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Interview: The Scourge Project Two


How is The Scourge Project different than the other co-op themed games that have been released recently?

Firstly I think our character-specific story content, in the form of flashbacks that only your character experiences (Do you tell the others what you saw? What does it mean? How does it all fit together?), puts a really interesting spin on the co-op theme. I think we're probably one of the first to try to tell a back-story from different angles but simultaneously during a co-op experience, and we're excited about continuing with this approach in future installments.

What can you tell us about the multiplayer modes, especially the new Frontiers mode?

We've got classic Deathmatch, Team Deathmatch, Capture the Flag and Frontiers, with several maps that each support multiple modes. Frontiers mode is recognizable from other games as a domination-style mode where you need to take and control strategic points on the map. However instead of having these points in a relatively open environment making the ensuing battle kind of chaotic as we see in most variants of this mode, we're maintaining a low number of clear paths between points, which are placed in a fairly linear series (in flow, not in overall layout). Our intention is to have a constant battle frontline, with some opportunities to slip past to flank the entire enemy team. All our maps are being built for a player limit of 16.

What other aspects of the game do you think are important?

I briefly mentioned the special abilities above, which although few in number are important to the gameplay, especially if used wisely in co-op and multiplayer. Also we believe no squad-based game to be complete without an easy-to-use order system to co-ordinate tactics with your squad members, be they Players or AI. To give additional longevity to the game we've also implemented a Scoring and Unlockables/Achievements system, to give you a measure of your progress as well as that of other Players. Finally, although not exactly a feature, we really do feel that our price point is a pretty important factor. With a full campaign's worth of gameplay, multiplayer modes, 4-player co-op support, experience system and achievements for $19.99 all wrapped up in the fantastic artwork and soundscapes created by our Art and Audio teams, this is pretty fantastic value for money!

If the game is a success will there be additional episodes made for download?

Yes, that is definitely the plan, so our fingers are collectively crossed! We've got a lot of ideas for how to continue the plot and expand on the back-stories of the main playable characters. In this first installment you are encountering them after a lot of important history between them and the other principle characters and factions, and we're eager to explore all of that.

How does the game use Valve's Steamworks features?

We only use Steam as a digital distribution platform, but we use GameSpy for community and online achievements.

What other future plans foes Tragnarion Studios have?

Our goal is to eventually become an industry leader with many projects running in parallel, all aimed at the international market and for multiple platforms. Tragnarion Studios also has the ability to develop new IP as we are an IP driven studio.

Finally is there anything else you wish to day about your development studio and the release of The Scourge Project?

Just that we've been working really hard on The Scourge Project for a long time now, and we're all very excited to see it finally come to fruition. We hope the fans out there like what they see and enjoy the game we've put so much energy into. Have fun!

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