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Interview: X2 marks the spot

Egosoft chats to us about its Elite-inspired PC space game, X2: The Threat
X2: The Threat is the next title in Egosoft's X space game series, and follows on loosely from X: Beyond the Frontier, a title that was a graphical marvel in its time. Unashamedly nodding its head to Elite, many saw the German developer's first project as a tribute to the Braben/Bell classic of the early 80s. Two years later however, and things look a little different as the X series finds its legs and attempts to carve its own piece of history.

Coming up trumps with the graphics once again, Egosoft is terming X2: The Threat a 21st century Elite with added bells and whistles, a "real-time, economic masterpiece that lives and breathes while you join in for the ride". The game is set roughly 25 years after the events of Beyond the Frontier and is backed by a story that deals with the stability of the X-Universe. It's a universe that after many wars has finally reached a state of uneasy economic balance - until the Khaak arrive.

The Khaak are a new race that are being introduced into the series for X2, and are described as deadly adversaries with their own agenda. Quite what that agenda is Egosoft hasn't revealed, but you can bet it's got something to do with throwing a spanner in the works and creating havoc.

Although by now it must have a long, snowy-white beard and smoke a pipe, Elite is still regarded as the best space trade game ever. We've been waiting some time for it to be bettered, and while many have had the sweet sniff of victory in their nostrils, none have quite managed to surpass the magic of the venerable master. But Egosoft's X2: The Threat could be the one to do it.

We recently managed to catch up with the fiction co-author on X2, Darren Astles, so we took the opportunity to quiz him about the title that just might make Elite a fading memory.

For those who might not have heard of X2: The Threat before, could you outline the premise behind the game?

Astles: Certainly. X2 is based around a fictional universe that is (or was initially) linked to ours. It is a space simulation that is a 21st century Elite. It's a "bells and whistles" Elite, a real-time, economic masterpiece that lives and breathes while you join in for the ride.

X2's plot is based upon the stability of the X-Universe. There have been various wars (hey in previous games, you've already participated in them!), but the universe is now one of an uneasy peace. Monetary and time systems have been adopted by the various races, trading agreements signed and it appears that everything might be rosy in the X-Universe garden.

However, a new race called the Khaak enters the fray in X2. These are deadly adversaries and have their own agenda. The stability of the universe as a whole is under threat. This is the main plot theme.

What have been the main influences behind the X series, or, what has given you the impetus to develop the games?

Astles: One word, originally, Elite, although it's grown somewhat since those initial days. The ultimate goal is to have a fully online, persistent universe, buts that a story for another article. X2 is the next logical step towards that.

To what extent will X2 be connected with X: Beyond the Frontier?

Astles: Absolute continuity. X2 happens about 25 earth years after X: Beyond the Frontier. Fictionally, it flows along nicely with changes to the universe and expected technological developments. The old universe is still there, but it has changed over the time period and, of course, new areas are there to be discovered. Some of these areas are freely open to the player as would befit natural progression, but others are hidden and only available by completing some of the many missions on offer.

You state that X2 will be "fully packed with the maximum freedom of gameplay". How far does this freedom of gameplay extend?

Astles: Want to fly anywhere in a living universe? Do it. Just make sure you have the right ship for the job (there are too many ships to list, over 60 currently, only final code will tell).

Different classes of fighters, tug ships, cargo ships, large carriers, battleships, cruisers etc. You can own and fly them all. Want to jump into the seat of the rear gunner? No problem, you can do that too. Will the ship just drive on into the nearest moon? Nope, X2 will ship with a fully configurable AI add-on! Want to ensure your ships in your home sector look after your bases? Well you could select the default, built-in "defend bases" AI, but you could also download and install - through a simple in game menu system - one of the more aggressive AI scripts.

Maybe you want your cargo ships to go looking for wares elsewhere? Simple: download the scripts for the job (or write yourself - the scripting engine that ships as part of the game, and has menu driven options). Want to spice up your script and make them go through a chosen set of sectors looking for their wares? Simple: make it so.

You can even save your scripts and upload them to Egosoft's server for inclusion in their database for other players to download.

You can apply scripts to any ship or station you own. Hey, stations will send ships out under your orders to go and find the cheapest wares. They'll even hang around or go and search out the right price elsewhere.

Don't want to program? Good, neither do I! Simply select the script from the in-game menu, apply it to your chosen owned object and away you go!

Simple!

There are guys in the beta testing that are creating scripts that will blow your mind. Can I get these? Yes, they're easily downloadable from the script servers.

Key elements of the game appear to be trading, building, fighting and exploration. Can you give us some more details on each of these four aspects and tell us how they fit in with game play?

Astles: Yes, I'll try and give you an example.

I have just dealt with a local pirate swarm, first-person combat, laser firing, ship weaving between the return fire and missiles streaking out against their targets. A few thank you messages from the local police force and bank balance suitably increased, I am now sat in the cockpit of my ship looking for something to trade. What should I do?

Well, with the right upgrades installed I can scan other ships. I select a Cargo vessel that appears to be heading for a sector that is 12 jumps away. That's a real long journey - why is he going that far?

That's the real-time code kicking in. This guy has decided that he can only get his product, at the price that his factory needs it, from another factory 12 sectors away. I know that's a bad decision fraught with danger, so there must be a need for that resource (there are over 60 resources, interlinked) locally, or he wouldn't be going, right?

I decide to spend some of my money (credits in the game), and build a factory that produces those goods, right here where they are needed.

Alas, the factory in question is only built by a race of beings 20 sectors away. So I need to hire (or buy and fly - oh I forget, I can remotely command it if I want) a ship capable of moving the factory and deploying it where I want it. A mission that takes me time to complete and brings me against pirates and even Khaak ships for some first-person good old dog fighting.

But the deal? Will my new factory once deployed have an effect? Yes, the local price will fluctuate; traders will come to me for that product. The whole X-Universe has changed because of me!

That's the X-Universe - dynamic. You create it. You can bend it and shape it to your desire.

I have seen one race decide to go via one trading route, because I set up a factory enticing them in. That sent them through a race's territory that was an enemy. Did a local war brake out? Did it just!

What sort of adventures/missions can we expect to take part in?

Astles: There are a variety of missions in X2. These come in four main categories.

Firstly, there are mission created "on the fly" that are available at the bulletin boards on stations. These are simple missions, take this item to this place or protect this ship and so on. These allow the player to earn some credits early on in the game and gain some experience.

Second are the larger missions. These may have cut-scenes and a plot associated with them. They may have multiple missions and have larger rewards at the end. None of these missions need to be played; it's just that they can be if the player so wishes.

Thirdly we have the training missions. Here the player can experience some of the ships, weapons and so on that they would only meet further into the game. They can also relive some of the exciting battles from the fiction. These missions place the player in a "stand-alone" universe that has no effect on their real game.

Fourth and last we have the main plot missions. Again, these do not have to be played, but these construct an ever-weaving plot that will bring the player many different and exciting scenarios with ever increasing rewards. As said, playing these isn't required, but some areas of the universe - and objects therein - will not be available to the player without undergoing these missions.

X: Beyond the Frontier was a beautiful game to look at. What can you tell us about some of the things you're doing graphically with X2?

Astles: Well, as expected, support for anti-aliasing and hardware T&L are included. Effects are features such as Nebulae (gas clouds) that have a real impact in the game (you can hide in them), real 3D shadow volumes, engine effects and weapon and shield effects. Dynamic per pixel lighting utilising DP3 bump maps brings added realism and detail. The graphics engine has been rewritten completely for Direct X 8.

Why should we be excited about X2: The Threat?

Astles: The first-person fighting aspect has been given special attention. Groups of enemy ships will drain your shields and make you space dust real quick if you're not careful. A simple learning curve allows you to immediately start playing the game and enjoy the intense combat straight away before delving deeper into the many features on offer.

It's strikingly gorgeous to look at. It uses all the latest Direct X functionality, so that players can, if they have the hardware, see something really quite special. That doesn't mean it won't play on lesser kit. It will, just without some of the graphical touches.

It sounds wonderful - positional sounds of ships as they pass by, different laser systems, the hustle and bustle of a trading empire.

It's obviously bigger and better than X: Beyond the Frontier, but that's not the whole story. The game will ship with a collection of fiction detailing lots of the X-Universe background. These stories are written by professional writers and also from the diverse fan base. We even have a graphic novel that's superb!

AI add-ons, hundreds of hours of gameplay and a dynamic, ever-changing universe make X2 unique. And then there's www.online-universe.net, the online version waiting in the wings with component based ship and station construction, RPG development and 24/7 gameplay.

computerandvideogames.com
// Interactive
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