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Posted by John JCal Callaham on Monday July 03, 2006 - 12:00 AM

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» Parabellum Interview

German game developer ACONY may be new to the business but they have some ambitious plans for their first title, a near future first person shooter called Parabellum. FiringSquad got a chance to chat with ACONY co-founder Frank Trigub to get the first word on what they have planned for Parabellum.

FiringSquad: First how did ACONY come to be formed?

Frank Trigub: ACONY was founded in 2004 without seriously knowing the consequences =). Though Germany might not seem like the ideal location for an international development studio, it certainly has some advantages as lower cost of living while maintaining an excellent living standard and the ability to hire developers from Russia as well as America and Europe. Also the German beer is highly anticipated by many of our developers…

FiringSquad: How did the idea for Parabellum come about?

Frank Trigub: Basically the idea came during prototyping the original game idea, which was ...somewhat different. From prototyping we learned about all kinds of fun killers, for example we discovered a miracolous top-down microsociety created by one of the prototypes. After a lot more prototyping, we finally discovered a new way to add depth to FPS multiplayer games, and we suddenly knew that "This is it !". Mutliplayer games tend to provide slight variations of existing, proven game modes. Currently it seems to be the age of Battlefield varations (a lot of new titles offering a game which is basically a modified "Battlefield: Conquest" mode with a linear or non-linear progression of "flags" or "objectives" in a different setting). I am happy that we have taken the time and pain to discover an entirely new game mechanic for Parabellum.  

FiringSquad: What can you tell us about the storyline for the game?

Frank Trigub: At this time, we cannot unveil too many details about the story background, however story is certainly not a focus of Parabellum. We have chosen New York City as our playground. Urban environments are cosidered the most challenging scenarios for tactics and gameplay, and New York City is one of the most diverse and interesting cities on this planet, which made it a perfect choice. Basically, Parabellum is about CounterTerrorism in the 21st century.  

FiringSquad: What can you tell us about the single player campaign and missions in Parabellum?

Frank Trigub: Next time and next interview, ok???  

FiringSquad: What sort of weapons and items will the player use in the game?

Frank Trigub: Parabellum has a heavy focus on weapons. We have the standard weapons of today's CounterTerror units and each weapon is highly customizeable. I think we probably have the most advanced and flexible customization system allowing you to make every weapon fit your personal needs.  

FiringSquad: What will the enemies be like in the game?

Frank Trigub: Enemies are mysterious and bad-to-the-bone, kind of 21st century Darth Vaders(TM) :)  

FiringSquad: What will the multiplayer features and modes be like?

Frank Trigub: We have spent a lot of time and efforts to create a new challenge for gamers, which does not require the Multiplayer standards as CTF (Capture the Flag), DM (Deathmatch) or Conquest (Battlefield). You know, we seriously hope this is a step forward to new frontiers in multiplayer FPS games.  

FiringSquad: What other unique features will Parabellum have that will make this game different from others in the first person shooter genre?

Frank Trigub: Besides the heavy focus on modifyable weapons and the innovative game modes, Parabellum has very destructive environments that allow you to destroy entire buildings in New York City. If you want so, the entire city might be destroyed at the end of a battle. The effects on gameplay result in a more dynamic game world that requires quick adaptions and decisions, as streets and buildings might get blocked or new paths may open dynamically.  

FiringSquad: You have announced that you will use the Unreal Engine 3 for the game? Why did you decide to use this engine and what modifications will be made for your game?

Frank Trigub: For FPS games, there's no way around Unreal Engine 3 if you don't want to make your own technology. We see us mainly as a Game Developer, not a technology company. Some of the main reasons for choosing Unreal Engine 3? The world-class netcode, the excellent control feedback which is very important to FPS gamers and the next generation graphics and physics that allow us to create more immersive environments. However this technology ist not just a graphics showcase, it is an integrated working environment delivering tools for designers, programmers and artists to create next gen games more effectively.

However not even the best technology fits 100%. ACONY is lucky to have good engineers that are customzing the technology to fit the specific requirements for Parabellum.  

FiringSquad: You recently announced an in-game ad deal with the Massive Network. What can you tell us about this deal and how will this help your game development?

Frank Trigub: We had the choice between the few in-game advertising companies on the market. After testing we decided that Massive Inc. would be the best partner for our FPS game to enter this new world of advertising. The advertising doesn't really help us to develop the game. But since the setting of Parabellum is New York City, it helps us to make the environment more realistic. Imagine NYC without advertising and it would be as boring as any other city. We hope that In-Game Advertising will make the difference and brings the virtual New York City to life.  

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

Frank Trigub: Current status is pre-alpha and Parabellum will be released in 2007.  

FiringSquad: Finally is there anything else you wish to say about Parabellum at this time?

Frank Trigub: Oh yes, we are playing Parabellum on a daily basis since several month inhouse with 16 players and enjoy shooting the hell out of each other ;)

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