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Malice Q&A

We get exclusive Q&A time with the team at Argonaut, in which they answer our questions about the upcoming PS2 version of Malice.

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Many were surprised to learn that Argonaut was developing a version of Malice for the PS2. Considering how strongly Microsoft promoted the game, the fact that it would emerge on other platforms was surprising indeed. But Argonaut and Sierra are determined to make Malice's presence as widely-felt as possible, and bringing it to the PS2 is the most logical step.

The Shadow-Caster engine has been reworked to run on the PS2.
The Shadow-Caster engine has been reworked to run on the PS2.

From what we've been told, Argonaut has fully converted its internal Shadow-Caster engine to work on the PS2. While we're eager to see it for ourselves, the details that Argonaut has released sound quite impressive on paper. Full details are listed below, but rest assured: environments will feature pretty hefty poly counts, and everything will run at 60fps. You'll have to read on to get the rest of the information. We'd like to give special thanks to the Argonaut team for answering our questions.

GameSpot: Some stages exclusive to the PS2 port have been mentioned. Can you tell us anything about these?

Argonaut: Well, we don't want to give too much away at this stage. There were levels that fit into the game and storyline that were originally designed, and we felt they would work better on the PS2 version. They add a little more depth to the game and provide more challenges and gameplay. We don't need to add that these are incredibly gorgeous to look at and really add to the atmosphere of the game.

GS: How well does the Shadow-Caster engine perform on the PS2 hardware?

A: Obviously there isn't the hardware to support the exact method we use on the Xbox. Our PS2 engine can draw around 260,000 polygons a frame at a constant 60fps! With this technology, we have a system that works differently but will produce the same visuals. It's still being optimized and changed as the algorithm is continually enhanced, but there should be no loss of speed or visual delight.

As you guide Kat through the huge worlds, things will run at 60fps.
As you guide Kat through the huge worlds, things will run at 60fps.

GS: Did you have to make any compromises to ensure that Malice would run well on the PS2?

A: The only compromises are with the technology. We have no features such as hardware bump mapping, so we've had to create an equivalent in software without any performance degradation. The PS2 has been out long enough now, whereby our teams are able to produce some astounding quality in their work.

GS: Have any of the game mechanics changed with the PS2?

A: As it stands at the moment (excluding the additional levels), the gameplay mechanics are the same. There may be some tweaks and changes a little later on, but at the moment, it remains the same. This was a conscious decision, as the original gameplay is quite excellent. It has been designed in line with the story and characters and sound and everything--a careful balance to provide the best gameplay experience within the game. Changing it may compromise this balance, and that's not something that we wanted to risk.

GS: Which version do you feel most faithfully represents your vision for the game?

A: Both versions are a strong representation of how the original next-generation version of the game was planned. Obviously with the extra content in the PS2 version, we're a little closer to what we want to get in, but, as always, we have time against us and we want to give the game players the most fulfilling experience within the Malice world.

Kat, the heroine, will wield this might hammer against the minions of the foul Dog God.
Kat, the heroine, will wield this might hammer against the minions of the foul Dog God.

GS: What's the status of the Xbox version? Which version of the game is farther along?

A: The games are being developed slightly apart to allow us to include the extra content and get over any "unknowns" without jeopardizing our delivery dates. Both Sierra and Argonaut are keen to sate the appetite of the hungry game players out there.

GS: Has the core game changed at all since you've last updated the press?

A: Nothing has really changed in the game since then. We aged Malice (the main character) a little and added a bit more "sassyness" and attitude so that she's even more appealing. The full game design has been locked down for a while, as there is so much cool stuff going into the game that we would never finish it if we kept changing the game. More and more is going into the game, and it simply gets more addictive and gorgeous as each day goes by.

GS: For those unfamiliar with it, would you like to provide a quick rundown of what Malice is about? And the strengths of the Shadow-Caster engine?

A: Sure. It's going to be difficult to describe everything in this short space for so much game, but I'll try. You play Malice in third person, and she starts off in a strange world indeed. She begins her time travel, headless, by meeting Death, who sends her back to undo the bad things that have happened. Along the way, she learns to use magic and gains some incredible weapons to help her--mace of clubs, clockwork hammer, and the awesome quantum tuning fork. She must thwart the growth of the dog god and beat his murderous crow minions by foiling his plots and schemes and plans, which are orchestrated by his sidekick, the Jujuman. She also must make friends to help her through her quests. The lands are varied and rich, from the memory maze and bonehenge to the siren tree and the beach of souls. Malice must right what has gone terribly wrong in the world.

The Shadow-Caster engine is a unique development engine and toolset that allows the world's shadows to be drawn in real time and so to provide an extrarealistic look at the world in which Malice lives. Dynamic lights and effects mean that any shadows cast are real. As the light moves, so does the shadow. As the light falls and rises, the shadows lengthen and shorten accordingly. Characters can pass in and out of the shadows in a natural fashion. The system renders the final layer of cream on an already rich and tasteful world.

It seems to be a fine-looking PS2 game. We can't wait to see how the Xbox version is coming along.
It seems to be a fine-looking PS2 game. We can't wait to see how the Xbox version is coming along.

GS: Do you see Malice as the beginning of something larger? A franchise, perhaps?

A: Each element of the design has been carefully created to provide very strong worlds and characterization. Naturally, out of this we have so many ideas and so much material that we've have to put them on the "next project" pile. We believe we have something that can remain fresh for many years after the wrapper has been taken off and would love to continue to make Malice games. Whether another is actually released, well, watch this space...

GS: How has the identity of Malice developed? She now seems to be more integral to the game.

A: Malice has always been important to the game; she is a major part of the story as well as the main character the player controls. Since we partnered with Sierra, there have been slight changes to the way she looks and acts, but otherwise, she remains the likable, kick-a** character she always has been. She's a very popular girl, and to meddle too much could make her lose her appeal.

GS: Anything you'd like to add about Malice?

A: This product has to be one of the most brilliantly created, visually superb, addictive, aurally inspiring games produced to date. It has been created to be a next-generation product that can work only on the new hardware that is available today. Each person who plays this game will be instantly drawn into the world and will go back to it time and time again to see all of the bits and extras that they've missed.

Make sure you have a Kleenex box nearby when you play it (for when your mouth dribbles of course!).

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