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Robotech: Battlecry Q&A

Related Platforms:
  • GameCube

We sit down withn TDK and Vicious Cycle to discuss this highly anticipated action game.

When Robotech was aired on North American TV for the first time back in 1985, its unique visual style and relatively dynamic storyline almost instantly attracted throngs of fans. However, while Japanese developers have since capitalized on Robotech's popularity by releasing games for nearly every system, fans in North America have been left with nothing--until now. The development team at Vicious Cycle is currently working on Robotech: Battlecry for the GameCube, the PlayStation 2, and the Xbox. The game will feature cel-shaded graphics, and it will give you an opportunity to pilot the transformable veritech fighter in a variety of missions. We had a chance to speak with Carlos Rodriguez, producer of Robotech: Battlecry, and Eric Peterson, president of Vicious Cycle, to get some information on how the project came together and what the development team has in store for the game.

GameSpot: Can you give some background on the team working on the game?

Carlos Rodriguez: The team is an experienced group of developers that emerged from a studio in Chapel Hill, North Carolina, two and a half years ago to form the company known as Vicious Cycle Software Inc. Initially, Vicious Cycle was working on a superhero product for Mattel. Mattel then decided to shelf that product for a more recognizable license. The developers were extremely excited to be chosen for the challenge and were ready to overcome any odds to create a great game based on the anime classic.

GS: Are most of them Robotech fans?

CR: Yes, most of them are. In fact, some of them are just huge fanboys like anyone else. They want to give every Robotech fan a great experience and a great game; after all, they too would want nothing less.

GS: When working with a license like this, how difficult is it to come up with a general gameplay concept?

CR: General gameplay wasn't that difficult of a challenge, actually. The developers knew what they wanted from the beginning--lots of action, as many enemies as possible, and the ability to transform whenever they wanted. The secondary gameplay mechanics were a bit more difficult to develop only because the team wanted to stay true to the license. Many secondary actions were developed, like using the sniper view in battloid mode, picking up objects as the guardian, and throwing off missile decoys as the jet. Even some other gameplay elements were added just because they were cool--like the ability to shoot down individual volleys of missiles while in a heated battle. Now if that's not Robotech, then I don't know what is!

GS: The Robotech game that Gametek was working on put players in the cockpit of the veritech. Was there any desire to go that route instead of third-person?

Eric Peterson: Not at all. In fact, the game doesn't have a cockpit view--unless you consider a sniper view a type of cockpit. The main reason behind this decision was that the team didn't want to create a flight sim. They didn't want the game to function around one-third of the veritech's abilities. The other two modes of the veritech have their place in the show, and the developers wanted them equally represented. For example, Battlecry has numerous ground battles in cities, and it was only logical to allow a player to maneuver as a battloid for those missions. Another important reason for going third-person is the intensity of the action, which includes a vast number of corkscrewing missiles, as well as extremely fast-paced maneuverability. Without the third-person view, the player wouldn't get the full experience of the battles that appear in Robotech. Not to mention, the veritech that the player controls looks pretty awesome cel-shaded--and most importantly, the developers didn't want any Robotech fan to be unable to see themselves transform.

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