RW:
From all I have seen and heard, this game looks awesome. Explain
to me what this game is about.
LB: FreeSpace 2 takes place 32 years after FreeSpace 1. When
the game begins the player will find they are in the midst of
a civil war. FreeSpace 1 ended with Earth being cut off from
the rest of the galaxy, which obviously created a power vacuum.
As a result, things are a bit unstable at the beginning of FreeSpace
2. However, things get even worse when the Shivans return. This
time the Terrans feel that they are ready for the Shivans. The
Terrans have built a massive fleet in preparation for a Shivan
return, so it ends up being a real slugfest.
RW:
In the Freespace series ship scale has always been a top priority.
Are we going to see any even "bigger and badder" dogfights,
and will there be any bigger capitol ships introduced into the
game?
LB:
There are indeed larger capital ships in the game. We have a
ships that is actually 12 times larger than the biggest ship
in FreeSpace 1. Capital ships in FreeSpace 2 are also much more
deadly than those you saw in FreeSpace 1. The new capital ships
have beam weapons, flak cannons, missile packs, and laser turrets.
As a result, the player will rarely be called upon to take out
a capital ship in FreeSpace 2. You will work along side other
corvettes and destroyers to take out a capital ship.
RW:
Will there be any cool new features added to the ships, like
a cloaking mode where you can't "see" the fighters or ships
flying around you?
LB:
We do have a stealth fighter that does something similar to
what you are describing here. We have the stealth fighter set
up the same manner as the current real-world stealth fighters
work. Basically, you will be able to get a visual on the stealth
fighter but it will not show up on your sensors at all. You
will also not be able to get a missile lock on this ship. We
didn't want to go the route with having the ship turn invisible.
We wanted to pattern this off of the current stealth fighter
with the hopes that people would relate to it much easier. We
have always been going for a 'realistic' feel for FreeSpace
so we didn't want the ships to visually cloak.
RW:
Will there be any new gameplay elements added to this game that
we did not see in the last one?
We
have added the nebula to FreeSpace 2, which offers an entirely
new playing area for the player. The nebula affects gameplay
by minimizing the players vision within an area, and also affecting
the players sensors. If an enemy ship is a fair distance away,
the player will not be able to see that vessel. It is only until
the player gets close to a ship that they are actually able
to see it. In addition, the player must be close to an enemy
ship in order for it to appear on radar.
If
this enemy ship is a large distance away, it will not appear
on the players radar at all. As the player gets closer to its
taget, a intermittent blip will appear on the players radar.
They will have a general direction for where the target is but
they will still have no idea what the target is. It could be
one lone fighter that can be easily taken out or it could be
a Shivan destroyer. Once the player finally gets close to the
target, they will be able to get full readings on that target.
In
addition to this, we have an AWAC ship that will be deployed
in specific missions that take place in the nebula. The AWAC
ship will boost a players sensors so they will be able to see
the enemy before the enemy is aware of the players presence.
Of course this means the AWAC is a critical target for the enemy
to take out, so the player must make sure they keep track of
the AWAC and guard it at all times.
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