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View Full Version : Interview with Blacklight: Tango Down's Lead Designer


MyAttackPoints
04-09-2010, 10:22 AM
Destructoid was able to interview Jared Gerritzen, Lead Designer/Project Lead of Blacklight: Tango Down! They talk about the near-future aspects of the game, competition and of course digital distribution!

Looking at it, it appears Blacklight: Tango Down has a very science fiction feel. But the truth is, the tech in the game is based on some fact, am I right?

We wanted to make a game that was grounded in today’s facts, but still fantastic in some manners. With that in mind, we really focused on science-fact rather than science fiction. We don’t have crazy laser death rays or force shields -- those kinds of things would have chagrined some of the members on the team.

We took items that are on the bleeding edge of technology in the real world today and guessed what the next step for those developments would be. For example, today’s military is using GPS and satellite intelligence to keep track of soldiers. We took that idea and thought… what if all this data could somehow be implemented everywhere? In Blacklight: Tango Down, that is how our HRV (Hyper Reality Vision) was born. HRV uses all of the environmental data available to compile the location of enemies and friendly soldiers and give you the ability to see things that would otherwise be impossible, all with up-to-date combat information.

Check out the rest of it here: http://bit.ly/BLTDinterview

Seventy_X_Seven
04-10-2010, 04:30 PM
Sounds interesting, definitely will look forward to the demo to see if this is any good. It reminds me a little of Killzone with the "science fact" aspect. Future equipment, but nothing so far fetched that it'd never be possible.

MastaMikeX
04-15-2010, 09:46 PM
One of the things I really liked in this interview was:
"For example, rather than holding a zone by standing still and waiting for a clock to tick down, we’ve added hacking mini games to provide more of a frantic feel to completing objective. You have to use your brain and be quick and steady rather than just hiding and idling until you capture a point."

That sounds so intense in a shooter!
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