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News
Luxoflux: The Interview
- Posted By Mike
Schneider, 01.19.2000
N64SHOOTERS: How long has V8: Second Offense been in development for?
LUXOFLUX: Design work started in August '98. This was soon after we finished the original V8 for Playstation, but while I was developing the N64 version. Once V8 for N64 was finished, around January '99, coding work was started on V8:SO for all three platforms.
N64SHOOTERS: Were there any major roadblocks in the development of the game, like as far as technical limitations?
LUXOFLUX: Most of the technical issues were addressed during development of the original V8. The ability to change your vehicle's colour scheme was a much bigger problem than we had anticipated, though.
N64SHOOTERS: What types of new features have been implemented into Second Offense? And of these, which are you most pleased of?
LUXOFLUX: Graphically, I like the specular reflections (shiny surfaces). From a game-play point of view, the different driving modes where your car can effectively morph into a boat, hover-vehicle or ski-mobile are cool. I'm particularly proud of the physics involved in the articulated truck.
N64SHOOTERS: In what ways is the 4mb expansion pak being used for Second Offense?
LUXOFLUX: The same as the first - you can play in high resolution (including an ultra-high resolution, which is enabled through a cheat, but which slows the frame-rate down a bit). The game also transfers sound samples to the extra memory, which helps the frame-rate a little.
N64SHOOTERS: We enjoyed quite a few of the voice-overs in the first V8. What can we expect in Second Offense?
LUXOFLUX: Each character has some VO when they're selected, they use their special weapons, get a whammy or total a car. Each character was voiced by a different actor.
N64SHOOTERS: Is saying that the Vigilante 8 series has always been about great multiplayer action first, one player gameplay second, an accurate statement in your opinion?
LUXOFLUX: That has never been our intention when creating the games. We developed them from a one player standpoint initially, and then added the multiplayer modes later. I think the genre lends itself to a really good multi-player experience, but in our offices we mostly play single-player.
N64SHOOTERS: In what was can the solo gamer look forward to Vigilante 8: Second Offense? How long do you expect the one player game to take the average gamer to beat?
LUXOFLUX: Forever! This notion that a game can be beaten makes no sense to me. All the quests could probably be played through in a week; fully upgrading all your cars will probably take somewhat longer than that; but those are only aspects of the game. Survival mode, for instance, lets you play a single level indefinitely, until you die.
N64SHOOTERS: What kind of weaponry do we have to look forward to in Second Offense?
LUXOFLUX: All the original standard weapons are included, and now each one has three special moves (as opposed to two in V8). We've added a standard flame-thrower weapon, also with three special moves. Each vehicle then has a totally unique special weapon - which is where things get really interesting. We have things like a swooping bird attack; a garbage truck that physically grabs and pummels other cars; a tow-hook that drags and flings; a weapon that stops time, and has an eerie 'The Matrix' effect; plus all the usual electric shocks, missiles, and stuff.
N64SHOOTERS: What type of framerates does Vigilante 8: Second Offense have?
LUXOFLUX: I think we maintain 30fps most of the time. We can actually triple-buffer our screens on the N64, which allows our frame-rates to vary more smoothly than if we just double buffered.
N64SHOOTERS: What are some of the levels like, and are any of the environments based on real life places?
LUXOFLUX: Our levels are spread across the entire US this time (as opposed to just the South West), which allows more variety. We have a swampy Bayou level set in Florida, for example. The water-effects we added have also added to what we could do with the levels, so we have an Alaskan oilfield that is set by the ocean, and a harbor that is loosely based on Long-Beach. Other levels include a new ski-resort level, with a working drag-lift, ski-jump, slalom course; a NASA launch site that can fire you up into the air; a Nuclear reactor; a Steel Mill, with a train system including working track switches; and a level set near a crater in Arizona.
N64SHOOTERS: What are the cars like? Are there any roughly based on real life models?
LUXOFLUX: We have broader range of vehicle this time. Since some of the characters have time-traveled from the future, we have some futuristic vehicles like a hover-car, and the single wheeled very maneuverable 'Tsunami'. We've got a motorbike; the aforementioned truck with an articulated trailer; a six-wheeled lunar-rover-like vehicle, which can turn on a dime; a 'half-track' military vehicle. Some of the vehicles are based on actual cars - like a VW bug and an El Camino, but none of the cars are licensed vehicles!
N64SHOOTERS: Is the alien back?
LUXOFLUX: He might be, but not obviously at first...
Luxoflux on THE FUTURE:
N64SHOOTERS: Are you still developing new projects for the N64, or, is Luxoflux going to focus its efforts on the batch of next-gen systems?
LUXOFLUX: We talked about doing our current project (which we can't talk about at the moment) on the N64, but the publishers don't seem to be interested.
N64SHOOTERS: What are your plans for the Next Generation consoles? Are you going to develop for all consoles, or only specific ones?
LUXOFLUX: We have felt a bit stretched thin targetting so many platforms in the past, and I think we'd like to concentrate on fewer, or maybe just one platform. On the other hand, it's a great challenge learning new machines. We'll see...
N64SHOOTERS: What are your feelings on Nintendo, do you have a good relationship?
LUXOFLUX: Frankly we never got the impression that Nintendo could really be bothered with third parties, and so we don't really have a relationship at all.
N64SHOOTERS: Are you planning on developing for Nintendo's "Dolphin"? If so, have you received development kits yet?
LUXOFLUX: We have heard nothing about it beyond what's been reported in the popular press.
N64SHOOTERS: Does Luxoflux have any plans of continuing the Vigilante series past Second Offense?
LUXOFLUX: No immediate plans - we want to try some new things first. We may revisit it in the future if the demand is there...
N64SHOOTERS: What are your feelings about online gaming? Would it be considered if there were another Vigilante 8?
LUXOFLUX: If we targeted a platform that could do it, we'd certainly use it. It would be great for everyone to be able to play on a full screen.
N64 Shooters: Thanks for the interview Adrian!
For more Vigilante 8: Second Offense information, check out Activision's page devoted to it, or see our preview.
- Interview by Mike Schneider and Andrew Weatherton.
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