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Alien Legion
Developed By: NeXS Interactive
Published by: TBA
Genre: 3D Action
Expected Release: TBA

NeXS Interactive, a small startup company is working on a game called Alien Legion. The game is an ambitious total conversion of Unreal. NeXS has not yet landed a publisher, but are aiming to combine fast action, the strategy features of Rainbow Six and what they are calling, "the most interactive story in any FPS shooter to date." In addition to a fully interactive story, Alien Legion features the "M21 advanced tactical combat system," which allows the player to order computer controlled allies to fulfill specific duties in the player's 'squad', similar to Rainbow Six.

Rather than trying to explain the project, we will let Jonathan 'Strife' Navia CEO, NeXS Interactive explain it for us, through a question and answer series. If you still have questions, you can check their website at: http://actionxtreme.com/alien_legion/

EP: What was it about Unreal that inspired you to attempt a commercial total conversion?

A: The Unreal engine is easily the most advanced platform available for licensing today, hands down. The Quake 3 engine may be graphically sharp and do curves and stuff, but in many people's opinion, curves are something that id is over hyping and are little more than polar tricks. Unreal can do curves, and we are making them in Alien Legion, however, it is by a far different method than Quake 3's. We were inspired that we could take this little base and make anything we want out of it. Some of us tried Alien Legion for Quake II. It didn't work. The Unreal community is unique and I feel needs a game like Alien Legion. The tools, UnrealED are great and the net code, now at least is spectacular.

EP: How difficult is it to license a game engine? In this case, is it just a matter of showing up with the licensing fee or is there more to it?

A: This is where people get confused. You can make a game for Unreal and make most, if not all of the additions that you need just with the shipping version. However, you still have to buy a license in order to sell it as a game. The first step is to talk, and get friendly with the Epic guys and keep them on top of what you are doing and ask for their advice. Do that and you're half way there. It is more complicated than just showing up with a licensing fee since Epic won't want to put their logo on an inferior product. They ask that we send down the game on a CD for review and if it is a plus, they will suggest us to publishers. If it is a down, they will tell us how to fix it, then ask us to resubmit it. All in all, our licensing path is very different than that of say, the Collective or ASC games because unlike them, we don't have a name for ourselves already.

EP: Does this game continue in the Unreal universe or is the Alien Legion universe unique?

A: Alien Legion is best described as a distant offspring of Unreal, however, its 'storyline' does not recognize the events in Return to Na Pali, Unreal Tournament, Unreal 2, Unreal 3, etc. After Unreal, the two histories branch off. In ours, The United Earth Confederacy and the Skaarj Union go to war, resulting in the death of the last queen and the virtual defeat of the Skaarj who survive through cloning. The Skaarj and humans go into a cold war for the next 500 years. Eventually, a super alien empire, the Scorpions, arrive. All hell breaks loose and Alien Legion begins. Alien Legion makes no references to Unreal or the ship or even the Nali. We just use the Skaarj Trooper as the only returning enemy for Unreal as a background story. Q: The press release touts the "use key," how is this going to be implemented and what does it add to the first person action genre? A: The use key is nothing new to first person shooters, however, it has been ignored since DooM after it phased out in Quake. We're bringing it back. The use key will let you pull things, activate consoles, open doors and the usual 'use functions'. It adds nothing revolutionary but it adds a level of interactivity to the game that it would otherwise lack.

EP: Computer controlled squadmates are notoriously irritating. Rainbow Six, for example suffered from poor pathfinding and problems like AI squadmates blowing themselves up with grenades. Other games suffer from poor target acquisition and other problems. How has NeXS been able to overcome some of these difficulties for Alien Legion?

A: VERY GOOD QUESTION!. First of all control. The use of pathnodes essentially dictates, in Unreal, how smart the bots move around and how human they act. The general rule is one path node must always see the other. The new rule that we are enforcing is that one pathnode must be able to see at least 4 other pathnodes. This enables much more intelligent bot movements. In addition, the bots are not completely computer controlled like in Rainbow Six. We have added a new little console and binded hotkeys that activate certain commands like 'fall back' or 'attack from behind' or 'seek cover' or 'stay here until I issue further orders' or 'free for all', etc. Commands like these give you a more 'hands on' feeling that you control your team. Targeting is a very complex issue. When we first programmed M21, it didn't work because the Skaarj would not identify the bot as a target and the bot would not identify the Skaarj as a target. We added several lines of code to the Skaarj so they identified the bot and we doubled the number of lines of code for the bot so they would work in singleplayer and act like allies. The bots will only hit you and each other if you do something stupid like strafe in their line of fire, there is nothing we can do about that.

EP: Your press release and website speak very often of the complex and interactive story. Why is that important to the first person shooter genre and what does it add to the gaming experience?

A: Since Quake 1, a lot of FPS games have come out, very few of them having a complex and concrete story. I don't think mindless shooters like DooM or Quake will work anymore. If your going to be fighting aliens there might as well be a good story and moral behind it. In Alien Legion, it is tolerating differences (in this case between species) and forgiveness. That's the ultimate goal to the game... to explain why the events that transpire happen. We are going to see first person gaming going into separate paths- exclusively multiplayer, where story does not matter and single player with less emphasis on multiplayer. In those games, since they lack multiplayer, a complex, edgy, multipath story will become more important so the gamer keeps playing and that side of FPS games survive.

EP: How much and what sort of alteration is the team making to the Unreal engine? Why?

A: We're adding a bone/skeletal based animation system. This is more for realistic movement and ease of modeling than anything else, as manipulating vertices just doesn't cut it any more. Also, a radio communication system for bots. As explained we added a lot of AI to the enemy bot code, 15 new enemies, 3 new bosses, 10 new weapons, 25 or so new levels and new deathmatch modes and 1000 odd new textures. We are tweaking netcode too so the increased detail can be handled

EP: The Flag Tag multiplayer mode [free for all, whoever holds the flag longest wins] sounds like fun. Whose idea was it?

A: Some of us commented that N64 shooters like Quake, Doom 64 and Goldeneye have pathetic capture the flag games (2 on 2?!?) so we decided that we would create a variation of CTF for Alien Legion that would sort of serve as an example for other game companies and be fun at the same time.

Screenshots (click to enlarge)


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