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Interview

22.04.2010 – Interview "Blacklight: Tango Down"

GXP: Hi, would you please introduce yourself to our readers?

JG: I’m Jared Gerritzen, the project lead and lead game designer of Blacklight: Tango Down. I’m in charge of the game vision and system design. I pretty much take everyone’s great ideas and claim them as my own and get all the credit (ha-ha).

GXP: You announced the multiplayer-shooter “Blacklight: Tango Down”. The first question that comes to my mind is: What is the “Blacklight” universe all about?



JG: Well the idea for Blacklight: Tango Down has been in our heads for about 2 years, and the game is about a year out from its starting point. There are 27 people at present working on the game at our studio and there are many outside individuals also working on the Blacklight franchise in various ways. It’s a fast paced FPS in an exciting universe that has a feeling of new technology that’s just plastered over older decaying buildings. With a mix of an interesting story, intense game play, hauntingly impactful environments and a huge wealth of content… What can I say? We all have really big expectations for this game.

GXP: In the game there is a virus that mutates after the military tries to use it as biological weapon and is called the Q-Fever after that. This fever destroys some parts of the human personality, so will players have to handle some kind of zombies?



JG: Infected humans do make an appearance. We’ve also evolved the zombie a little and they can also use weapons. We really wanted to have zombie-ish humanoids that wouldn’t take cover and would rush the player instead. It’s always strange to have a well trained soldier rush you when they have a perfectly good gun to shoot at you. The infected are pretty fun to deal with and can shock you from time to time when they pop out of a random spot and come at you.

GXP: You’ve already announced that the game will contain some well known game modes like Deathmatch, Team-Deathmatch and Control Point. Will there be more modes in the final product?



JG: EVERYONE tries to make new game modes, and most never get played. We did make some game modes that we didn’t feel cut it in the “fun factor” of the game. We’ve taken the time to change up the standard modes by adding other systems to the game. For example, you can stand in the radius of the control point or you can “hack the node” of the control point by playing a quick mini game. It’s really cool and very fun how tactics have evolved out of the mini games in the game modes.
 
 
 
 
 
 
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