BlackSite: Area 51 producer talks of storylines, multiplayer modes
We managed to find a CVG interview with Blacksite: Area 51 (PC, PS3, and Xbox 360) producer Zack Wood. The interview focused on the things they have learned and taken from Area 51, the multiplayer feature of the game, the game’s storyline and its environment. Since the interview is quite hefty, we’ll just give you the more interesting sides of the interview.
He mentions that BlackSite isn’t really a sequel per say of Area 51 but it is more of a game inspired by the previous game. There’s a new set of characters and a new story. He mentions that they story is “much more rooted into the fiction of what’s going on in today’s world – what are we afraid of today? So terrorism, world wars, powerful governments that a secretive to the population – things like that are rooted into our fiction.”
As to what they have learnt and taken from the first game, here is what Mr. Wood has to say:
Really just the lore and the location itself. The player will go back to Area 51 to the wrecked environment and face-off against the ultimate menace in our game, without giving too much of the story away. But that’s really the only thing that binds the two, this really is a different game with a totally different story.
For now, the game’s dev team is sticking to the familiar online multiplayer modes. Among those familiar features are “standard deathmatch, team deathmatch and capture the flag but we’re also going to offer 2 player co-op through the entire campaign – so you can play through the entire campaign online with a friend and go through the whole story mode as well.”
Another interesting tidbit that he shared is that Susan O’Conner, one of the women behind the storyline of Gears of War, is also working on the project. He has nothing but praises for her, as he said that:
We got Susan involved really early and she’s been really great to work with. She’s been integral even in the game design; she interacts with the game designers on a regular bases and it just makes in more cohesive, so as you’re playing through the game it doesn’t feel like it’s a tact on element – you’re actually playing through a narrative that feels seemless.
We managed to find a CVG interview with Blacksite: Area 51 (PC, PS3, and Xbox 360) producer Zack Wood. The interview focused on the things they have learned and taken from Area 51, the multiplayer feature of the game, the game’s storyline and its environment. Since the interview is quite hefty, we’ll just give you the more interesting sides of the interview.
He mentions that BlackSite isn’t really a sequel per say of Area 51 but it is more of a game inspired by the previous game. There’s a new set of characters and a new story. He mentions that they story is “much more rooted into the fiction of what’s going on in today’s world – what are we afraid of today? So terrorism, world wars, powerful governments that a secretive to the population – things like that are rooted into our fiction.”
As to what they have learnt and taken from the first game, here is what Mr. Wood has to say:
Really just the lore and the location itself. The player will go back to Area 51 to the wrecked environment and face-off against the ultimate menace in our game, without giving too much of the story away. But that’s really the only thing that binds the two, this really is a different game with a totally different story.
For now, the game’s dev team is sticking to the familiar online multiplayer modes. Among those familiar features are “standard deathmatch, team deathmatch and capture the flag but we’re also going to offer 2 player co-op through the entire campaign – so you can play through the entire campaign online with a friend and go through the whole story mode as well.”
Another interesting tidbit that he shared is that Susan O’Conner, one of the women behind the storyline of Gears of War, is also working on the project. He has nothing but praises for her, as he said that:
We got Susan involved really early and she’s been really great to work with. She’s been integral even in the game design; she interacts with the game designers on a regular bases and it just makes in more cohesive, so as you’re playing through the game it doesn’t feel like it’s a tact on element – you’re actually playing through a narrative that feels seemless.