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BloodRayne Interview
May 27, 2003 | Michael Phillips

Secretly, I've always wanted to enjoy the company of a woman who is the epitome of gothic sex appeal, wantonly disregards the rules of society and gravity, and who could kill me 10 times before I fell out of my chair. Of course, as far as I'm aware, such women don't come around everyday. Enter the folks at Terminal Reality, who've found me my dream-girl, albeit digitally. I'm talking about the stylish and sexy heroine in their latest title, BloodRayne.

Having been well received in the console market, BloodRayne has made its way to Mac OS X, even before its Windoze counterpart. Recently, I had the chance to chat it up with some of the crew at Terminal Reality, who were behind BloodRayne and its journey to the Mac. Though the interview went swimmingly overall, there was one intense moment during which my questions were COMPLETELY tossed aside and I lost control of the situation. Read on...

Mike Phillips: Tell us a bit about yourself and your work on BloodRayne.

Jeff Mills: Producer for BloodRayne. He has been at TRI for years and worked on Nocturne and Blair Witch Vol 1.

Russell Mirabelli: I'm Russell Mirabelli, and I was the primary Macintosh programmer for BloodRayne. I've worked on several Macintosh and PC gaming projects over the past 5 years. I'm a family guy who loves gaming and the Mac, and I'm involved in several musical projects that will never see the light of day or any notable income.

Raymond Holmes: I recently joined TRI to be the Producer for BloodRayne 2.

Brett Russell: I am Vice President of Terminal Reality in charge of the day to day operations and I also get involved somewhat in production since I was product manager back in the "old days".

Mike Phillips: What was the deciding factor when it came to bringing BloodRayne to Mac OS X?

Brett Russell: When I was negotiating the contract with Majesco for BloodRayne, I made sure to secure the Mac rights thinking that we would self fund the port to Mac (this is easy to do with our proprietary Infernal Engine) and team up with Aspyr to get it out to our fans in the Mac community. The reality is there isn't a lot of money to be made off of the Mac sales for an independent developer, but we are big Mac fans here at TRI so we do it to keep the Mac gaming community happy. We also believe that Aspyr is heading down the road to really big things, so we want to be a part of that momentum.

Mike Phillips: How will the Mac version of BloodRayne differ from its console counterparts?

Russell Mirabelli: She's controllable via keyboard and mouse as well as via gamepad. In all other ways, we strove to maintain the exact same look and feel on the Macintosh as we had on the consoles. I'd love to say that there was more than this, but really... Keeping the game as faithful to the console version as possible was my highest priority during development.


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