12-Sep-2002 As THQ gears up to release Red Faction 2, we go head-to-head with the developer to get the full scoop on the game's progress Volition's impressive PS2 FPS caused quite a stir when it appeared last year, offering intense, compelling gameplay and its revolutionary 'Geomod' system that allowed players to alter and destroy environments in real time.
As you'd expect from a sequel, the developer has bolstered the game in every area, using its extra experience with the PS2 hardware to eke out improved performance. The Geomod system has been radically improved for a start, with even greater potential for messing around with the environments, and improved AI and massively expanding multiplayer missions will only add to what is already looking like a highly tempting product.
So far so good, but for the full skinny we sat down with project manager Clint Ourso, who met our questions with the relevant answers:
What's the storyline to the game and how does it relate to the original?
Ourso: This time around you are a member of a squad attempting to overthrow the evil dictator Sopot. Sopot's oppressive regime is based in Sopot City, which is set in the Republic of the Commonwealth on Earth. You are a nanotechnology-enhanced super-soldier that specializes in demolitions and is working with a squad of five to overthrow the dictator Sopot and to bring order to the chaotic republic. The main connection to the original is the nanotechnology that was stolen from Mars and eventually used to create a legion of super soldiers.
What are the main improvements you've made over the original Red Faction?
Ourso: We focused on improving the engine, squad behaviour, AI, Geomods, weapons and environments - basically the whole game. We have a more engaging story, stunning graphics, intelligent enemies and squadmates, and we've integrated Geomods into core gameplay beyond what we did in the original. We've also included a generous multiplayer offering of 40 action-packed levels, which includes customisable bots and eight modes of play.
What was your reaction to the reception the original game received and have you taken on board any feedback from fans of the first game?
Ourso: We loved the reaction that Red Faction received and have definitely built upon the things that people liked and wanted to see improved. We took that feedback and included it in our planning for RF2. We integrated Geomods into the gameplay so you have more ways to use the destructible environment to your advantage. We also enhanced the enemy and squad based AI to make you part of a team and provide for a more formidable opponent.
The game is being touted as having high-replay value in the single-player mode - can you tell us how this manifests itself?
Ourso: There are multiple endings that are determined by the way you complete your missions and objectives. Depending on your tactics used throughout the game, you will be rewarded with a good or bad ending. Each ending is unique and the game is definitely worth playing through in multiple fashions to see how everything ends up.
And what multiplayer features have you included this time?
Ourso: We have a grand multiplayer offering of 40 levels with eight modes of play. We support four-player split-screen with six total players, one-to-four people and zero-to-five bots. The bots are customisable and have significantly enhanced AI to make them much more challenging. The ever-popular rail gun is among the weaponry available along with the other single-player weapons and explosives. We've been playing the MP levels here for quite a while and are having a blast.
Can you give us a run down of some of the new weaponry and gadgetry you've added in?
Ourso: We have a total of 14 weapons, which does not include the dual-handed variations, and three grenade types. Some weapons have special alt-fire options which make them more deadly and useful for certain tactical situations. There are a number of nanotechnology-enhanced weapons and gadgets which will be useful as you proceed through the game. You must also pilot certain vehicles or man the guns as you fight for liberation of the Commonwealth.
Technically, do you feel a lot more comfortable with the PS2 hardware this time and have you overcome the frame rate problems of the first game?
Ourso: We have definitely become more efficient developing on the PS2 than we were on the original Red Faction. We really pushed the envelope this time and took advantage of the knowledge we've gained. We were able to optimise the game so frame rate issues weren't a problem.
What do you feel Red Faction II has to recommend it over other FPSs on PS2?
Ourso: We have a great package of consistent fun. Single-player offers a great game with multiple endings based on how you execute your objectives. And our multiplayer offering is huge and is more fun than any other game we've played.
And are we going to see Red Faction II on other console formats?
Ourso: The plans for porting RF2 to other platforms are still being discussed. We will send out further press releases as these plans are finalized and decisions are made.
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