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| GamePlasma » News » Interview with Iron Grip: The Oppression\'s Vincent van Geel |
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Interview with Iron Grip: The Oppression\'s Vincent van Geel
Posted December 31, 1969 by Scott Parrino
Recently GamePlasma had the chance to interview Iron Grip: The Oppression's Team Leader, Vincent van Geel.
Iron Grip: The Oppression is a total conversion mod for Half-Life
2. It combines RTS elements and FPS gameplay and puts players in a setting
of a full-scale city war. In our interview with Vincent
van Geel, Teamleader of the project, we learn more about this mod
and it's unique style.
Vincent van Geel: Well thank you for the opportunity! It’s our pleasure! Anyways, my name is Vincent van Geel and I am currently working on co-setting up Isotx. I just completed an Art-Game school in Holland. I started this project along with friends and contacts about 6 months after I finished the Art-Game bachelor’s degree. The goal was to attempt to create a modification which was "different" and "appealing" in design and gameplay in which gaming companies would hopefully pick us up. Currently we’re setting up a small company called Isotx with a group of investors. Vincent: Yes! As a matter of fact some of them are real-life friends! Makes setting up a team all the more easy and we had the comfort of having real-life meetings often. Another plus was the fact that we all had mutual interests and shared vision on certain universe aspects, which makes it easier to motivate people. The only downside of a mod team is that everybody is there part-time, (and usually just for fun or as a hobby), which makes production and planning less effective. Nevertheless, working on mods with various teams is extremely fun and you learn a lot from each other.
Vincent: Battlefield 2 was considered, but most of us were already familiar with modding Half Life 1, and considering we expected Half Life 2 to have a much bigger fanbase / modding scene the choice was made. Nevertheless, certain "aspects" of the engine made some simple things extremely hard. There are several things we assumed would be "trivial", which turned out to be almost "rocket science", haha. Ah well, in the end it still worked out so we’re glad we chose this engine. Vincent: Well, as mentioned before the engine had its limitations, but we had several other problems as well. Certain people left, or went afk which slowed production. But compared to some teams I worked with in the past we have a strong dedicated team. So no real complaints there.
Vincent: Well, getting the view and basic RTS aspects in place wasn’t all to hard. But getting everything to actually "work" like a detailed RTS was. This includes GUI and the AI which gave us trouble at some points. You basically have to build this new game-system and test it a lot to get everything running smoothly like it’s supposed to be with actual RTS games. Vincent: We looked at "strong units" concept-wise, which work very well in RTS games. We took the most interesting ones and made our own versions. We also included some new elements to the RTS gameplay (bomb diffusing etc). In the end, it’s a mass horde of units and armor. Each infantry unit is inferior to a Resistance player, but the RTS general needs to work with numbers and a good combination of vehicles and infantry. His overall strategy should be effective. Early tests have proven this to create REAL guerilla warfare, as the mass army bulks up and sweeps the city, the resistance hide in structures and throw Molotov cocktails! It gives the feeling: "guys, we must work together and stay of the main streets, lets try to ambush this incoming army".
Vincent: The World Wars inspired a lot. Also how guerilla warfare can be effective against armies in cites and how this could be translated into not only the gameplay but also the universe setting. The industrial revolution and how the old world is slowly replaced by mass-production and new industry. Vincent: Well, a few more months are what we need to get a descent first version. Also partly because we’re redoing a lot of the visuals and we don’t want to release a buggy mod. Vincent: We’re still thinking of nice Easter-Eggs to put in. There was talk about a secret bedroom "gimp"…. That’s all I can say, for its still in discussion. |
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