![]() ![]() The game itself is wonderful, but there is so much surrounding it, not just in-game, that makes it even better. This handles a "demo" very nicely.Ī Steambuchet lobs at the enemy Stronghold Jonric: What notable features and elements in Savage 2 haven't received much attention so far, but deserve to be better known? Marc DeForest: I'm really trying to push the competitive community aspects of Savage 2. When it expires, the account must be paid for via a one-time fee of only $29.99. Each account is given a grace period of free play online. You can then play the tutorial, practice mode and LAN with zero obligation. You can download it anytime, anywhere, on any PC. Jonric: Do you intend to release a demo so gamers can get a hands-on feel for how Savage 2 actually plays? Marc DeForest: The cool thing about Savage 2 is that the software is absolutely free. We are just over two years, and that doesn't compare to a lot of titles hitting the market. It is my opinion that the game has not had a lengthy development. We expect that stories and coverage from beta on to the high reviews after gold, and heavily winning over our Savage 1 following will create a viral marketing machine to get lots of word of mouth advertising (which is by FAR the best). I can only hope that there are people who don't actively voice their desire for the game, but have heard of it and are anxious to give it a try. It's difficult for me to measure the eagerness of those outside our "circle". Jonric: What's your perception of the current level of anticipation for the game, and how difficult has it been to retain fan interest over its lengthy development period? Marc DeForest: Our existing fans are very eager to see the game, and that excites us. We may open it up at the end, but have yet to make a decision. The beta should begin in the coming weeks and is restricted to those who pre-ordered the game. We have a vision for a game, and we won't stop until we've hit it. Secondly, we will not cut corners on this title. as if we're the only ones, and this is just our second game. The first reason is because we're still a bit green as a studio and creating timelines that we can actually achieve is a bit difficult. We needed more time for a couple of reasons. Our initial launch date was winter of 2006. Jonric: When is Savage 2 expected to ship? Why did your original target launch date change, and what are your plans with respect to beta testing? Marc DeForest: Savage 2 should be finished in the summer of 2007. This will attract the diehard fans of Savage 1 as it will feel familiar, yet capture the hearts of more casual players due to easier to grasp (yet hard to master) gameplay. We've learned from many of our mistakes, altered some gameplay mechanics, added a tutorial, and really cleaned up the interface and make sure all aspects of the game give strong feedback. ![]() ![]() This was because we released the game too early and it was our first attempt. Throw on top of that automated match recording, statistical reporting, clan creation / management, built-in leagues and tournaments, and an inexpensive $29.99 price tag, and we think we have a real winner on our hands.Ī Shield Generator blocks a gunblast Jonric: To what extent can this game attract to those who didn't play the first one, and what is the basis for your opinion? Marc DeForest: Savage 1 had a deep learning curve and a real unpolished feel. It brings together a tight, cohesive art quality in a state of the art engine to create an impressive and smooth overall feel. It builds on the huge success of Savage 1, but offers more streamlined controls and polished interfaces to make it easy for even the most casual gamer. The cool thing about Savage 2 is that the software is absolutely free. Jonric: What kind of game will Savage 2: A Tortured Soul be, and what do you regard as the key features and elements that will make it appealing? Marc DeForest: Savage 2 is a competitive online multiplayer game that melds action-packed FPS with third-person melee, the strategy of an epic RTS with building, economy and a commander, plus the unique character development of an RPG. ![]()
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