Space May Be the Final Frontier, But Only if You are a Zero-G Marine By Michael Lafferty Climb into a space suit and take off for battle unimagined.
Zero-G Marines is a three-dimensional sim that has a genetic force working its way toward Earth. The marines stand in the way. As a member of the force you must stop the attack. That is the idea behind Zero-G Marines from Strategy First. Dan Høecke, director and designer of the program, took a few moments from his busy schedule to talk about the program and what it will bring to the gaming community. Question: Talk a little bit about the game – what does it offer gamers who have ventured into this genre before? Is this program gender specific? Does it offer something for everyone? What is the target audience? Answer: Høecke: Zero-G Marines is a 3D, Real time, First Person Action game for the PC. It combines genres as it contains the best elements of an FPS with squad-based tactics and places them in a space environment. Instead of fighters, the player will mostly be using maneuverable combat suits called Exo-Shells that have thrusters for space combat but also the ability to run on certain surfaces. In-game characters will be both male and female. I think primarily FPS and Space Sim gamers will be interested, as well as others who are interested in squad-based RTSs. Certainly there will be a real story line and plot developments that we don’t see in an FPS. Q: What does this program offer that is new or different to the existing technology? Does this program tread new ground? If so, how? A: Høecke: The Zero-G Marines’ engine is a proprietary one developed by our Technical Director, Oliver Marsh, and it allows for combat in both wide-open spaces as well as detailed interiors. Our engine gives us the flexibility we need for this environment and has allowed seamless transitions between the two. It also gives us impressive lighting and special effects and allows full 3D movement as well as surface movement in selected areas to be achievable. The surfaces on most 3D space sims look blurry up close but in Zero-G Marines, whether up close or far away, the textures look sharp. Q: How long has this program been in development? What are the plot lines? Does each scenario build upon the last? A: Høecke: Concept and design work started in the summer of 98. Once some technical tests were performed and the project approved, development began in early 1999. Q: Does this program support multiplayer gaming? What will be different about that, if indeed it does support this option? A: Høecke: There will be a strong focus on cooperative or head-to-head play over the LAN and Internet, in several fully 3D space environments. The space environment as well as the option of thrusting or surface movement will allow for unique play. Including OutRiders and/or shuttles in multiplayer is a possibility. Q: The game is so close to release – what would you change about it, if You had a little more time? A: Høecke: Actually we still have a fair amount of time. The release date isn’t until fall 2001. One thing we have already changed was the decision to include fully modeled accessible interiors throughout the space stations. It is much more labour intensive but will be more than worth it in the end. Q: What is the single most important aspect of this program that you want gamers to remember about it? A: Høecke: We are hoping that the player will have experienced truly unique combat in an immersive world that allows for different play each time. |