LucasGames has posted a Q&A with Factor 5 which reveals some cool things about the game and Factor 5’s thoughts on GameCube! May the Force be with you!
LucasGames has just posted a fantastic in-depth interview with Factor 5 regarding Rogue Leader. The interview has a lot of info, including ravings on the GameCube controller and many of the improvements we will see over the original Rogue Squadron (“…the A.I. of the enemies has increased a lot thanks to the CPU of the Gamecube. Tie-Fighters will dodge the player and dogfights are real dogfights.”). It seems the V-Wing seen in Rogue Squadron will not be back but the B-Wing will be a “more than worthy replacement.”
Here’s a few of the choice Q&As for all you SW fans!
Will Rogue Leader's story follow the movies and novels, or will there be any original content that we have yet to see in the Star Wars Universe?
Factor5: We think it is a healthy mixture of movies and original. The game story is framed by the movies - Episodes 4-6 - and uses all the famous battles from them, but then we are also filling the blanks in-between the movie events with original content. Imagine it like a best-of-Star Wars and more.
Since Factor5 is one of the first 3rd party developers for the Nintendo Cube, what would you say is the largest advantage that the Cube provides?
Factor5: It is a bit unfair to say we are one of the first 3rd party developers. We might be in our function as developers of Rogue Leader, but since we co-designed the sound-hardware of the Gamecube and are providers of the sound tools, we were involved in the creation of the machine almost from day one... so in terms of experience with the Cube we are more in a first party situation with more time spent on programming it then most other developers worldwide.
The main Gamecube advantage for us is ease of development - one doesn't have to fight the machine to get results, but it makes it easy to get them and encourages creativity. The targeting computer in Rogue Leader was a result of just playing around with the graphics processor, as are many other effects in the game. Our development schedule for Rogue is very short and we certainly couldn't have achieved this much on any other platform.
When it comes to consoles, Nintendo usually gears its in-house games towards younger gamers. What approach are you taking with Rogue Leader to please both young and mature gamers?
Factor5: We were very careful to think about the casual gamer in our control design. Casual doesn't mean young or old, it means a mass-market audience. For us it isn't fun to design and create games with dozens of keys to press. Our background really is arcade action games and immediate response to the player - almost no learning curve in the beginning is the best there is. These were our main audience concerns, not age.