The Fallen Q&A
11:36 AM | Michael Eilers | Comment on this story
A link on Blue's News led us to this interview on KGN with Douglas Hare of The Collective, the team behind the Mac and PC versions of third-person shooter Deep Space Nine: The Fallen. Although the translation from German produced some interesting quirks, this is an informative look at the Collective team and how this game in particular came about.
This in-depth interview covers many aspects of the game, due to go Gold for Mac OS any day now, and is sprinkled with screen shots from the final PC version. As this game is based on the Unreal engine, we've come to expect amazing visuals, special effects and sound; but this engine was not a perfect choice, as this Q&A reveals:
[K]Niels: Why did you choose to use the Unreal engine, instead of the curved surfaces capable Quake 3 engine like Raven Software (Voyageur: Elite Force) did? What are the most important factors that have affected your choice?For more details and background information, be sure and read the rest of the interview. Our preview has detailed information on this game, as well as new screen shots.
Doug Hare Interview at KGN (English, page 4 through 8)
[Doug] We weren't really given a huge amount of say in the decision to use the Unreal engine. At the outset of The Fallen we were actually creating our own engine and tools from the ground-up but a few months into development, GT (who at that time were co-publishing the title) suggested that we use the Unreal engine. They had not long since released Unreal, which had been very successful, and they were keen to see the technology used across other titles. The advantages over our then infant technology seemed very clear, Unreal was a mature engine and UnrealEd was a phenomenally powerful editing tool. However, Unreal is a very different game from The Fallen so, beyond the initial steep learning curve, we ended up expending a lot of effort coaxing the engine to do the things that we wanted to do.
DS9: The Fallen Preview
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DS9: The Fallen
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