bears great significance upon his quest. So, to get closer to his sister, the player can use all sorts of tactics; if the player so chooses, you can burst through all the barriers guns blazing and kill everybody on your way. Players can often collaborate with gangsters to complete their task; because as everyone knows, money can buy a lot of information. Of course, you should notice that if you are cooperating with one group that can easily spoil your relations with another.
AT: Tell us more about that economic system and the RPG elements that were incorporated into the game.
AK: Colombia thrives with corruption, crime, and clashes of warring cocaine gangs, and because of all the turmoil, this land generates millions of dollars in narcotics trafficking. Any sane man (and by this, we refer to Kevin) shouldn't start kicking over any stones until he has a fat wad of cash in his pocket. That's why most of Kevin's new "friendships" will be built on the principle "money-wares," "money-service," and "wares-service." Regardless of what he might be paying for (equipment, information, or his own life), Kevin always has to manage his modest supplies. In other words, by helping certain individuals you can make considerable progress in the game - sort of like dealing with sub-quests, like in any RPG.
As for the role-playing elements... well, we have devoted a lot of attention to them, so it's safe to say they are a very important part of the whole gameplay experience. For us, it is this combination of role and action that makes Boiling Point: Road to Hell exciting to play. We are ready to say that in this project both genres will be present fully. We are proud of the high-quality graphics, which we present in Boiling Point: Road to Hell - dynamic combat gameplay, and clear calculation of the shots with a wide range of weapons. The RPG aspect of gameplay is a really good part of the experience. You character can advance his experience, based on the many available parameters (about twenty of them altogether). The special system of weapons upgrade also depends on character's experience too. The near-infinite interaction with NPCs will feature some emotional and funny dialog. If you are tired of the loneliness and strain, it's always possible to find some allies to help you along the way. Of course, like I've mention earlier, nobody wants to help you for free (for example, a guerrilla fighter could help you if you are loyal to guerrillas). We also made a great effort to design a straightforward interface, which will reflect all elements of both genres - RPG and action gaming.
AT: Apart from that what other elements are important to ensure an innovative addictive gameplay.
AK: The progress and safety of the character in many ways depends on his relations with main forces which rule in Colombia. Altogether there are six main groups: officials, coca mafia, Indians, CIA, gangsters, and guerrillas. All of these will often get in Kevin's way. But we're sure that during his adventures the player will soon pattern the behaviors. The increase in difficulty is proportional to the improvement of the character's parameters. So, if the character doesn't manage to adapt to the world he is placed in, he will surely perish.
AT: Since the game has no level selection (players will just be going through one huge section), what sort of environment are we looking at here? Does the formation of the terrain and the backdrop change in anyway, or is the game mostly restricted to a certain type of environment?
AK: You are right. The character has to conduct his search across a rather huge territory. He'll get to see many different locations. The character may choose various paths; different cities, Indian settlements, military bases, secret objects, etc. Who knows, maybe his fate will even lead him to the emerald mines; and, if Kevin has dealings with members of the coca mafia, he will visit their palatial villas. Of course, he'll also go through cocaine warehouses and underground factories. Basically, the whole thing's very unpredictable and the search for his sister could lead Kevin anywhere. All these sections are divided by untouched soil and the tropical nature of Colombia: the rich centuries-old jungle, ancient canyons, crystal-clear lakes and rivers (which are populated by alligators and piranhas). The locations are loading constantly as the player moves, so the character can move about in an area that covers over 600 sq.km. It's a territory without barriers or respites - no new missions and no level loading. Incidentally, the area is so huge; it would be almost impossible to get to certain spots on foot. Thankfully, the players will be able to use a wide range of vehicles. Kevin can drive cars, motorboats and yachts, and even different helicopters (which can use to cover great distance at speed and to fire at potential pursuers).
AT: Some of the in-game models we saw were quite impressive tell us more about the visuals. And give us more details about the engine you are using.
![]() Dang, my scope is all dirty, I can't see a thing. |
![]() I'll wait for Jacko to come out of his villa, and then, his ass is mine! |
AK: A brand new, modified Codename: Outbreak engine powers Boiling Point: Road to Hell. The engine allows for some pretty impressive graphic possibilities - outputting up to 300,000 polygons per screen. One model consists of 4,000 or more polygons. The environments, particularly the natural jungle backdrop, are highly detailed. Also, the multi-texturing technology is worth a mention. It allows us to use up to 32 textures per terrain simultaneously; this feature was not available anywhere before. The detailed approach to texturing helped us to achieve extremely realistic features, such as true-to-life reflections, fluent passages of the roads to edges and lawns, old dilapidated buildings, the surfaces of mountains' slopes and vertical slopes in mines.
Here is a list of the main engine features:
AT: What types of weapons will the players get to use throughout the game?
AK: About twenty different types of weapons will be available to the character. Our aspiration for realism was demonstrated here as well. All weapon models in Boiling Point: Road to Hell were inspired by real-life prototypes like pistols, machine guns, grenade cups, etc. Plus, there will be many additional weapons attached to the vehicles. Suffice it to say almost any weapon can be found in Latin America if you have the appropriate amount of money. For sci-fi fans, we plan to add a couple of futuristic weapons...
AT: Do you intend to create a multiplayer mode? If so, name some of the modes we will be able to try out?
AK: Of course. We were not going to stop our work on Boiling Point: Road to Hell until the multiplayer mode is finished. LAN and Internet variants will be available, allowing up to 20 players (depending on the server capacity, that is). We plan to support GameSpy Arcade technology. In Codename: Outbreak we worked on a multiplayer, which was used a ping-independent technology, and now we use the same technology in its advanced variant for Boiling Point: Road to Hell. As for the game modes, there will be cooperative and command.
AT: What's the current development status of Boiling Point: Road to Hell, and when can we expect in Europe and the US?
AK: We plan to release Boiling Point: Road to Hell project in Q3 2003. Our focus remains on the final modeling of gaming environments and creating a large number of NPC models, which will be present in the game. We finished optimizing most of the weapons and vehicles and now we are testing them along with the engine. Every moment we are closer to achieving our goal, and we'll be doing our best to make the deadline.
We'd like to thank Deep Shadows and Russoibt-M for their time. Also, if you're after additional info and media from Boiling Point: Road to Hell, head over to the official game web site.
| ReDeeMeR | [mail] Mar 14 2003, 10:35 am EDT | |
| Whoa, never heard of this before, looks promising 8) | ||
| ibanez7 | [mail] Mar 14 2003, 01:12 pm EDT | |
| um fps, rpg, drugs, looks good,,, it just might be good | ||
| nexioz | [mail] Mar 14 2003, 01:44 pm EDT | |
| WOW!? | ||
| Smapdey | [mail] Mar 14 2003, 01:44 pm EDT | |
| Rhymes with Penis, it must be good. | ||
| Nite | [mail] Mar 14 2003, 02:37 pm EDT | |
| For one thing if a game rhymes with penis i am staying away from that game... Second whats with all the Soldier of Fortune clones? Third even sence i played Unreal II every FPS games graphics iv'e seen have flat out sucked ass... I rest my case |
||
Bort@66.159.222.222: That is because a lot of developers in the US seem to be afr... | ||
| NiteWing74 | [mail] Mar 15 2003, 12:19 pm EDT | |
| mmmmmm... can't wait to give it a try. :) | ||
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