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Welcome to NShooters, if we feel that you as a shooters fan will be interested in a game or peripheral, we will give it coverage right here on NShooters. If you enjoy other genres of games in addition to shooters, then be sure to visit NAdventures and NSports in order to get your fill of gaming content. Check out http://hub.ngenres.com for the highlight stories from each genre.

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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.