Smuggler's Run: Warzones Q&A
We talk to Angel Studios about its upcoming GameCube entry in the Smuggler's Run franchise.
The Smuggler's Run franchise has been evolving since its debut as a launch title for the PlayStation 2 two years ago. Developed by Angel Studios, a veteran of console-game development whose colorful resume runs the gamut from Mr. Bones for the Sega Saturn to Resident Evil 2 for the Nintendo 64 to TransWorld Surf for the PS2 and Xbox, the series has offered a successful mix of arcade gameplay and the attitude that has fast become the calling card of publisher Rockstar games. The latest entry in the series, Smuggler's Run: Warzones, marks a change of platform for the franchise and its gameplay. We recently had the chance to talk to lead game designer Troy Bowman, producer Glen Hernandez, lead artist Bert Huntsinger, technical director Steve Reed, and 3D artist Brian Vanderhulst of Angel Studios and Rockstar games about the upcoming title.
GameSpot: How long has Warzones been in development?
Glen Hernandez: We actually started working on Smuggler's Run: Warzones before we finished Smuggler's Run 2: Hostile Territory. We started with a list of ideas put together by the whole team and with the help of a few others at Angel on what we could do to make the game better for the GameCube. The top items on the list were 60Hz gameplay, four-player split-screen play, and more countermeasures. Once we settled on those, we spent several months testing new modes of play that would optimize the excitement and fun for the player. This, in turn, led to giving players two countermeasures to use in multiplayer mode.
In addition, since we suspected Smuggler's Run: Warzones would be the first Smuggler's Run experience for many GameCube owners, we did a lot of subtle tuning to the missions to make them better suited for new smugglers, while keeping the same overall level of challenge and feeling of accomplishment for finishing them all.
GS: Since the Eastern Europe environment is exclusive to the GameCube version of the game, can you tell us a bit about it?
Troy Bowman: We wanted to create a level that would allow us to focus on multiplayer action and gameplay techniques such as midair pickups and drop-offs and things like rooftop driving. We also wanted the level to look beautiful but somewhat different from the Smuggler's Run 2 levels while still retaining that "Smuggler's Run" feel. We were all in favor of a fall setting for the level, with leaves changing color on the trees, and so on. Eastern Europe seemed like a logical setting since it is quite beautiful in many parts, but also quite dangerous and volatile in others.
Brian Vanderhulst: This was by far my favorite level to work on and play. We designed it with the four-player modes in mind, as well as the new countermeasures. Each area within the level has been play-tested extensively, using all the vehicles and their new countermeasures (and practically every lunch break and evening, establishing the team champions). So, for example, when you drive through the industrial area with the truck, you might see some contraband on top of a building that the truck can get to using vertical boost, but another player might be there with the repulsion countermeasure and knock you about 30 meters away, preventing your pickup. The art on the level was also fun to work on because I was able to use what I learned from working on the previous two versions of the game and take it to the next level and expand on that. In the Eastern Europe level we have castles, inns, farms, an abandoned industrial complex, and lush vegetation, all over a great variety of terrain types that I think provide a great overall experience.
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- GameSpot Score7.8good
Images
- Rockstar Games
- Rockstar San Diego
- Mission-based Driving
- Release: Aug 7, 2002
- ESRB: Teen
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