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In der morgen erscheinenden Ausgabe von gamesTM findet sich ein Interview mit CJ Kershner, dem Senior Narrative Designer bei Deep Silver/Dambuster Studios.
Deep Silver hatte das Projekt "Homefront: The Revolution" von Kaos Studios übernommen, nachdem diese pleite gegangen waren.
Viele Webseiten berichteten heute schon über den verminderten Gewaltgrad des Spiels, ließen aber den Rest des Interviews weg. Hier das gesamte Interview von gamesTM:
This game's development was turbulent – did many of the original team work on the sequel?
"As the team exists now, I think it actually might just be me. The team in Nottingham traces their lineage back to Free Radical Design. They worked on TimeSplitters and Second Sight . They did the multiplayer for Crysis 2 and 3 . They’ve been working on Homefront: The Revolution since it was a THQ project. I think it might be that I’m the only person who was on the original."
Were there any lessons from how Homefront was received that were applied to The Revolution ?
"[With] the original game, the idea was really strong, the emotion was there… but that feeling of being on the backfoot, being a guerrilla fighter, wasn’t. It felt like other big-budget military shooters of the time. Our decision to take it open-world, to really bring that feeling of being a guerrilla fighter and being fragile to the fore, was a big split. We rewrote the backstory, too. The first game started with the present day and extrapolated out in the future of like, if these things happened here’s how North Korea could take over the United States. We’ve gone back into the 20th Century and started rewriting history and saying well, you know, if this point diverges and if this point diverges, where does that lead us? It fosters some really interesting questions about the way things did go down versus the way they could have."
How do you create progression and pace for the player, given the open-world nature of the game?
"It’s a challenge working on any open-world game, you are relying very heavily on your systems: on the AI that powers both the friendlies and the enemies, the civilians, the vehicles and drones; on the way that the levels are constructed… on all that sort of stuff. Often you do have to relinquish some of that authorial control that you would normally take for granted to those systems. We can adjust the sliders here and there, and tweak and balance them, and they’re still in the process of being tweaked and balanced and probably will be up until the final days before ship, but when it comes to the freeform player experience of the open world, we can create the systems, we can put them in the blender together and see how they bounce off one another… but really, you accept there will be a degree of entropy on every play-through. On our more high-impact cinematic story missions, we do maintain a bit more control over things, but it’s almost impossible to know where the player is going to be at any given time and that’s something we’ve had to accept. But it’s also one we can embrace because really, anything can happen at any time when you’re on one of those missions."
In terms of the storyline, the narrative and the emotions, what have you learnt from first game?
"The first game was very graphic in its depiction of the occupation. You had families being separated, parents being shot in front of their children, mass graves. You won’t find that in this game, but what you will find is a much more omnipresent threat and a feeling of oppression. One of the districts we have is our Yellow Zone. So the Red Zone is the bombed out outskirts of the city that’s off limits, and it’s a very lawless running street battle sort of environment. You take those same troops and drones and you put them in a place where people live and where you, as the player, can’t carry a gun in the open and the dynamic changes drastically. The drones are still going around and scanning but it’s not scanning to call in reinforcements, it’s scanning to check IDs and so it’s two very different flavours. "
Der letzte Absatz entspricht den bisherigen Meldungen, hier unsere kurze Übersetzung der ersten Zeilen.
"Der erste Teil war sehr drastisch in der Darstellung der Besatzung. Man sah, wie Familien getrennt wurden, Eltern vor den Augen der Kinder erschossen wurden und Massengräber. So etwas wird man in diesem Spiel nicht finden, aber was man finden wird, ist die viel größere und allgegenwärtige Gefahr und ein Gefühl von Beklemmung."