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Interviews
Interview
with Mathieu Lariviere,
Developer of Still Life
By:
Dimitris Manos
This
review and interview originally appeared in The Inventory 16.
The Inventory is the Internet's only online, downloadable adventure
magazine and is translated into seven different languages. You
can download past issues of The Inventory from Just
Adventure.
Yourself
Could
you tell us a bit about yourself?
I would rather
present the team which I'm very
proud to have been a part of. Jean-Francois
Pelletier worked on Post Mortem as project
manager and is now doing the same thing on Still
Life. Former animator on Post Mortem and
Syberia 2 Elspeth Tory is lead animator on Still
Life. We have Stephane Cyr as lead integrator who
was doing the same on Memorick, The Apprentice
Knight. Terence Chiu is now lead programmer on
Still Life and whom I have worked with in the past
on Tennis Master Series. Finally Hubert Corriveau
and Jacques Marcoux shared the role of lead artist
on the project.
Now let me
say a few words about the respective teams. Still Life was very
fortunate to have the
best-assembled integrator team ever imagined.
Let's put it this way, if they were a hockey team
they would make the Canadian Olympic Hockey
Team look like posers. As for the animators. they
rock! Thanks to them, Still Life has motion and
action never before seen either in-game or in
cinematic cut scenes. The programming team made
what seemed impossible actually happen. Last but
not least, the art team who made the Syberia series
so breathtaking made Still Life even more beautiful
with an eerie atmosphere.
Have you
worked for any other games or adventures before?
Yes, I've
worked on Tennis Masters Series, PC and X-Box, by this company.
This
is my first adventure
game.
Do you play
adventure games in your free time? If so which ones are your favourites?
Free
time, what's that? Grim Fandango is probably my all time favourite
adventure game. I absolutely
loved the story, the film noir-Mexican folklore
setting and the great dialogue! Manny Calavera is,
to me, one of the best adventure characters ever.
The three-part story was brilliant. I expected them
to make another one but it never came.
Still Life
Could
you describe to us the story of Still Life?
Victoria
McPherson is a brilliant young FBI agent
who's investigating a serial murder case. The body
count is now at five and with the lack of real
leads and a mountain of circumstantial evidence, Victoria
is beginning to show signs of fatigue and stress.
She
decides to take a break and go rest at her father's home in suburban
Chicago; after all,
it is close to the Christmas holidays. However, Victoria
does not find rest. Instead, she finds one
of her grandfather's old case files and begins to read.
Oddly enough, Victoria's present case resembles
the one from the past, right down to the killer's
MO...
Could you
tell us some things about the main heroine of the game?
Victoria
is the main character of Chicago 2004. She comes from a wealthy
background. She is the
daughter of Patrick McPherson, DA of Chicago
and the grand daughter of Gustav McPherson,
Private Investigator.
Victoria
went to the best schools and graduated with honours. Her education
primarily
focused on
psychology and criminology. She decided
to enrol at the FBI academy in Quantico and become an
agent. She passed once again at the top
of her class. However, Vic's gift for profiling killers gets
her a desk
job chasing serial arsonists, serial
rapists and serial killers. Although
disappointed at being stuck
behind a desk and not out doing fieldwork,
Vic soon got her chance.
Today, Victoria
is working her second serial murder case as a field agent. Her
first
case was against the infamous Mississippi Crawler, who
strangled and raped young women. He
would dump their bodies on the banks of the Mississippi.
Now she is assigned to a case in the streets
of her hometown, Chicago.
In
Still Life we'll be able to play
as a second character. Could you describe
him to us?
Gus McPherson
is originally from New York. Gustav left New York for Europe
after a case
that went sour on him. He was accused of murder
but the charges didn't stick. Gustav didn't
chance it and left for Europe shortly
after the affair. He then
decided that PI work wasn't fit for him
and wanted to forget the past. So he picked up the brush
and started painting. He was living in Paris when
an irresistible case fell on his lap.
The Whytes affaire; a couple murdered in
their
hotel room, which led
to
an occult artefact.
Fearing accusations
of murder once again, Gustav had no choice but to leave Paris
and find work
elsewhere. The Whytes case rekindled
his passion for PI work, and
the thrill of the chase pumped
through his veins once more.
Gustav ended up in Prague, where he met the love of his life, Ida
Skalickova. Now he is on a new case
hunting a serial killer who's murdering prostitutes. Ida
and her friends hired him to help stop the bloodthirsty
killer.
Does the
game's story delve into the supernatural?
No. Unfortunately,
serial killers are not fictional. They are a very real aspect of
our
society.
According to the FBI, there are between
50 and 500 serial killers currently active in
the US.
There have
been mentions of links to the Post Mortem story. Post Mortem featured
a story
about the Templars. Will Still
Life have anything to do with esoteric societies?
Victoria
discovers a secret S&M
club during her investigation.
That's all
I can say about
that.
Will we get
to meet any other characters
from
the Post Mortem franchise?
Besides Gus
McPherson, nothing from Post Mortem
is recycled.
Still Life
is not
a sequel
to Post Mortem, but
more of
a spin off.
How many
characters will
we meet in
the
game and how many
locations will
we get to
visit?
You will
meet 24 characters in all: 11 in Chicago
and 13 in
Prague. As
for environments,
we
have 7
locations in
Chicago and 11 in Prague. There are
over 300
camera shots that cover the
different environments.
Will the
story be linear or non-linear?
The story
is non-linear. When Victoria finds her grandfather's journal
and starts
reading it, we are
transported to Prague of the late 20s. Then we start
playing Gus. There are a number of chapters in the
game, moving
between the different time
periods (2004 Chicago
and 1929
Prague). Cinematic
cut
scenes that create
the bridge between the two time
periods.
The game is linear though. The player
cannot
switch from
one period to
the other
whenever
he or she wants to. The switches are
predetermined.
Is
the game's story
inspired
in some way by movies,
books or
other games?
The first
inspiration would be Patricia Cornwell's
Portrait of a Killer: Jack the Ripper
Case
Closed. I found her Walter
Sickert theory to be very
interesting, so much so
that our
killer
in Prague
is an artist. Anything that
John
Douglas wrote,
but more
specifically The Anatomy of Motive.
His
books are an absolute must if you ever create
a
murderer as a character. There were a lot of movies
that
inspired us but the one that was the
most
referred to
was
undoubtedly
Se7en.
There
is
an
Internet
site I have to mention is
www.crimelibrary.com,
which was an important
source
of information.
The game
seems quite gory.
What kind of
rating are you hoping
for?
It does tend
to get the gory reputation but
I assure
you
that
it will
never be
gratuitous. Still
Life does
have
murder scenes
and
dodgy subject matter
but I believe
that we
stayed out
of
the horror
genre and remained in
the thriller genre.
Post
Mortem used a
1st person perspective
while Syberia, which rumour has it
that
it was
more successful than
Post Mortem in
terms of sales and critical
acclaim, used a 3rd person
perspective. Did this success
play any
role in your decision
to use
a 3rd person perspective,
or did you take this decision
for other
reasons?
Post Mortem
was the last 1st person adventure game
that Microids produced. With
the
creation of Syberia came
new expertise and a better
engine. We
simply wanted to continue what the Syberia
2 team accomplished.
Will Still
Life use 3D characters on
2D prerendered backgrounds?
Yes,
Still Life uses 3D characters on 2D prerendered
backgrounds.
In
what ways is the engine of Still
Life improved compared
to the
engine of
Syberia 2?
Still Life is similar to the
Syberia series
in its
basic point-and-click gameplay, but
we have added
some notable features.
The
dialogue system has totally changed.
Another addition is the
full-screen
inventory with two new
features -
an examine (with
zoom functions)
and a
combine button.
Shadow effects have been
greatly improved. The path
finding has improved also (less slipping and
sliding).
What is the highest
graphics resolution the game can reach?
800x600.
Will Still Life
feature numerous cinematic cut scenes like previous Microids
titles did?
Since pre-rendered scenes
and point and click gameplay doesn't allow for much action, (though
I liked what they did on Broken Sword), we concentrated in bringing
the action and a great deal of suspense to our cinematics. We have
15 breathtaking cinematics for Still Life.
In Syberia 2 there
were usually 2 different camera angles used during each dialogue.
Do you plan to use similar cuts in Still Life, use even more
cuts or use just a fixed camera throughout the whole dialogue?
Certain dialogues will
use the dynamic approach and others will use a fixed camera. There
were certain environments that were impossible to have more then
one shot.
Microids have
got us used to great soundtracks for its releases. What kind
of music will you use for the purposes of Still Life and how
much time will the total soundtrack last?
We know that Still Life
needs great music to keep players on the edge of their seat. Fortunately,
we have terrific musicians that will give Still Life just that!
The people who scored Syberia 1 and 2 are back for Still Life.
They will be scoring all the cinematics and all the in-game sounds.
We have Tom Salta, who will handle all the ambient in-game music,
which will chill the spine of any thriller fan. As for the soundtrack's
running time, I haven't a clue because they haven't finished it
yet.
Do you plan to
use voice-actors that have appeared in previous Microids titles
or are you going to hire a whole new cast?
We are very happy to have
Sara Leger back with us. She played a small role in Post Mortem
(Bebe, or Berenice). Now Sara Leger will play Victoria McPherson.
For the other voice talents, I'd rather not comment because we
are still in the casting process.
Adventures from
Microids have been praised for their technical standards (graphics
and music) but when it comes to gameplay they have received their
fair share of criticism from adventurers. First of all, some
adventurers claim that the Syberia series for example is lacking
a bit on interactivity. For example there are many screens where
the player cannot do anything else but walk through them, i.e.
there are no objects to look at/interact with or persons to talk
to. Will there be such 'empty' screens in Still Life or do you
plan to increase the interactivity level with this new title?
Still Life will have
less empty spaces simply because Still Life is very different
from the
Syberia series on many levels, especially the narrative pacing.
Syberia is an epic voyage, making it important to make things
a little 'slower' and create breathtaking environments. It would
be boring in a game like Syberia to give everything right away.
The goal was to witness Kate Walker's voyage to Syberia and
her
personal evolution throughout her journey. However Still Life's
story revolves around an investigation of a series of murders
in the streets of Chicago (and Prague). The narrative structure
in
Still Life is one that leads players to a series of cliffhangers,
due to the switches from one time period to the other. Most
objects we find in the game are used on location.
Some of the mechanical
puzzles in Syberia 2 were quite illogical and gave almost nonexisting
feedback to the gamers. Will Still Life feature mechanical puzzles
or will you base gameplay more on investigation and character
interaction?
There are no mechanical
puzzles in Still Life. However, Still Life is not a CSI clone,
where Victoria has to collect evidence throughout the entire game
(it happens only once). We have what I like to call classic adventure
style puzzles, and some that are very original. We took great care
to integrate the puzzles into the storyline.
2 puzzles from
Post Mortem that were deemed impossible to solve by many adventurers
were the portrait puzzle and the lock pick puzzle, both due to
non-existent feedback to the player. I.e. when you presented
the portrait you had drawn you just got an answer that it is
not the right person instead of pinpointing which part of the
face you had drawn wrong so that you know what you have to change.
Do you plan to take better care this time of giving feedback
to players?
Yes. Victoria will say
things to point the player in the right direction without it being
a walkthrough of course. Also, depending on the puzzle, there will
be sound or actions (taken by Gus, Victoria or NPCs) that will
let the player know if he's doing things right or wrong.
If we say that
Syberia 1 was an easy game while Post Mortem and Syberia 2 leaned
more on the difficult side would you describe Still Life as an
easy or a difficult game?
It is hard to determine
whether a puzzle is difficult or easy. Some players will breeze
through one while others will be stuck for hours. That's why Still
Life will go through extensive focus groups to give us a good idea
of the level of difficulty. When the results from the focus groups
come in certain aspects of the game will be adjusted. To me Syberia
1 is the easiest one, Syberia 2 was a bit harder and Post Mortem
is definitely the hardest of the three. My personal prediction
is that Still Life will be like Syberia 2 in terms of challenge.
The puzzles are difficult, but logical.
Do you plan to
use any new and innovative kind of tasks/challenges/puzzles for
Still Life that has not been seen before in adventure games?
I don't know if this has
ever been seen before but there is one puzzle that the team is
proud of; the robot puzzle. Victoria 'borrows' a small experimental
robot from the bomb squad. The goal is to navigate the little robot
through a maze of lasers so that the robot can shut them down for
Victoria.
Kate Walker from
the Syberia series remained quiet for the most part of the game
not commenting on her surroundings and the objects that she picks
up, unlike what some other adventures have got us used to. Will
the main characters of Still Life make more comments or will
they be 'silent' like Kate Walker?
Victoria is quite different
from Kate Walker. She does have a tendency to give her opinion
about certain things in her environment. For example we have Victoria
commenting on a couple of dolls. The dolls are hanging from a noose
in an abandoned building (crime scene) and when the player clicks
on them Victoria says: 'Nice Christmas decorations'.
Could you describe
to us the interface of the game? Is it similar to Syberia?
As I mentioned earlier,
the inventory interface is now full screen. This will have two
new features. The first one is a examine button. This will allow
players to get an up-close view of the object that can even reveal
clues. The other is the combine button. This will allow players
to combine two objects in the inventory like for example combining
film to a camera.
Do you plan to
use a new dialogue interface for the game? If so could you describe
it to us?
The conversations are
divided into a right click and a left click of the mouse (or left
and right arrow key on the keyboard). The left click represents
professional subject matter, so for players who want to get to
the point quickly and move on, they may do so. The right click
is for more personal or off beat subject matter that adds depth
to the characters and the story line.
During the dialogue
shot, there will be a mouse icon to the left of the screen showing
the
player if the left or right click is available. When the player
gets to a certain point into the conversation he or she can always
quit the conversation when the exit icon appears. It appears
when the player has the necessary information to continue.
Will the choices
made by the players affect the story? Are there multiple endings
like in Post Mortem?
No, we have no side quests
or alternate endings.
Many adventurers
do not like action elements in adventure games. Will Still Life
contain action elements or will it be a pure adventure?
Still Life's action will
be handled by the cinematic cut scenes and not in game. Still Life
has no action in-game, but it will have plenty of atmosphere. I
think adventure gamers will appreciate that.
One thing that
most gamers despise is pixel hunting. Do you plan to use any
special techniques to avoid extreme pixel hunting?
We addressed this in a
pretty unique way, I think. Victoria reacts whenever she passes
near a clickable object, catching the player's attention, who can
then take a closer look. For fans of more traditional adventure
game play, moving the mouse over the screen works as in most adventure
games as a concession to those who do enjoy pixel hunting.
Post Mortem featured
a nifty notepad option where Gus McPherson would keep notes of
all-important finds he would make and keeping track of all-important
events in the game. Will we see this feature in Still Life also?
We will have this feature,
but it will be slightly different. Victoria (and Gus) will both
keep a personal diary throughout the investigations. Their personal
thoughts are available to the player. It will act as a sort of
reminder for the player if he or she ever loses track of the investigation.
Also, the entire dialogue script is recorded. This also will help
the players if they get lost.
What will the
minimum system requirements be for Still Life?
Minimal configuration:
Pentium III 500 MHz, 3D Video Card 16 MB compatible DirectX 8.1,
128 MB RAM, 400 MB of available space on hard drive, CD-Rom 16X,
DirectSound compatible sound card
Recommended configuration:
Pentium III 800 MHz, 3D Video Card 32 MB compatible Direct3D 8.1,
800 MB of available space on hard drive, 256 MB RAM, CD-Rom 24X,
DirectSound compatible sound card
When will Still
Life be released? Is it going to be released simultaneously worldwide?
Q1 2005, we intend to
release Still Life simultaneously worldwide.
And do you plan
to release a demo or a trailer to the public before that?
We've already showed a
playable demo at E3. We will release a more polished demo, and
of course there will be a trailer.
Is Microids going
to publish Still Life or are you going to co-operate with XS
Games as with Syberia 2?
This is still under discussion.
Are you going
to publish Still Life exclusively for the PC or are you going
to publish it for consoles as well?
We are producing Still
Life for the X-Box at the same time as the PC version. We intend
to launch both around the same time.
Is there anything
else you would like to add concerning Still Life?
What we tried to create
with Still Life is a new standard in story telling, cinematics,
graphics, and animation for the adventure genre. We believe we
have achieved this by adding to the formula some great puzzles,
rich characters and dark and mysterious environments. We hope to
give players an experience of gaming they won't soon forget.
Adventure
Games / General
answers
by Edouard Lussan, Publishing Director
How many copies
has Syberia 2 sold so far?
US+Europe, 215 000, all
platforms, and 100 000 PC copies in Russia.
What is the feedback
that you have received from gamers so far regarding Syberia 2?
Excellent, just go visit
the forums that will give you an indication! Honestly, the feedback
has been incredible and we're quite pleased.
We have heard
that since Microids faced bankruptcy problems a lot have changed
in the company. Would you like to talk to us about those changes?
The main change at Microids,
under the new management, is the new editorial focus towards universe-based
games, mostly adventure games. We'll focus our efforts on what
we do best.
Do you plan to
continue supporting the adventure genre in the near future?
Indeed, this is the new
direction we intend to take.
Do you have any
other adventures in development right now apart from Still Life?
We currently have two
adventure titles in development, and another original DVD project
in the works, but it's too early to go into details.
Some previous
members of Microids have founded their own company in France
called White Birds Productions. Are you in contact with them
nowadays and are there any plans for some sort of publisher/developer
cooperation between Microids and White Birds Productions?
We are in contact with
the White Birds team, and we are currently discussing potential
partnerships and projects.
Is there anything
else you would like to add?
Microids' strategy will
focus on the adventure genre, but will also take advantage of the
convergence phenomenon we are witnessing in the multimedia industry,
adding the online component, and DVD projects. There is a large
online community of adventure fans, and this is an avenue we will
develop.
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