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PLATFORM   PC

Tron 2.0 Interview

GAME INFO
publisher: Buena Vista Games
developer: Monolith
genre: Shooters

MINIMUM REQUIREMENTS
PIII 500, 256MB RAM, 32MB Video Card, 2.4GB HD
ESRB rating: T
homepage:
www.tron20.net/

release date: Aug 23, 03 (released)
» All About Tron 2.0 on ActionTrip


May 06, 2003
Ure "Vader" Paul

For its time, TRON was the definitive sci-fi action flick. It was The Matrix of the 80's. One of the first movies to use some form of computer-generated animation sequences, it remains one of the staples of modern science fiction cinema.

The plan to bring this universe to life has fallen to Monolith Productions. TRON 2.0 has been in development for a year or so and from what we've learned, the designers are quite happy with the way the game is progressing. Cliff Kamida, senior producer for TRON 2.0, informed us about the storyline, character-customizing system, the structure of the levels, multiplayer aspects, and so on. Also, we've learned a bit more about lightcycles and other various features related to the world of Tron. For more specifics about the gameplay, graphics engine, and other features, check out our previous coverage of the game.

Action Trip: Tell us more about the story. Apart from Jet Bradley are there any other characters who are important to the plot?

Cliff Kamida: Actually, all of the characters are important to the plot in that they somehow move the story forward. There's Alan Bradley, Jet's father and creator of the infamous digitization technology, and Mercury, a fearless computer artificial intelligence or "Game Bot" who was created by an unknown user to help Jet navigate the dangers of a mysterious digital world. Rebecca Romijn-Stamos voices the character of Mercury, while Bruce Boxleitner reprises his role as Alan Bradley, the character he played in the original TRON film.

AT: Just how does the character-customizing system work?

CK: Basically, the idea is that, as Jet, you are a User/program, so instead of picking up a shotgun or a rocket launcher, you acquire pieces of code that you add to your own code base to modify your weapons and give your body special abilities. These pieces of code are called subroutines. For example, you can acquire a Power Block subroutine that gives you the ability to turn your defensive disc block into an offensive weapon, or a Y-amp subroutine that increases your jump height.

Depending on your playing style, or on the circumstances within the game, you can load the proper subroutines for a brute force attack or ninja-like stealth.

AT: Describe how some of the levels are going to look like and how long it may take for players to go through some of them.

CK: Monolith did a fantastic job of capturing the essence of the artistic vision of the film while building upon it and putting a personal stamp on it. The art style is decidedly different from a lot of other games on the market; instead of going for hyperrealism, Monolith has embraced a more fantastic, graphical style. The levels themselves are pretty large.

AT: Movie fans (this editor included) cannot wait to see those Lightcycles in action. From the media we've seen thus far, the cycles look fabulous ­ it appears Syd Mead did a bang up job. How often will we get to use Lightcycles throughout the game and how does the control system work? Will there be any other vehicles present in the game?

CK: In the single player game, there are four levels where you race light cycles, but there is also a separate light cycle racing circuit that is almost a game unto itself. The control system is similar to the WASD/mouse driven shooter system, except the left and right keys make you turn 90s. You can use your mouse to control your camera a full 360 degrees, or have it lock so that it is always directly behind you. You'll be able to race both the classic light cycle, as well as the new "super" cycle.

AT: The soundtrack from the original Tron movie had an 80's style synthy ring to it. What type of music can players look forward to in the game?

CK: The game soundtrack is sort of techno-orchestral, for a lack of a better term.

AT: We're really interested in knowing what you guys have in mind for the multiplayer. Will there be a choice of standard deathmatch and CTF modes?

CK: The multiplayer component is based on the idea of the game grid as a gladiatorial arena. There are five multiplayer maps, each containing four arenas and a central lobby area, where players can congregate between matches to trash talk or watch other games in progress. It's pure disc combat somewhat in the style of the Discs of Tron arcade game, but it's actually much more than that. You can take your opponent out by throwing the disc, using the power block, or taking out the floor beneath his/her feet. It's a different kind of experience from DM or CTF, less "run and gun," more tactical, but still visceral.

AT: If all goes well, and the game launches in August as planned, do you feel it will stand out from the vast crowd? What makes TRON 2.0 unique?

CK: I think the out-of-this-world art style, disc combat and the light cycle racing make TRON 2.0 unique. We're excited about the launch. The game truly rocks.

PAGE 1




2 post(s)
Reader Comments
Smapdey [mail] May 06 2003, 03:37 pm EDT
I actually want to play this. Monolith has impressed me before.
WhoGivesARatsAss [mail] May 07 2003, 03:45 am EDT
Nice.. but damn interview was too short.. what did u get like 2 mins for this..
  Vader: The problem is WGARA that they are all busy with the prepara...
WhoGivesARatsAss: i see.. still the game looks promising.. i hope u get a nice...
  COMMENTS PAGE 1  


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