Interview with Juan Diaz-Bustamante (December
1999)
General Questions
BU: How long have you
been working for Rebel Act Studios and what did you do before that?
If there is anything you want us to know about yourself, here is
your chance to do so ;-)
Juan: Luis Alarcon and me created Friendware
in 1994, one of the main spanish videogames distributers. Friendware
and Angel Cuñado, main Rebel's programmer, created Rebel
Act Studios in 1996. I am the Marketing / PR manager for both companies.
Before that, I worked in a big spanish investment bank (very boring.....)
BU: Could you try to
describe a normal days work for you as the Marketing / PR-guy for
Rebel Act Studios? I've noticed you get to the forums around 09:00,
what's next?
Juan: I arrive at the office at 9:00, I start
my computer and the I check the e-mails and the Rebel forum. Now
I check Blade's Universe forum as well!
BU: Have any of you guys
started to wear armour and carry swords at work and perhaps hunting
down by-passers, screaming "Die, you foul beast of Dal Gurak!"
or is it only me (Warlock) doing that?
Juan: It's happening to us as well!
BU: Gremlin was to distribute
Blade, but as they now are owned by Infogrames they will stand for
the distribution. Has any of this affected the process of marketing
and perhaps pushing the release dates even further?
Juan: We are very happy with Infogrames taking
Blade's distribution. They are a very big and professional company
and I am sure that they will do a very good job with Blade.
BU: Will the Spanish/South-American
version (dist. by Friendware) of Blade be released before the one,
dist. by Infogrames?
Juan: No. We'll try a simultaneous release.
Although the pressure in Spain is big (in some South American big
markets like Argentina, Mexico or Chile the game is highly expected
as well) it wouldn't be fear to release it before Infogrames does.
BU: Can you tell us a
bit about the system requirements Blade will have? What's the minimum
and recommended requirements, and what do you need for Blade to
run truly great in high resolution?
Juan: I'll tell it to you more exactly once
we finish the optimization of the game. But it will be for sure
a PII with 3D card.
BU: There has been a
lot of uncertainty about the release date of Blade (for the last
two years or so hehe) Last we heard is due March/April 2000, should
we expect Blade then or should we take it with a grain of salt and
settle with "When it's done"?
Juan: Infogrames and Friendware are looking
forward to a 2nd quarter 2000 release.
BU: What do you think
Blade will accomplish, that other games have failed at? Are you
hoping, with Blade, to push computer games in new directions or
are you merely refining what has already been done?
Juan: We are looking forward to create an innovative
game, both in technology and in design. We didn't want to do any
clone. We have been ambitious and I think we are in the right way.
BU: What has been you
top priorities these past years, in the development of Blade?
Juan: Technology and gameplay.
BU: How many Blade-logos
have there been since the development of Blade started? I'm sure
I've seen at least 3 of them ;-)
Juan: Yes, 3 logos, I think.......
BU: Blade will get a
new Web Site with help from Infogrames. Can you tell us a bit on
when this will happen and where it will be located?
Juan: I have no updates about it.
Engine features
BU: What sort of animation
system will you use? Can you tell us a bit more about it, and how
it differs from what we've seen in other games?
Juan: Although are movements have been captured
from real actors, all characters moves in an incredible near-to-reality
way. Every character has a big number of different movements and
attacks, including combos!
BU: The game engine Blade
will use is focused on realism and real physics. I also understand
that certain actions can result in modification to the levels. Will
the incautious players be able to trip and/or fall through certain
surfaces? Will weather effects affect game play as manipulating
arrows and the maneuverability of the characters? Can you create
holes in walls by setting off a boulder (large rolling rock)?
Juan: There are many traps and puzzles in the
game related with falling walls, etc.....
BU: The Blade engine
will be available for licensing. What kind of games do you think
the Blade engine would fit for?
Juan: Yes. 3D action/adventure/RPG games.
BU: A lot of 3d engines
are having a hard time with creating believable and large outdoor
environments. Many have problems with moving from indoor to outdoor
environments as well. One of the engines doing this pretty well
must be the Drakan engine. Would you say that the Blade engine can
handle these tasks?
Juan: Yes, definitively.
BU: I've heard that Rebel
Act Studios have 3 projects in house for developing, Blade being
the first of them. Can you say anything about the other two? Will
they be using the Blade engine as well? Are they in the same genre
as Blade? Are one of these to be Blade 2?
Juan: Yes, they are Blade 2 and some others
that we keep in secret......
BU: Word is that you've
been fooling around with GeForce T&L support with the DirectX
API. Is this something we can expect in the retail version of Blade?
How about other hot features as bump mapping (preferably environmental
bump mapping, available with the Matrox G400)?
Juan: We are working on some new technical
features in this way. Let's see if we are on time......
Nest Page!
|