

Interviewed
by Ben and Infestator
Liz Buckley, Product Manager of BloodRayne
1. What is your name, and what is your role in the
creation of BloodRayne?
Liz
Buckley, Product Manager. Im responsible for all
marketing elements of the game including packaging, advertising,
promotions, etc. I work very closely with Product Development,
PR and Sales to get the word out and get the product on
the shelf.
2.
Where did the idea of a Vampire who kills Nazis come from?
There
are tons of half-vampire stories out there from Blade
to Vampire Hunter D that indirectly affect the overall
mythology of dhampirs. Terminal Reality has experience
designing games set in the 1930s and 1940s so they were
comfortable designing a story just prior to World War
II.
The actual environments and story were a very intertwined
process. Terminal Reality knew they wanted to fit two
popular genres together that normally werent combined
(vampires and WWII), so Nazis were an obvious choice for
enemies. The actual occult tie-in with the Nazis is well
enough established through history so it was easy to play
with it.
3.
What kind of supernatural abilities do Agent BloodRayne
posses?
BloodRayne
has superhuman strength, agility and speed in addition
to a series of supernatural dhampir visions. In terms
of movement, shes an incredible gymnastflips,
aerials, massive jumpstheyre a spectacular
part of BloodRaynes killing in the game. She can
also hold a gun in each hand and target two different
enemies at once, all while running at full speed. Theres
never a shortage of action or firepower!
BloodRayne
is also capable of Blood Ragea berserker state during
which she uses a whole new set of attacks that are much
more deadly than her regular ones. In Blood Rage, shes
close to unstoppable but its only available while
her Bloodlust meter is filled (then its up to the
player to refill it with additional blade attacks).
She
also has a unique set of vision modes: Extruded View,
Dilated Perception and Aura Vision. Extruded View is a
1st person sniper vision that allows her to zero in on
distant targets and take them out. Dilated Perception
is earned about 25% of the way through the game and comes
in handy when BloodRayne is outnumbered in combat situations.
With slow motion enabled, she can dodge bullets, better
target her attacks and clear a room much faster and more
efficiently than she normally would. Finally, Aura Vision
is a critical navigational tool that leads players to
their next objective while providing the added ability
of helping BloodRayne pick out victims that are most vulnerable.
4.
Does she have any other weapons than her blades?
Definitely!
BloodRayne features more than 30 different guns plus explosives
and grenades. She can pick up and use any weapon her enemy
uses and her inventory automatically optimizes. Players
can also choose from 4 different weapon modes to efficiently
manage firepower for a given situation.
BloodRayne
can hold a small arsenal on her body: up to four handguns
and/or small sub machineguns on her belt, up to two rifles
and/or large sub machineguns on her back, up to two grenades
on her belt and one special weapon on her back.
Dont
forget that BloodRayne always has her teeth and harpoon
knife that function as weapons too. She can feed in one
of two ways: hopping onto a victim to feed upright or
throwing out her harpoon knife to reel a victim in and
then feed on him on the ground.
5.
Horror-filled cinematic action immerses you in a
story that you play instead of watch. Can you go
into detail about this?
There's
a lot of history and character development in BloodRayne
that makes for a complex storyline. That story unfolds
through in game cinemas while intertwining seemingly unconnected
locations, enemies and events. As the player progresses,
the games three geographies (Louisiana, Argentina
and Germany), varied amount of enemies (Nazis, Maraisreq
spiders, vampires, mutates, Daemites and more) and supernatural
artifacts connect and start to make sense. This discovery
all happens in conjunction with non-stop, fast game play
action.
6.
Will there be varying levels of A.I. like in Max Payne?
The
AI was designed to be quick and fun to play against. Each
character in the game makes decisions based on a goal
system that is influenced by traits, current physical
conditions and situations. This gave the characters a
sense of individuality and ensures that no two game sessions
play out the same way. Soldiers are able to react to things
like dead bodies, ally calls, gunfire or a BloodRayne
sighting. The reaction to any given situation differs
with each individual soldier. A brave one might engage
in direct battle or come running to the assistance of
an ally, while a cowardly soldier may fall back to allies
farther away from the action, run to the nearest alarm
or flee. The goal system is flexible enough to allow dynamic
changes; i.e. a brave soldier passing by a multitude of
gored allies while chasing BloodRayne may rethink the
wisdom of his choice.
7.
Can you give us details about the Infernal Engine?
The
Infernal Engine is a completely new, written-from-scratch
game and graphics engine that achieves superior rendering,
lighting, animation, and physics at an astonishing framerate.
This fully three-dimensional real-time engine allows for
silky smooth transitions and blending. Terminal Reality
can do lighting tricks that few other engines pull off
while achieving a high level of realism and detail in
the levels and characters.
Along
with the lightmapped shadows and bump/specular mapping,
the Infernal Engine also incorporates a debris/gore system
that allows us to permanently leave severed limbs and
broken pieces of the environment lying around. Often,
you'll return to a room and realize that you'd already
been there because the floor is littered with shattered
boxes, spent machine guns, arms, legs, heads and other
various body parts. Blood streaks on the floor and walls
remain as permanent indicators that BloodRayne has been
there.
8.
Does this game take advantage of the Xbox hardware, or
is it a port?
Meeting
our development schedule would have been impossible if
Terminal Reality had separate teams working on multiple
versions of the game. There were dedicated programmers
to the core of each platform, but all of the higher-level
code is the same. The game was designed knowing that we
would launch on all four systems, so there were no custom
features for a specific platform.
9.
What is your opinion on the Xbox hardware, and what do
you see in the future for it?
Majescos
catalog of products for 2002 and beyond attests to our
support of the system and our belief that Xbox has a great
deal of potential in the marketplace. Microsoft has stiff
competition but theyve made some incredible inroads
and we think the system will continue to perform well
in the future.
10.
How long has the game been in development, and has it
switched platforms at any point?
Approximately
18 months. The game was always slated to be on all 3 next
generation consoles and PC and thats what we delivered
(2 weeks early actually).
11.
How will BloodRayne distinguish itself from other action
shooters?
I
think BloodRaynes appeal lies in the successful
combination of a lot of different gameplay elements. There
are, of course, many action shooters on the market, but
lets face itnone of them boast a badass heroine
who harpoons enemies; slices up parasitic creatures and
giant spiders; totes two guns at once and takes on 10
guys at once; flips and twists like a gymnast; flies into
beserker Blood Rage mode; uses supernatural visions to
hunt down and kill her prey; sports 4 ft blades on her
arms; swears like a truck driver and snacks on Nazis.
Thats pretty damn distinguishing!
12.
Will the Xbox version have any exclusive features (graphic
enhancement, extra levels, etc)?
The
team developed the art at a high resolution with bump
and specular maps for Xbox since the system has the memory
to use them. So visually, the Xbox version will look sharper
and have a higher amount of detail than the other versions.
13.
Will there be any multiplayer aspect to the game?
Terminal
Reality had an ambitious development schedule and the
intention was to make a solid single player game that
delivered a great game play experience.
14.
What is the estimated release date at this time?
Were
very excited that we beat our Halloween launch date by
2 weeks for all three console versions. Xbox, PlayStation
2 and GameCube versions of the game shipped on October
15th so theyre in store now. PC will ship in March
2003 so it can be a simultaneous launch with the 4 international
versions.
15.
What aspect of the game are you most proud of?
Im
proud of a great deal we were able to accomplish from
a development and marketing perspective, but if I had
to pick one thing that encompasses both, it would be the
character design. Early on in development, BloodRayne
looked incredibly different than she does in the final
gamebuns in her black hair, goth- looking costume,
monster-like features, etc
. We went through several
iterations of the character before we arrived at our current
redheaded, hottie vamp. She has her own unique look plus
killer sex appeal, dangerous blades, spiked boots, ribbons,
leather and lots of fang. Plus she has a major attitude
that comes out in game. BloodRayne is the type of strong
female character that has long-lasting appeal.
16.
What will the gore be like in the game? Will it be strictly
blood, or will it be blood and guts.
There
is a lot of blood, dismemberment and beheading throughout
the game. You wont see entrails per
se, but theres enough slicing and dicing of body
parts to keep even the most bloodthirsty gamers satisfied.
Another nice feature relating to the goreblood and
bodies remain in an environment once a player has left
it. This detail not only helps in navigation but its
indicative of the level of detail players can expect from
the game.
17.
Is there anything you would like to say about BloodRayne
in general?
BloodRaynes
the new, badass chick on the block and this isnt
the last youll see of her. ;)