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Interview Restricted Area interview at GamingXP

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Tags: Jan Beuck; Master Creating; Restricted Area

<a href=http://www.gamingxp.com>GamingXP</a> posted a very boring <a href=http://www.gamingxp.com/reports/main/ausgabe.asp?1=reports&2=navigationlinks&ID=337>interview</a> with <b>Jan Beuck</b>, master-creator of <a href=http://www.ra2083.com>Restricted Area</a>, a cyberpunk action RPG heavily influenced by <i>Shadowrun</i>
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<blockquote><i>There will be some MOD-tools that fans of the game can use to make their own modifications of the game. Will there be a bigger support? And do you expect the players to make a lot of MODs?</i>
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We plan to support the community as much as possible. How many MODs will be available depends on the players. We will try to help wherever it's possible and maybe even publish, how to implement new 3d-models from extern software (such as 3D Studio Max or Maya) to make new enemies - the skill to model and animate this kind of figure is a requirement of course.</blockquote>If you want to know the answers to some very stupid questions like "will there be a console version, what console would you choose, what kinda features you would put in the console version", click <a href=http://www.gamingxp.com/reports/main/ausgabe.asp?1=reports&2=navigationlinks&ID=337>here</a>.
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Spotted at: <A HREF="http://www.rpgdot.com">RPG Dot</A>
 

Kamaz

Pahris Entertainment
Developer
Joined
Feb 16, 2004
Messages
1,042
Location
The Glorious Ancient City of Loja
Geesh, didnt know such a game is in productions - not fantasy, iso-metric ( though it does not use tile, but..ehhh..man, you can't wish all ), kinda post-apocaliptic (they use word wastland once or twice in a game description! What a hook!) and the name Shadowrun says lot because I have some respect for it.

If it'll be at least like DeusEx [the first] from iso-metric view, I'd be the most satisfied.
BTW:
I like seeing E class Merces and Audi TT Coupe's like old junk, yesss, sir, I do like! Its cool. It's damn cool!
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
In that case, check RPG Codex uber-cool database thingy out.

Here is a collection of Restricted area previews, interviews, dev diaries, and chats. Here is a snipet:

HomeLAN - What can you tell us about the characters in the game?

Jan Beuck - There are four playable and about 30 NPCs. The four playable characters have a very different look and gameplay: One is a former task force agent who can handle all kinds of weapons, one is a female computer specialist who is guarded by a flying drone, one is a japanese close combat expert and one a female PSI user who can cast some kind of futuristic magic.
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One of our main design goals is to have a very high complexity, but don´t bother the player with it. A good example is our damage model: We developed a model that is based on FBI reports and the statistics of ballistic institutes. There are several factors that result in the chance to hit something:

-The weapon's aiming accuracy
-Your character's aiming accuracy
-The reflexes of your enemy
-The distance to the target
-The lighting conditions
-The weather conditions
-The movement speed of the target
-The height difference
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Jonric: In terms of the overall gameworld and the various individual locations you're creating, what kind of world has Earth become by this time?

Jan Beuck: The gameworld is the Earth in 2083 - it is covered by the contaminated oceans, one gigantic megacity and burned areas, the so-called Wastelands. There hasn't been an atomic war or anything, but the trees are gone and the global government has to pay the OSAKI cooperation, one of the most powerful companies, to produce oxygen from salt water, for which it patented a method.
And you can follow this link to see what Jan Beuck had to say about his game here.
 

Barghest

Augur
Patron
Joined
Dec 22, 2002
Messages
646
Location
In the ninth and final circle of Hell
Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Divinity: Original Sin 2 BattleTech
Quoting the Restricted Area website...

How is death and saving handled?
There are no save points, the game saves your character automatically when you leave it so it´s possible to save anywhere and anytime. If you die during a main mission you can restart it. If you die during a subquest, you failed. This makes dying more dramatic. We don´t want it to be inconsequential.

...Can someone translate that for me? I read that as NO save everywhere. Save only on exit. Bah.
 

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