CellFactor: Revolution Q&A - Physics, Characters, Story, and Psychic Powers
This physics-heavy action game will offer first-person shooting action and psychic powers that will let you smash the landscape to bits. We've got updated details.
There was a time when action games put you in static worlds, where the only things you could affect were enemies you could shoot; keycards you could pick up; and maybe, if you were lucky, barrels you could explode with a few well-placed gunshots. Thanks to the miracle of modern science, computer games now offer much more interactivity; you can blow up chunks of your environments and toss them all over the place thanks to advanced-physics programming--including the physics supported by hardware manufacturer AGEIA's "PhysX" chip.
One game that got some attention at this year's Electronic Entertainment Expo for its use of physics was CellFactor, a technical demonstration that will now be coming home to the PC as a new game called CellFactor: Revolution. Artificial Studios' president and lead developer Jeremy Stieglitz sat down with us to give us an update on this sci-fi shooter that will let you shoot, run, and tear up your surroundings.
GameSpot: We understand that CellFactor started out as a tech demo using AGEIA's PhysX technology. Tell us about how the demo eventually ended up becoming a full-fledged game product.
Jeremy Stieglitz: In January of this year, we got our hands on some prototype PhysX hardware. We decided to use what limited resources we had at the time--Artificial is a small, independent developer--to put together a uniquely styled first-person shooter demo. We thought development of CellFactor would end there, but to our surprise, the gaming community seemed genuinely interested in the concepts in the demo, so we managed to secure some backing to put together a full multiplayer PC game. Our goal at the time was to produce CellFactor: Revolution without affecting our other title in development, Monster Madness, and the solution has been to create a second team at Artificial to develop it.
GS: Tell us about the game's use of advanced physics--just how much of the game's environments can be moved and deformed? Will manipulating the environment be a big part of gameplay?
JS: In the tech demo [shown at E3], there are several thousand rigid-body objects within the environment that can be used as weapons, and there are some cloth and fluid elements, but beyond that, you're basically in a static environment. Not so for Revolution. Our goal for this game is now to make the environment as interactive as the objects within it, and our primary way of doing that is to construct architecture from breakable-jointed dynamic objects rather than static geometry (as was done in the tech demo). This allows explosions to shatter stairwells, psychic powers to collapse pillars (the debris from which can then be used as weapons), gunfire to chip pieces off concrete, and all manner of environmental destruction. The downside is that joints are very complex computations, so the performance difference between software and PhysX hardware is more extreme. Thus, we find that some environments simply don't run in software anymore, but that's a worthy trade-off for the havoc you can unleash on a destructible environment. It really makes some of the psychic powers rather insane to see in motion, as everything around you collapses and shatters.
GS: Is the game being developed mainly for users that will hopefully have purchased high-end computers with physics-accelerator hardware by the time the game ships? What kind of hardware specs are you targeting?
JS: The primary target user will have PhysX hardware, and a portion of the game's content will require that the hardware is present on the system. The game's content will still be accessible to users in software physics, but that will be limited to environments without the robust interactivity of the hardware levels. As far as graphics go, the sheer number of objects onscreen pretty much requires a GeForce 6800 or ATI X800 generation video card, but if you have a GeForce 7900 or ATI X1900, you can crank up the high dynamic range lighting, per-pixel motion blur, and texture resolution to enjoy some eye candy along with your physics. CPU requirements are not as great, since much of the most intensive calculations are off-loaded to the PhysX processing unit, so you can capably run the game with a single-core processor with a speed of about 2GHz.
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CellFactor: Revolution Official Trailer 2

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- Artificial Studios, Immersion Software
- Sci-Fi First-Person...
- Release: May 8, 2007
- ESRB: Mature
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