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First off, some introductions please.
SH: Steve Hemmesch: Game Designer;
Concept Designer
AM: Andrea Moe: Public Relations
1.) All right, so, aside from story
differences, what gameplay changes have been done to make Kohan:
AG differ from the previous title?
SH: The primary difference that you
will notice right off the bat is that KAG contains units that were
designed to fulfill more specific strategic roles in a players
armies. As a result, new strategies and counters to older, popular
strategies were created. For example, the Shadow Knight unit carries
an axe that makes his attacks ignore the defenses of the enemy.
This unit is very powerful when used against enemy companies that
rely on high armor values or protection spells from their support
units. Weve also added a few new game types, such as King
of the Hill and Turtle, providing new ways to enjoy the Kohan experience.
2.) Do you have any projects outside
the Kohan series that you will be working on? If so, could you give
us more info?
AM: The announcements of projects following
the release of Kohan: Ahrimans Gift will be following shortly.
Unfortunately, we arent able to provide any further insight
at this time.
3.) How has feedback from the original
game impacted upon development of AG?
SH: We of course have been listening
closely to our fans and testers to see what needs fixing and what
areas could use polishing, but the core development of AG started
while we were still finishing up Immortal Sovereigns. We had decided
on trying new mission types in the campaigns, exploring the Ceyah
side of the Kohan story more in depth, and to generally provide
more of the same gameplay that made Kohan so enjoyable. We did design
new game types and new units after looking at what our fans found
popular, what they were asking for, and what we felt they would
find to be interesting additions to their favorite strategies.
4.) What was your greatest challenge
in putting together this expansion?
SH: We had to make sure that in our
zeal to pack in as much cool stuff as possible, we didnt hurt
the core gameplay balance that made Kohan so enjoyable. We had to
be careful that we didnt add something that made another aspect
of the game obsolete or less fun to play. That was quite difficult,
and required many rounds of testing new spells, units, building
components, and AI changes.
5.) What do you feel is the single
most impressive or outstanding element of AG?
SH: I would have to say it is our new
SAIs that we developed for Ahrimans Gift. We put a lot
of hard work into improving the quality of the SAI players. We have
had a lot of positive feedback from our testers about their new
strengths and abilities. They are more dangerous opponents, and
are more compatible allies than every before. A few of our testers
even commented that during multiplayer games, it was often forgotten
that a SAI was included because they were playing so well and scoring
higher than the human players.
6.) Do you feel that you have contributed
to the evolution of the RTS genre?
SH: I truly believe we have. We took
RTS gaming in a whole new direction that emphasizes diverse strategy
and careful planning over pat build-paths and rapid-fire clickfests.
We showed that you could integrate some of the best aspects of RPGs,
Turn-Based and RTS games and end up with a truly new style of gaming.
So many games have tried to mix genres and ended up with unfocused
gameplay. We made sure that all the aspects we included into the
mix were complimentary to each other and only added to the overall
experience of Kohan. And we feel we did it quite successfully.
7.) How have sales been? Kohan got
much praise in the press, but has it gotten a good response from
gamers?
AM: The sales of KIS have been extremely
positive, especially considering that we are a first time developer.
With the release of KIS in Europe today, October 18, Korea not too
long ago, and a handful of other territories to localize the game,
we expect sales to do well. Gamers have been extremely enthusiastic.
We are very proud of our loyal following and even spent a good deal
of time with a group of our most active testers at E3 2001.
8.) Will the Kohan franchise be
branching off into other genres or media?
AM: As soon as we can release further
information regarding this question, I will be sure to let you know.
9.) What are your favorite games
that you are playing at the moment?
SH: Most of us have been busy playtesting
Ahrimans Gift, the standalone prequel to Immortal Sovereigns.
Though we all enjoy a round or two of Counterstrike now and then
to relieve the tension of a hard days work.
10.) Any of you console fans? If
so, which are you looking forward to, the GameCube or Xbox?
SH: I bought a Dreamcast and I am going
to make sure I get as much out of it as possible! I was a good investment,
it was! I dont even want to think about the new consoles yet.
Maybe after the latest stream of hype dies down I will have time
to seriously look at the Xbox or GameCube. (Wise
decision! -Ryan)
11.) Any thoughts of porting either
Kohan title to Macintosh? I know our Mac editor has been itching
to try it out.
AM: Yes, we are exploring the opportunity
of porting to Macintosh and are involved in negotiations. If anything
becomes secured, Ill be the first to let you know.
12.) Do you check out websites to
read their reviews or see what their community says about your titles,
or do you try to keep focused on the work?
AM: Of course I read all of our reviews
and surf all of the gaming sites for news related to our titles
daily being in charge of Public Relations. As soon as I find relevant
information such as a new review, our entire staff is informed immediately
about it so that they can read it as well!
And now for the fan contest questions:
(Note to Readers: We received a lot
of general questions (ie. 'When will the next title be out?' etc..
so we chose the two most unique (yes, we are aware the first asks
that, it's the second portion we're interested in). Also, both are
unedited)
Godzila0207@----.com: I'm a
fan of Kohan: IS (but then again who isn't) and have a few questions
the first and most important one is....When is the expansion pack
coming out? I already love the original, and with soooo much new
stuff, i can't wait very long to get my hands on it. Are you giving
each of the individual Kohans their own unique voices? Not to be
mean, but pretty much all the Kohans have the same voice and that
kinda sucks. This is something that every Kohan gamer can agree
on, and fixing it would make the game waaay better.
SH: The Ahrimans Gift prequel
is well on its way to the fans. The scheduled ship date is November
6 in North America. You wont have much longer to wait. Youre
right, it does have a lot of new stuff and you wont believe
the improvements in AI, the number of new strategies and tactics,
and exciting units. And yes, we did try to get more variety in the
hero and unit acknowledgements this time around. Each of the new
Kohan heroes has their own voice actor/actress in Ahrimans
Gift and we gave them more to say.
Scharnhorst: Why is the billet,
along with all the other upgrades to the barracks, so expensive
when their benefits are subpar compared to buildings with similiar
attributes? For instance, the garrison adds + 2 av and + 4 dv to
your militia for 96 gold but the watch towers add more visual range
and + 4 dv for only 36 gold. More importantly, though, are there
any plans to make the billet cheaper so that it might actually be
incorporated into an early build where it's useful? It's lack of
use in multiplayer should be a sure sign of its inpracticability.
[Hope that's not too long!]
SH: We are currently addressing a lot
of the value issues of many of the components that people
are unsatisfied with. Many of the components have been given some
improved benefits and there are some new surprises in store for
you as well. In direct defense of the Garrison versus Watch Towers
example, the basic component of the Barracks (needed to reach the
Garrison) is required to recruit your advanced military units (Dragoons,
Grenadiers, Paladins, Elites
) while the Wall (needed for Watch
Towers) only provides extra health to your city. You must keep in
mind the overall benefits of the component plus its upgrade when
determining cost vs. value. As for the Billet, it is not intended
to be an early build benefit (we have never wanted to encourage
rushing strategies in Kohan multiplayer). When used in the mid-to-late
game, it cuts the cost of all units produced, including support
units (which no other upgrade covers). The Billet allows you to
field Elites and expensive support companies cheaper and faster
than your opponent. You will have to wait to see if there will be
changes such as the one you just suggested made in the future. Ill
assure you that all of our fans and players comments
are recognized and kept in mind when making these decisions.
--
Well, we would like to thank you again
for your time, and we look forward to playing Kohan: Ahriman's
Gift!
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