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Ritual
hopes that other people will describe F.A.K.K. 2 as a game that gamers can
easily pick up and have a great time playing. "It's not meant to be
something that's life-altering," admits Dochtermann. "It's a
game where you just get into it, and you have a blast because you're
welding weapons and killing all sorts of weird creatures. We've tried to
craft a game that was like a fun, action-adventure film, and that's what I
think we ended up with." While
F.A.K.K. 2 definitely has roots in the Tomb Raider over-the-shoulder
play style, Ritual blended together a lot of different genres.
For instance, they worked in a first-person shooter type of feel to
the way the gamer controls the Julie Strain character -- Selecting, using
and controlling the many weapons Julie can use is similar to the way
weapons are handled in first-person shooters. For example, in a typical
FPS, you control your movement with the keyboard and your viewpoint and
weapon aiming with the mouse. Similarly, in F.A.K.K. 2, you control Julie
with the keyboard and you control the direction she looks at and the
aiming of the weapons in her hands with the mouse. Julie can even engage
in dual-handed combat, where each weapon works independently. What
Ritual wants gamers to come away with when they play F.A.K.K. 2 is how the
company has established a different style of gaming through this type of
player combat. Because the game's combat system controls have roots in
first-person shooter weapon functionality, the Ritual guys hope this will
draw in hardcore first-person shooter fans to play a third-person game
which makes players be defensive as well as offensive. In
fact, Dochtermann says he might have a tough time making another
first-person game that doesn't have a strong defensive component to it.
"F.A.K.K. 2's two-handed combat system shows just how much fun it is
to have something that you can defend yourself with," he says.
"The ability to block when a shot is coming in totally changes the
way that combat takes place. If I play Quake III now or some game like
that, I almost want to be able to deflect machine-gun bullets or
something." Speaking
of the Quake III engine, while Ritual was familiar with Quake technology
(The Quake 2 engine was used for Sin), the company had never chartered
into the waters of a third person game using an engine geared for
first-person action. “We
thought that we'd spend a good amount more time working on the camera, and
that would be the extent of the modifications we would need,"
Dochtermann says. "It turned out that was just the tip of the
iceberg." Another
major difference between F.A.K.K. 2 and SiN is the way in which the team
handled initial design ideas. For SiN, the Ritual team held meetings
with the entire staff to try to figure through the problems and issues
that arose throughout its development. Of course, not everybody shared the
same opinions and solutions: arguments erupted over every silly little
thing. With F.A.K.K. 2, individual design aspects were designated to
separate teams. The result is that the company was able to get things done
a lot faster with F.A.K.K. 2 than they had with SiN. "So that's a big
lesson we learned: Not trying to make group decisions on every little
aspect," says Atkins. Next, The Implosion > |
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Copyright 2000, Ola Balola LLC. |
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