Interview with Jeff Farris - CVS: Difference between revisions
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Latest revision as of 20:26, 1 June 2021
NOTE: This interview was originally posted 14 May 2001 by Patrick Garratt on Computer and Video Games (CVS), which is no longer available.
Red Faction splinters to PS2
CVG steps inside the world of Volition's PlayStation 2 shooter Red Faction, with programmer Jeff Farris
Using Volition's groundbreaking Geo-Mod technology, Red Faction let players blow holes in walls for the first time ever. As you might imagine, this feature could open up a whole new can of worms as far as the first-person shooter is concerned. New areas, secrets and strategic points will all be just a rocket blast away. It's that simple. The Geo-Mod technology, short for Geometric Modification, enables the destruction of 3D environments in real-time. In other words, you can blow up just about everything you come across in the game. The story behind the game is much simpler than the technology that powers it. Players assume the role of an over-worked Mars miner who has had enough and decides to kick-off big time.
For the final word on the game before its looming release, we sat down with programmer Jeff Farris.
Would you say that the ability to blast through walls is Red Faction's key selling point?
Jeff Farris: It's definitely a feature that seems to be very highly anticipated. Geo-Mod technology, coupled with the many other features Red Faction has to offer, should provide players with a deep and engaging experience they'll enjoy for a long time.
What other key features are in there?
Jeff Farris: Red Faction also gives you everything else you would expect in a state-of-the-art FPS - an immersive storyline, cutting edge graphics, unique weapons comprising a diverse arsenal, and multiplayer for the requisite head-to-head adrenaline rush.
How will the Geo-Mod option change the way an FPS is played? What new elements of gameplay does it bring to the mix?
Jeff Farris: Geo-Mod opens up a whole new way of thinking to the player. With the freedom it offers in manipulating their environment, I'm sure players will find ways to use Geo-Mods that we never even planned on.
They'll be able to blast around locked doors instead of hunting for keys, blow holes in walls that their enemies are using for cover, and collapse bridges to cut off their foes or send them plummeting to their doom.
Tell us a little bit about the technology behind this feature? Was it hard to incorporate and why have we not seen it before?
Jeff Farris: Yes, Geo-Mod was a challenging feature to implement, which is exactly why I think gamers have yet to see it in an FPS. Aside from the technological challenges we faced, we had to ensure that they were presented in gameplay in a manner that was compelling and exciting. Quite a challenge.
Do you expect that many future games will adopt this technology?
Jeff Farris: Sure! As a gamer, I'd love to see Geo-Mods make their way into future titles. We're adventuring in a new frontier of gameplay with this technology, and I'm sure there are a lot more really creative design ideas that can take advantage of it.
What multiplayer options will the PS2 version feature?
Jeff Farris: Gamers will get a mode that will add yet another dimension to head-to-head competition. Players can Geo-Mod in multiplayer, select from a stable of different character models, and battle it out with lots of different weapons in various areas. For an extra challenge, players can populate the map with bots whose skill level can be adjusted to best suit the situation. There's plenty in there for everyone.
How have you found the development process for Red Faction on PlayStation 2? What have been some of your biggest challenges?
Jeff Farris: Developing for the PS2 was very challenging, but in the end also very satisfying. It's very comforting as a programmer to know exactly what hardware you're working with.
Probably the biggest challenge we faced was translating the fun first-person shooter experience to a console and a control pad. The console control set-up is significantly different from a mouse and keyboard, and this demanded fundamental adjustments to things like pacing and enemy behaviour to maintain the same level of playability.
Do you think Red Faction has the legs to turn into a franchise or is this just a one-off?
Jeff Farris: I'd love to see Red Faction become a franchise. Two is twice as good as one, as my mum always used to say.
We know you've finished work on the PlayStation 2 version, but what about the PC version? When can we expect that?
Jeff Farris: That's correct, we've completed development on the PS2 version and are still working on the PC version of the game. Right now, we're busy polishing and adjusting the balance of the single-player campaign for the PC. We're also working on the PC multiplayer side of things.
Can you confirm a release date for the title at the moment?
Jeff Farris: Hopefully, players anticipating the release of the title have gotten a chance to try out the demo CD on PS2 that will give them an idea of what the game is all about. The PS2 version of the game should be arriving in stores on or around May 22.