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PLATFORM   PC

FireStarter Interview

GAME INFO
publisher: HIP Games
developer: GSC Game World
genre: Shooters

MINIMUM REQUIREMENTS
PIII 800, 128MB RAM, 32MB Video Card
ESRB rating: M
homepage:
www.firestarter-game.com/

release date: Mar 04, 04 (released)
» All About FireStarter on ActionTrip


June 11, 2002
Ure "Vader" Paul

Slava Klimov, the Project Manager of FireStarter was kind enough to answer a few quick questions about their first-person shooter. GSC Game World has created an action-oriented game, which also features a few additional RPG-like elements. More features are described in the interview.

"The game is set in year 2010 where player's conscience is entrapped by an up-to-date virus-infected virtual reality-playing machine called FireStarter. The virus-caused failure resulted in computer changing the rules of the game - to break out of the trap, the player is to complete the game within 48 hours. Immerse in an unbelievable world, created by super-modern playing machine, where you are to make it a winner of the adrenaline-brimming action."

Action Trip: Your development team is currently involved with a lot of projects. How many of them exactly, are working on FireStarter?

Slava Klimov: A team of 11 has been working on FireStarter. 3 of them are Programmers, the rest are Designers.

AT: What's the storyline in FireStarter?

SK: Virtual reality machine goes out of control, it captures players and changes rules and game worlds. The player has approximately 48 hours to play through all the levels, set by the machine.

AT: 48 hours means a lot of gameplay. How many levels will gamers get to venture in? Describe some of them.

SK: We are talking about local time in the game universe. The player can play through 4 episodes that encompass 4 levels each. In relation to design, these are going to be mainly indoor or limitedly outdoor levels. Episodes are going to be as follows - Industrial, Empire, Space Station, Excavations. Each of the episodes will be different in original level geometry, textures, and gameplay.

AT: In FireStarter, the player will be able to choose from five different characters. Name some of them.

SK: The first three characters are as follows: marine, special agent, and gangster. Depending on character selected, the further options of game play-through tactics and character development direction are defined. Each character has a basic configuration of parameters, as well as a set of unique skills.

AT: Reveal some of the name their characteristics and capabilities of the weapons in FireStarter. What other items can be found along the way?

SK: Five pieces of weaponry have their real prototypes - a saw, semi-machinegun, shotgun, mini-gun, rocket launcher. The other five are fictional - laser rifle, hand turret, plasma gun, and more. Each of the weapons will be maximally effective under certain conditions, but nevertheless, its use will be limited by the level design balance, as well as character development direction. Each weapon will be available both in light and heavy modification, differing in damage power. Though an effective use of heavy modification will require a certain skill developed by the character. Other elements are armor, medikits, ammunition, power-ups, and various artifacts.

AT: You also mentioned something that the game will have a few RPG elements to spice up the gameplay. What are they?

SK: RPG elements lie in the character's ability to improve his basic parameters - life, armor, speed. Besides, there's a set of skills your character can acquire and enhance. The skills give your character a possibility to considerably change the game style and increase re-playability. Your character gets better with growth of his experience, acquired through the game. Here the speed of experience growth is proportional to the number of monsters killed and depends on how active the player is.

AT: You stated on your official web site that there are three worlds, which are inhabited by 20 types of monsters. Give us a few details about some of them. Tell us a bit about the "powerful enemy intellect."

SK: At the moment 30 monsters from three classes - technical, symbiotic and demonic - are planned so far. Monsters will differ in type of attack (in melee and ranged combat), aggressiveness, ability to act in group, etc. As far as intelligence is concerned, there will be, for instance, monsters able to subjugate other monsters and control them.

AT: I've noticed that you tend to enrich most of your games with non-linear gameplay. Will FireStarter allow players to take alternative routes to complete a level? Or are will it be a stricter and predetermined path?

SK: On most of the levels the victory conditions are to survive within a certain time, but it's up to the player to select his gaming tactics; which is where we've included RPG components of gameplay - your character's skills, preferable weapons, etc. will serve a major impact.

AT: From what we've seen on the 'shots the FireStarter engine seems quite capable. At the current stage of development, how do you find the whole thing working so far? What else are you able to do with the FireStarter engine?

SK: The FS engine does not strive to stun with game world realism. Quite the contrary, the action takes place in a futuristic environment, which is why the preference is given to bright visual effects, complex multi-layered shaders, dynamic lighting, etc.

AT: Does the FireStarter multiplayer include Cooperative mode?

SK: Definitely. Besides, there will be Deathmatch, and special multiplayer modes.

AT: Will we see a demonstration of FireStarter at this year's E3?

SK: Yes. FS was demonstrated at our E3 booth this year.

AT: Do you plan to bring FireStarter to any next-generation console (Xbox, Playstation 2, GameCube)?

SK: FS engine is developed with an idea of future porting to Xbox platform.

AT: That's all for now. Hope this wasn't too much for you :)

SK: Thanks for the questions. Good luck to all of your readers! Best regards, Slava.

PAGE 1




1 post(s)
Reader Comments
GDB [mail] Jun 11 2002, 03:45 pm EDT
That guys head is TINY! HAHAHA!
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