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Half-LifeGunman Chronicles Q&A

We talk to Rewolf founder Herb Flower about the development of this exciting Half-Life mod.

Even though it first released well over two years ago, Valve's Half-Life continues to sell well to this day, undoubtedly due to its brilliantly executed storyline and impressive use of sound and 3D technology. The game has produced a lot of user-created mods that are keeping Half-Life fans busy until the ultimate release of Team Fortress 2 and the rumored Half-Life 2. Developed using the Half-Life engine, these mods include Counter-strike and Team Fortress Classic, and they improve upon Valve's original technology with each successive release.

The latest game to make use of the Half-Life engine is Gunman Chronicles, a story-driven first-person shooter currently in development at Rewolf Inc. What's unusual about Rewolf is that the company is composed of a group of talented individuals who literally work on the game from different countries all over the world. Originally founded by Herb Flower, Rewolf (Flower spelled backwards) eventually grew to a team of artists, level designers, and programmers all using chat and FTP programs to exchange files and ideas. Their work was first showcased in a 1999 San Francisco press event held by Sierra that was meant to highlight a number of Half-Life user-created mods. Gunman Chronicles stole the show.

Gunman was originally supposed to be a single-player-only mod that would be available for free download upon completion. Earlier this year, however, Sierra announced that it would be publishing the game as a retail product. Since then, Gunman Chronicles has undergone numerous changes, including the addition of a multiplayer component. We caught up with Rewolf's president, Herb Flower, to talk about the impressive piece of work and to discuss its evolution from a simple mod to a full-fledged retail game.

GameSpot: Sierra announced a few months ago that it would be publishing Gunman Chronicles as a retail game. Since that announcement, how much of the development has been transferred to Valve?

Herb Flower: Valve hasn't taken over development. They're very busy with their own stuff. What they've done for us is given us some office space for some of the team to work together in Seattle, and given us some help with scheduling, testing, marketing, etc. Basically, helping us ship our first game.

GS: Gunman originally started out as a Quake II mod, right? Why did you end up using the Half-Life engine as the basis of this total conversion?

HF: Half-Life is the mod maker's dream-engine. Gunman is a better game than we could even imagine back in the Q2 days. I don't think any other engine out there, even today, is as good for making single-player games as Half-Life's. Valve's constant support of the mod community has also ensured that the engine is kept up to date.

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