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Scorpion Interview with Andrew Beletsky form B-Cool Interactive - News
By Emanuel Avram
Published: September 11, 2007
Print 5. Will you have a complex story or will that be just the means to go and shoot everyone? Who will be the main hero? When does the action happen?
There is a complex story behind the scene. It will be revealed to the player, but in a gentle manner, thus it will lose significant part of its original complexity. At some stage we considered the option to give the player some text materials, like computer files, letters and holograms, but decided not to go for it. Of course, the amount of information given will be enough to understand what's going on and not to feel like a mindless shooter. Maybe some additional materials and data will be included in the manual or published on our web-page, but this is not stoned yet.

6. What are the sources of inspiration for Scorpion? Any known books, movies or videogames?
Yea, you hit the nail here. Quite a lot of well known media helped us to create a clear picture of what game we are doing. It's not an easy task to list them all; I'll just cover most notable sources quickly.
First of all I want to mention a few great game titles - F.E.A.R., Deus Ex, Chronicles of Riddick, and to some extent Resident Evil. Several movies were a great help for us, too, Johny Mnemonic and Bladerunner are the most important of them as they give us the visual ‘feel' how the bad-scenario future can look, and that becomes a basement for further development of the game style.
But the most important sources were fiction books. Gibson and Sterling novels, true bibles of cyberpunk, and Snow Crush by Stephenson that let our project leader, Eugene Duranin, see the society of the future we were picturing. I'm not going to continue as the list can simply be too long and even if I do, I think that I'll miss millions of sources that are affecting subconsciousness in one way or another.
7. Tell us a few features that will be unique in this game and why would you recommend the gamers to play it.
As we have stated before a time or two, there are no gameplay elements in the Scorpion unique to the genre, but instead we have a unique mix of some elements. Of course we have many interesting features implemented; so let's at first talk about the game as a whole, and then about a unique feature or two.
While cooking the Scorpion, our recipe was simple and effective - mix up good and flexible combat AI, a hero with diverse special abilities and add a bit of stealth action. This has created quite an unusual, unique mix despite elements themselves being common for the genre. The player will get at his disposal not only interesting, unpredictable opponents who are fun to fight with, but also a great array of abilities both in combat and out of it. Thus almost each fight or situation can be resolved in a number of different ways, depending on what abilities and weapons the player will use, whether he will try direct assault or silent elimination, etc. This is further supported by the game's combat AI that ensures no fight will feel the same, as your enemies act very intelligently using cover, retreats and actively maneuvering to push the player out of good defensive positions. Just to help you - imagine it's playing like a mix of F.E.A.R and some elements of Thief series. And the player's abilities are what makes these two different things work together.
Well, as a global picture hopefully becomes clearer to you, it's time to get a look at a few of those abilities I've mentioned. Let's talk about two of them - Mind Control and Rampage.
Mind Control, as it stands from its name, is the ability to overwhelm and subdue the psyche of one enemy forcing him to fight on your side for a limited period of time. This ability is essential when fighting large numbers of rivals, as it does not only instantly decrease their number but also forces some of them to switch their attention to a new threat. You can get control over the most dangerous enemy, or one stationed on the far side of the room to force others to drop good defensive points or invent something more creative to gain advantage where it seems impossible! Of course, there are many enemies immune to such influence, like robots, guard dogs or mindless mutants.
Rampage is in some way complimentary to Mind Control. This ability allows the player to make his enemies fall into wild frenzy and force whole groups of them to fight each other for a very short time. This is a short but very powerful effect which, in combination with Mind Control, can easily turn the tides of nearly any fight. Rampage has a few limitations though. First, enemies immune to Mind Control ability are also immune to Rampage. Second, it's a very expensive ability with huge cool-down, so it should be used wisely. And third, enemies on rampage will not drop their current target, making this ability an opening move to start fight with as if used in combat it won't give the player a serious benefit, if any at all.
8. You haven't mentioned anything about multiplayer. Are there any plans for multiplayer support?
Indeed, we are not planning to include multiplayer in the game release. There are a few reasons for that. First, we have a time limit and now it's obvious we'll be unable to complete multiplayer part in it. Second, as the Scorpion is based and balanced entirely around a single player scenario, and includes a number of non-trivial abilities the player can use, multiplayer balance becomes a very serious issue. Considering the above we have decided to skip multiplayer rather than making a bad one. Nevertheless, we have some further plans for it. If it is decided to work on some add-on, we will certainly include MP in it as well.

9. Are you thinking about porting Scorpion to XBox 360 or PS3 maybe? Why?
Well, we are not actually planning porting to other platforms at this moment. Of course, the idea to make Xbox 360 version is in the air, but this will probably depend on international publisher's decision or PC version success.
10. Thank you for your time! When can we expect to play Scorpion? Any final words you would like to say to our readers?
We are planning the release on
Q1 2008. Honestly want to say more precise date, but can't do that yet. But not
a long time to wait anyway
We've enjoyed answering your questions, guys, and will be happy to chat again - it's really hard to cover such a huge game as Scorpion in a relatively small interview. So, you are welcome any day any time! Good luck and good games!
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