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"You’ll move seamlessly between them and sometimes you’ll get interrupted by those scripted sequences I mentioned before."





RW: Are there going to be linear missions in the game, or will it be more like half-life and unreal where you seamlessly go from one area to the next?

ML: The missions don't have to be connected to each other, but the levels are. You’ll move seamlessly between them and sometimes you’ll get interrupted by those scripted sequences I mentioned before.

RW: What will the weapons be like in the final game?

ML: Well, I can’t expand to much on this one for the moment. You’ll have a lot of different weapons - don’t worry ;-). Also, don’t forget that the vehicles are equipped with heavy gunpower too.

RW: Are you spending any time on the enemy AI, will it be any better then any other games?

ML: Sure, you can’t do a game of this kind without AI. Though, if it will be better or worse than any other game on the market today is impossible to tell before the game is finished.

RW: Muliplayer. What kind will it have (deathmatch)? Is is even going to have any?

ML: Yes. Multiplay is supported. I think we’re aiming for teamplay more than deathmatch – I really would like to see some new approach to the multiplay. Still, I tend to look at it more as a single player game.

RW: Are you planning on including any really cool new never before seen features? What will separate your game from all the other FPS?

ML: I can’t reveal it here and now, can I? ;-). But the blend of genres is a rather new one and hopefully we’ll show some other stuff too… I think the overall impression will feel new and fresh but that’s more of a game design question I think.

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