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Dark Messiah of Might and Magic Interview
September 19, 2006   John JCal Callaham > [View My Other Articles]
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Dark Messiah of Might and Magic Interview (con't)

FiringSquad: What other unique gameplay elements do you consider to be important?

Waubert de Genlis: Dark Messiah of Might and Magic provides a unique experience thanks to its innovative context-based first person melee combat system. It really allows you to feel sword combat like never before in a game.

Then of course the fact that you can use the environment as a weapon is a key aspect of the game, because it fits into our goal of letting the player experiment with several ways of completing a mission.

FiringSquad: Why was the decision made to use Valve's Source engine and what modifications were made to it for Dark Messiah's use?

Waubert de Genlis: Arkane Studios decided to use the Source engine to be able to concentrate on the game itself rather than to share their efforts on an engine too.

On top of that the Source engine allowed Arkane to create a highly sophisticated game world, including physics and a realistic look. It was also the perfect engine to create an action-oriented and immersive experience for the player.

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FiringSquad: Are there any plans to release mod tools for the game at some point?

Waubert de Genlis: We have plans to release a map editor, and maybe other mode tools in the future, but our priority is currently to complete the game.

FiringSquad: What is the current status of the game's progress and when will it be released?

Waubert de Genlis: The game is 90% complete and will release this fall.

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FiringSquad: Finally is there anything else you wish to say about Dark Messiah of Might and Magic?

Waubert de Genlis: We hope players will enjoy the Dark Messiah of Might and Magic experience, both online and offline, of course :)

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Back! More info on Dark Messiah's locations, creatures and multiplayer options.     HomeSquad
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