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Soldier of Fortune Interview with Kenn Hoekstra, Raven Software's
Project Administrator for Soldier of Fortune By Vangie 'Aurora' Beal
(aurora@gamegirlz.com)
Kenn's background in role-playing and creative writing
helped move him out of the glamorous world of food service and into
the realm of computer gaming. Design credits include Take No
Prisoners, Hexen II: Portal of Praevus, HexenWorld and Soldier of
Fortune. Kenn assumed the responsibilities of Project Administrator
for Heretic II in November of 1998 and is currently working on Soldier of
Fortune and Star Trek: Voyager —
Elite Force.
Aurora:
What do you do at Raven Software? Kenn: I am Raven Software's
Project Administrator. I assist the project leads for all of Raven's
games and I act as the office manager, chief tech support contact,
acquisitions coordinator, online public relations person, Webmaster
and liaison between Raven Software and Activision. Basically, I do
everything that no one else has the time or inclination to do. I'm a
jack-of-all-trades and master of none…
How long have you been
with Raven? I
will have been with Raven for three years in February.
What specific things do
you do in regards to development of Soldier of Fortune?
I assist the department
leads with their needs, attend trade shows to talk about our game,
maintain the Soldier of Fortune website and am the first point of
contact with Activision with regards to their Raven needs. I also
handle most of the online public relations for Raven and I do a lot
of interviews and provide resources for webmasters of Soldier of
Fortune dedicated websites. I'm also offering my creative input,
play testing and writing the manual for the game. (*whew*)
What did Raven find
appealing enough about "Soldier of Fortune" to create an entire game
on this idea? Raven wanted to make a realistic action game set in
the modern day with a militaristic feel, and that's the direction we
chose to go with our initial design. The name "Soldier of Fortune"
actually came later during a brainstorming session between Raven and
Activision. Activision suggested that they could acquire the license
for us and we thought that was a great idea. The military action
motif moved towards modern day mercenary action and the rest is
history. We started out with a basic idea and then molded it into
the SoF world. Soldier of Fortune is a household name and it conveys
a definite message to the consumer as soon as they hear it or see
it. It really brought a lot to the table for our game…
What is the reaction
you're getting from gamers on Soldier of Fortune? The reaction so far has been
overwhelmingly positive! The number of pre-orders we've had for
Soldier of Fortune is amazing and people are constantly looking to
learn more about it. They're really looking forward to the
real-world weapons, enemies and environments and the super fast game
play. They seem to be equally interested in the single player and
the multiplayer aspects of the game, which is wonderful! That's
really what we're trying to achieve…
What features does the
Soldier of Fortune multiplayer game offer that other games currently
do not? We offer
the ability to play the game in "realistic mode" and "arcade mode"
so the gamer can play the game as he or she wishes to play it. If
they want to play a more skill-based game where the weapons do
real-world damage, they can. If they prefer the Quake II style, they
can choose that as well. We also offer a level of customizable
options and a wide variety of characters to choose from that few
multiplayer games can match.
The modeling system and
hit detection (gore zones) in Soldier of Fortune is very unique. How
do you think this might affect game play and strategy?
There is a definite
strategic element brought on by the hit detection model. Certain
enemies wear armor or flak jackets, so it's advantageous to the
player to aim for the head or the limbs, lest their weapons bounce
off. Headshots are very deadly and useful for taking enemies down
quickly if the situation calls for it. Players can also make use of
crouching and available cover to reduce the field of fire and they
can lean around corners as well.
Looking back over the
past year and a half of development on Soldier of Fortune, what is
something the team accomplished that really stands out in your
mind? Designing
and implementing the GHOUL rendering system was amazing. Being able
to do that much with the enemies, models, lighting and animations
was unthinkable before the advent of GHOUL. It really is some piece
of handiwork.
There is an OEM version
of Soldier of Fortune being bundled with the Razer mouse. How much
of the game is in this version, and how important is this type of
distribution to Raven Software? The OEM version that's bundled with the Razer Mouse
contains 4 of the 26 single player maps, 5 of the 12 in-view weapons
(technically6… hackers found a hidden sixth weapon that wasn't
supposed to be in there) and 3 of the 6 combat items. Raven hasn't
really done OEMs in the past, but we're finding out just how
valuable they are. They generate capital for the company and they
allow consumers to try out a good portion of the game before buying
the full version. In addition, the press gets a chance to do
previews and reviews of the OEM to educate the consumers about what
the product offers. So far the OEM deals for Soldier of Fortune have
been very successful.
Most FPS games are very
fairy tale-like extravagant displays of plasma guns and big
unrealistic characters and monsters. Obviously with the success of
games like Quake II, Half-Life, and Unreal Tournament this is proven
to be a seller. Why did Raven decide to stray from this "sure
seller" game type and work on creating a shooter with such vivid
realism? I don't
really know if there is such a thing as a "sure seller" in today's
market, but we definitely saw a demand for realistic action and
combat. Games like Rainbow Six, Spec Ops and Delta Force have all
been on the best sellers list and Action Quake was an amazingly
popular mod for Quake II. We wanted to do something different from
all of these and make the game a bit more fast-paced as well as
action- and story-oriented. I think we've successfully captured the
best of both worlds with Soldier of Fortune.
Will there be a
pre-release demo of Soldier of Fortune? If so, what can we expect to
see in it? We're
finalizing our plans for the demo right now. It will support both
single player and multiplayer and will most likely consist of two
single-player levels and two multiplayer maps. I would guess you'd
see five or six of the 12 in-view weapons and two or three of the 6
combat items. I don't have a final release date for you right now,
but hopefully people will be able to download and enjoy it
soon.
Why is Soldier of
Fortune going to rock over the competition? We are going to provide gamers
with an excellent single-player game that provides standout
multiplayer features as well. Recent FPS games have done one or the
other, but Soldier of Fortune will provide gamers with both. Besides
Soldier of Fortune's modern day setting and real-world enemies,
critics have hailed weapons and environments as a refreshing change
for the genre and that's really what we're striving for (and
achieving) with the game. We're offering quality animation, superior
sound, music and voice acting, a wide variety of different-looking
enemies and a level of customizability options that has never been
offered in an FPS game. All the pieces are coming together to make
Soldier of Fortune the best it can possibly be.
Is there an expected
release date for the game? We're aiming for an early 2000 release. I'm guessing
around February…
Related URLs
Raven Software
GHOUL
Activision
Vangie "Aurora" Beal is the creator and director of GameGirlz.Com, a news and
resource website that provides an open forum and voice for female
gamers.
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