Periculum

Munro

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We talk with Brad from Periculum, who does everything.[br]Halflife2.net: Thank you Brad for taking the time to chat with us. Before
we start, please describe to everyone what your role is in the making of Periculum.
Brad: My name is Brad Newsom, and my role in Periculum is to keep everything
in order. Although this is a very complicated task, this isn’t my only role in
the making of Periculum. I am the heart of the ideas that are created into the
Periculum you see today. Most of the ideas for monsters are thought up by myself
and a select group who are specifically used for monster design. I also am the
one who created a base for the story of the novel for Periculum.
Halflife2.net: The word Periculum means nothing to the average man. Why did
you chose Periculum as this MOD's title? Does it have a special meaning?
Brad: To me, Periculum is a sacred yet powerful word. Periculum is basically
Latin for "Fear, Danger, Experiments". As you can see, this meaning says a lot
about the mod. Since the subtitle for Periculum is "A Science of Horror", I can
see that Fear and Experiment would fit ever so well. Games such as Silent Hill
are nothing more than just play on your fears - no intense battles or action.
So that’s where the word Danger fits in. In Periculum, we LOVE playing on your
fears, not with in your face type of scares, but more of some ingenious actions
the Creatures/Monsters may perform. With some great AI improvements for the creatures,
they can create some intense scenes later in the game. There's your in-depth view
of the meaning of Periculum!
Halflife2.net: Not a lot of information has been released to elaborate on
the story line besides the document written on Periculum's site. What type of characters
can we expect? How will the main character make his way through the story? What
type of adventures will the player experience?
Brad: I'm sorry for such lack of info we have released as for the background
of Periculum. The reason is because most of the elements of the game can really
dull down if we release too much information. If we released an excess of information,
players wouldn’t be surprised with the game, and we care a lot about our loyal
fans. Anyways, the characters other than Rolfe Harkom, the main character, Elizabeth
Harkom, Rolf's wife, and Lucy, their daughter. There is Peter Grendel, Rolfe's
childhood friend. We never publicly told anyone about this character yet because
he is one of the MOST crucial characters behind the whole mystery behind Periculum.
Without ruining the plot and story, I won't say anything more. I think in the
near future we will be releasing a teaser which actually will be a cut scene of
chapter 1 of the mod. So you can look forward to that. [br]
[br]
As I said before, the character will go through the story without knowing the
whole plot itself. One thing I never discussed yet is that the player will have
the ability to stray off the main story to find alternative paths and alternative
outcomes of the story. Basically it’s a choose your own adventure type of mod.
Heh, I hope no one will complain about linear mods and games anymore when they
play Periculum! :D
[br]
[br]
Gameplay wise, players will have the ability to choose what they wish to do, but
also will be able to go through different gameplay modes such as Typical First
Person Exploration, to Intense Battles between mobs of Genetically Engineered
Monsters against Soldiers, to various vehicle use, to mini games. So basically
there is a vast variety of experiences.
Halflife2.net: As the site states there will be a multiplayer component included.
Honestly, Periculum's story sounds like a Single Player Exclusive. In what ways
will the multiplayer portion differ from the singe player experience?
Brad: Yes I know, Periculum's heart lies within a Singe-player state. We
still want to stick with a special Cooperative Version of the main game, though
we do have some Deathmatch gaming capabilities and other spectacular game types
such as Infection and Swarm. More information on these game plays can be described
at this webpage.
Halflife2.net: While there aren't any monsters mentioned in the story outline
on the website, there are a couple concept art pictures showing off some creative
monsters. Without spoiling the story too much, how will these creatures tie in with
the story?
Brad: Without spoiling to much? Wow, that’s a hard one. I'll try my best.
These creatures have been created by a sick man or a vast team of research. There
ya go, hope that doesn't spoil anything!
Halflife2.net: Not only does a great game --- or mod in this case-- have
to tantalize players with creative game play, but the MOD has to feature other things
such as a great album. Who are you planning to include in Periculum's soundtrack
and why did you make this decision to include them?
Brad: Wow, great question! I really want to answer this. I love music and
I know almost every gamer has there favourite genre of music, though I can't guarantee
all the genres will be included in the soundtrack. However, I can guarantee there
the music will be based around scaring the crap out of you. Since Soundtracks
are suppose to capture the mood of the game/mod, I feel that I am very user-friendly
with a list of good bands who would greatly dedicate there time for exclusive
music for us. Though since Periculum is so early in development, we can't guarantee
certain bands in the final soundtrack. At the moment we have decided to include,
Slipknot, Cradle of Filth, Angels of Silence, Marilyn Manson, Nightwish, Korn,
and Linkin Park. When the time calls to get the soundtrack created I will be putting
my best to getting all these bands in the Soundtrack. I can guarantee that Periculum
will be completely different by the time we ever get to that status.
Halflife2.net: The visuals play a major role in truly capturing the audience's
attention in a horror game. What type of environments can we expect to set the frightening
ambience?
Brad: We plan to have many types of environments. Some such as your house,
Snow Storm in the Colorado Springs, Garden of the Gods, Cheyenne Mountain Complex,
and others. I've been to Colorado Springs, Colorado USA many times and I feel
that if we can make locations as accurate as possible, we can truly make environments
believable. What I think would be the scariest environment is the Cheyenne Mountain
Complex, just because that’s the heart of the creation of these beings the player
will meet.
Halflife2.net: The Source Engine is a relatively new game engine and many
MOD developers have chosen for various reasons. Now with this said, how will the
development team keep their promise that Periculum will be superior to others?
Brad: I'll plainly say this: Periculum is not a horror game you will just
play and forget. With the source engine, we will capture the players emotions
by using the emotions of another character to interact with the player. We also
have tried our best to make events and game play elements as memorable as possible.
Though to be specific, the thing that will make Periculum superior to others is
the vast choices you can make in the mod, though that’s on the outside. On the
inside we have planned to make all monsters and creatures act on a 6 level AI
system. Basically each creature will be assigned to a certain level. For example:
Level 1 of the system is Super Intelligent, which gives the creature the abilities
to avoid combat if not offended, taunt player, hides when needed, learn from past
mistakes, telekinesis, observes players actions, etc. There are many variables
to pass which will create a very realistic behaviour simulation in all situations
of the game. Imagine a very odd creature stuck to the ceiling staring out you,
as if it’s learning your every move. Even if the creature doesn't feel threatened,
it may just ignore you, however, if its health is like 75%, It will need to feed,
then it will try to attack you when you least expect it. Say goodbye to Doom 3
and all other horror games you have ever played. Say hello to Source.
Halflife2.net: On the website it states that a future novel is planned to
be released. When will this novel be released and how will it follow the game?
Brad: At the moment we see a February release. The novel has been a base
for what will be in the game. Basically, it’s a more reader friendly than gamer
friendly. Most of the settings will be the same and the plot will stick in the
same way, though most of the transitions between events will be completely different
to create the effects we need for Periculum.
Halflife2.net: Any more comments additional information you'd like to add
that I have not covered?
Brad: We are still looking for 3d modellers and Model Skinners/UVW Mappers.
Other than that we also still need Model Animators and Model Riggers. With that
said, I would like to thank you for interviewing me. Thank you, Gothax.
Halflife2.net: For more background information on Periculum, visit their
website here.
 
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