Warhound Interview (Xbox360)
Strategy Informer: Firstly could you introduce yourself to our readers and let us know your role within the Warhound Production?
Adrian Sikora: My name is Adrian Sikora and I’m the producer of Warhound.
Strategy Informer: When did the idea of creating Warhound come about?
Adrian Sikora: We had an idea for a mercenary game for a long time, but we started working on it few months ago.
Strategy Informer: Could you tell us more about the single player side to the game?
Adrian Sikora: In Warhound you take on a role of an independent mercenary, who’s doing all kinds of missions around the globe - the Amazonian jungles, African savannas, Pacific islands, Europe, Middle and Far East. We want to give the players as much freedom as possible when they choose their missions, weapons, skills and during the missions. You’ll have to take care of training, money and keeping up good contacts on the contracts market. They’ll be rival mercenaries waiting to take you out, so you’ll need to constantly check your back. This way the game’s script contains multiple storylines.
Strategy Informer: We’ve yet to hear about a multiplayer option, is this something you’ll be missing out or will it appear? If so, could you tell us about its features?
Adrian Sikora: We’re working hard to get the last details right in the multiplayer mode. Right now we’re trying out new ideas and conducting closed gameplay test. We’ll include classic mode of play, like deathmatch, team deathmatch and capture the flag for up to 32 players. Our multiplayer mode will allow online rankings, the ability to create your own character classes and choose weapons and skills just like in the single player mode. You’ll get vehicles, too. We also want to streamline the map development process. Players will get an advanced development tools package, allowing anyone to create an original and fun to play map.
Strategy Informer: The game is being planned for the Xbox 360 as well as the PC; will there be any differences between the versions?
Adrian Sikora: During the early development process we create a single version of the game, and that’s converted later on. We’re putting a lot of effort to keep both versions balanced quality-wise. There are two dev teams working on the game. They’re getting the best out of both machines – the PC and the 360. We want to present the best things that PC’s have to offer – DirectX10, Pixel Shader 4.0 and any other specific characteristics. The 360’s three core processor and the Xenos chipset allows us to get magnificent visual effects, and it looks and feels the same regardless of what extra hardware you use. Then there’s also Xbox Live, which makes the online play even more exiting. As developers, we strive to make the best from what we have at our disposal.
Strategy Informer: Are there any plans for a Wii or PS3 port of this title?
Adrian Sikora: No. We don't have such plans.
Strategy Informer: PC Games often have the advantage of bringing in communities that like to create fan related content, this could be maps, mods or anything else which might help extend the life of Warhound. Is this something you’ll be pleased to see and will you release any tools to help with creating fan related content?
Adrian Sikora: All Techland games come with ChromeEd – an editor that allows players to create their own levels, mods, and visualize their ideas right in the game. The latest incarnation that will come pre-packaged with Warhound will be simplfied, to keep it as simple and intuitive as possible.
Will there be a community? That depends squarely on the players. The editing tools are very easy to use and we trust that the multitude of possibilities offered by Warhound will rally the players. I’m confident we’ll support fans and moders.
Strategy Informer: Could you tell us abit about the weapons and vehicles that will be featured in the game?
Adrian Sikora: The vehicles and weapons list is not final yet. We constantly get new types and models. You’ll certainly get a number of drivable cars, pick-ups, APC’s and tanks. We’re looking into other types of vehicles as well.
We can’t specify a number right now, but we keep adding new stuff. We want the arsenal to be varied – you’ll get all the typical pistols, SMG’s, sniper rifles, rocket launcher’s you’ expect to find in a game like this. On top of that you get to use fixed weapons and vehicles.
Strategy Informer: What’s the current release date for Warhound and is it likely we’ll see some delays in the future?
Adrian Sikora: We’re aiming for a Q4 release. We don’t plan delays, so I can’t really say anything about that.
Strategy Informer: Do you plan on releasing a demo so fans can try out the game before it’s released or is this something you’ll leave until after it’s released?
Adrian Sikora: We want to release a demo a few weeks before we go to stores. If everything goes according to plan, we’ll have two demos – single and multiplayer.
Strategy Informer: Many thanks for taking the time out to answer these questions! I’ll look forward to reading your answers. Best of luck with the release of Warhound and I hope you’ll keep us informed with any future news you might have.
Adrian Sikora: Thank you too – please visit http://www.warhoundgame.com where you can share your ideas and get fresh intel.
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