Bakshra: Please introduce yourself and tell our readers a little bit about yourself and your position at Strategy First.
Dan: My name is Dan Hoecke and I’m the designer of Zero-G Marines and the director of Strategy First’s Ottawa Studio. I’ve been in the games business from the beginning as an artist. In 1989 I started Midnight Software Inc. with programmer Brian Hilchie and we produced our first 3D flight combat game for the pc. It was Heroes of the 357th for EA, which then lead to producing the space combat title Renegade, The Battle for Jacob’s Star for SSI. In 1998 we were retained by Strategy First and became the Ottawa Studio. Brian departed and Oliver Marsh took over the reins as the Technical Director and created our new graphics engine, which is capable of handling the ambitious challenges of Zero-G Marines.
Bakshra: Being able to take control of computer-controlled squad members in Zero-G Marines will add a new dimension to single-player gaming. What kind of system is being used to give players control over their fellow squad members?
Dan: The player will be able to select and give commands to several wingmen with different weapons load-outs from a roster of squad mates. Fatigue and experience etc. will affect their skill level. There will be a basic command menu with available sub-commands such as “attack my target”,” defend my target”,” wait here”, etc. You won’t lose the mission if one of them dies. If an order is not given, or after completion of one, they will do what they think is best in a given situation (engage the enemy or provide support for the player).
Bakshra: Low gravity environments sound like they will be a large part of the game, considering it takes place in outer space. Will low-gravity areas be similar to low-gravity levels in other games (such as Unreal Tournament), or will they be more extreme?
Dan: Actually, there will be no gravity but most surfaces will be magnetically charged to permit surface movement. When on the surface, the player will have more control but there will be more susceptibility to splash damage. The moment he/she steps off a surface, the thrusters will kick in. At any time the player can use thrusters and fly about both outside and inside the interiors. There will be inertial dampeners that can be toggled on or off for more controlled manoeuvres [sic].
Bakshra: Will there be any weapons specifically designed to take advantage of low-gravity situations?
Dan: Yes there will be. It’s too early for us to reveal too much in regards to weapons but certainly there will be specialized ones that take advantage of a zero-g environment. As well, there will be weapons that can incapacitate to allow for capturing an enemy in single player mode.



