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Untold Legends: Dark
Kingdom: A Legendary Interview with Producer Andy Sites - Part 1
Sony
Online Entertainment's Untold Legends action-RPG series has carved
itself a top spot in the PSP library, with Untold
Legends: Brotherhood of the Blade being one of the handheld's
best-selling overall titles, and Untold
Legends: The Warrior's Code, the recent follow-up to Brotherhood.
In an exciting revelation earlier this year, SOE announced plans
to bring the popular hack-n-slash franchise to the next-gen console
realm in Untold Legends: Dark Kingdom for the PS3. Full of enthusiasm
over the series' PS3 prospects, I was fortunate enough to have the
opportunity to send some questions over to Dark Kingdom's Producer,
Andy Sites, and get the early scoop on the game's development.
Matt
Litten: Up until now SOE has had the PS2 Champions
series dominating the hack-n-slash RPG genre on the consoles and
Untold Legends doing the same in the portable realm on the PSP.
What led to the PSP-to-PS3 expansion of Untold Legends? Is Untold
Legends now taking over for both franchises, or will we be seeing
the Champions series again at some point?
Andy
Sites: We were very happy with the success of the Untold Legends
series, and felt that the strength of the UL universe would prove
to serve as the best foundation in the next-gen market.
ML:
Is the storyline for Dark Kingdom connected with the previous Untold
Legends titles, or is this an entirely new start for the franchise?
What can you tell us about the storyline of the game? Will the plot
be more of a focus this time around?
AS:
We are actually tied into the original through various lore elements.
While Dark Kingdom, Brotherhood of the Blade and Warrior's Code
do not share a contiguous storyline, there are a number of ties
between the games, which fans of the originals will recognize. By
doing this, we've been given the creative freedom to explore different
story elements, while still giving the player a familiarity of being
within the Untold Legends universe.

ML: If there is a connection between the
PSP and PS3 games, will players see any sort of downloadable content
or interconnectivity features between the two platforms?
AS:
Currently, there are no options to physically connect the PSP and
the PS3 versions of Untold Legends.
ML:
How many and what type of playable classes will we be seeing in
Dark Kingdom?
AS:
Players will be able to select from 3 character/class combinations
- the Brute, Scout, and Mage. At their core, each of these characters
will have the same basic play mechanics of melee and spell/ability
use. As you progress through the game and gain levels, uncover and
equip new armor, weapons, and items, each of the character's strengths
will begin to shine. By the later levels of game play, each of the
characters will be distinctly different in not only their appearance,
but in how they play. For example, the Brute will be the best choice
for wading deep into the thick of battle, using his blunt weapons
to smash and pulverize everything in his path. Whereas the Mage
would be effective from a distance, casting spells, and using a
more concise means of defeating his enemies. We wanted character
selection to be more than just a visual change, and I feel we can
achieve that with the direction we have selected.

ML: In terms of player creation/customization,
what options will players have in creating their own avatar? Is
the character customization system being beefed up for the next-gen
or will it be fairly similar to what we've seen in previous titles?
AS:
The vast majority of appearance customization comes in the form
of armor, weapons, and other items that you acquire along the way.
Because of this, and as well as the nature of the camera view during
game play, we decided to focus more effort on adding more weapons,
armor, etc., rather than adding more customization detail in areas
like the face that you typically don't spend much time looking at.
Outside of the individual items that can be equipped, each of the
three main characters have a distinct look and style, as well as
a specific role in the game.
ML:
Action-RPG's of the Untold Legends mold really haven't changed all
that much over the years, and it seems like the genre is a tough
one to bring into the next-gen era with new ideas. What is your
view on that? How do you plan on evolving the genre with Dark Kingdom
using the power of the PS3?
AS:
True, most action RPG's have remained fairly stagnant over the years
when it comes to innovation. I would say that the primary reason
for this is because the core elements which make-up an action RPG
are pretty darn fun. That said, we wanted to build-upon and evolve
these core components. Hack n. slash, probably the most notable
feature of the ARPG, it was the first area that we focused on. The
first thing we wanted to do was add both depth and variety to the
standard button-masher. In Dark Kingdom, melee combat will have
both light and heavy attacks, both of which will have their advantages
depending upon the situation. As you level-up, you will acquire
special abilities which are triggered by pressing the light and
heavy buttons in 3-press combinations. These "combo" attacks may
offer greater damage or allow you to simultaneously attack then
evade an enemy, etc. Adding this level of depth and playability,
along with the integration of Havok to the combat system should
serve as an exciting improvement to the typical hack n' slash experience.

ML: Based on recent announcements, Sony
certainly appears primed and ready to take on Xbox Live with its
upcoming online service. With that said, how much focus will be
on online play versus offline in Dark Kingdom? Are you aiming for
a healthy balance between both, or will one be emphasized more than
the other?
AS:
While our primary focus for the single player experience, players
will also be able to join friends on-line to adventure through the
story together. In addition, we have some really cool plans for
multiplayer outside of the standard story mode. We plan on leveraging
our experience developing on-line games, and the network components
of the PlayStation 3 to offer a compelling on-line experience.
ML:
Is there going to be any sort of level editor in Dark Kingdom? There
are some pretty talented gamers out there who'd love to share their
own maps, we'd imagine...
AS:
Why yes! Unfortunately it requires the player to be employed by
SOE and work on the development team J In all seriousness, the current
hardware and software pipeline requirements necessary to build a
level for Dark Kingdom makes it impossible to package it for use
outside of the studio.
ML:
With the PS3 obviously packing a ton of power under its hood, what
sort of visual treats can we expect? In our personal wish list:
Destructible environments and large scale battles spring to mind,
as do characters that reflect damage from attacks and top-notch
physics...
AS:
All of the features you mentioned will be implemented in some capacity.
The use of Havok (our real time physics system) is one of the coolest
features, as it touches so many elements of game play. For example,
if you're overrun by dozens of creatures and choose to use your
Quake attack, the concussion from the blast will send them hurdling
across the room and ricocheting off of the environment using the
rag doll system. Or you may come across a locked door with the only
way to open it is by picking up and hurling a crate across a chasm
to hit the switch. There are so many different game play elements
that can be improved through the use of real time physics, it's
really given us an opportunity to get creative.

ML: It must be challenging developing for
a system that really hasn't even been finalized as of yet. What
can you tell us about developing for the PS3? How does it compare
to developing titles for other platforms you've worked on in terms
of both technical prowess and difficulty?
AS:
Well, to say it hasn't been a challenge would be a lie J Luckily
our team is comprised of a very experienced, diverse group of developers
that have worked on both high-end PC titles and many generations
of consoles. Overall, we are very impressed with the power of the
system, and based on our experience thus far, having this good combination
of creative minds has helped immensely.
ML:
As an early PS3 title, the screens we've seen look great, but there's
obviously a long way to go. Is time a factor in the dev cycle pressure-wise,
or are things rolling along fairly smoothly as the team works with
the hardware?
AS:
If I'm guessing correctly, the shots that you're referring to are
from pretty early in development. Right now, with the number of
people contributing on the team, along with the pace at which Sony
is moving to finalize the development hardware, the game improves
visually every day. With E3 on the horizon, we're excited to show
the progress that we have made and give players an opportunity to
pick up the controller and play the game!
ML:
Finally, what can you tell us about the release schedule for Dark
Kingdom? Can we bank on it being a PS3 launch title this November
for certain, or is it still too early to say?
AS:
We're currently burning the midnight oil to launch along side of
the PS3 in November. Buy some stock in PizzaHut, because we're investing
a lot of money in them every night! J
For
the second part of our in-depth interview, click
here!
Interview conducted by Matt Litten. AceGamez (All Rights Reserved).
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