Saturday, January 29, 2005
You can now pre-order Pariah for X-Box or PC. Reserve your copy ahead of time and avoid the wait by clicking here. Make sure to check out the cover artwork, read up on the features of the game, and post your previews!
Thursday, January 13, 2005
Pariah Mp3
Theme MP3 This music theme mp3 gives you a taste of atmosphere from the upcoming action game Pariah.
Pariah picks up Myst composer as music producer(gameranking.com interview)
Pariah picks up Myst composer as music producer
Digital Extremes reveals early details on the soundtrack for its upcoming PC and Xbox shooter. Producer Tim Larkin takes us inside the studio.
Canadian development studio Digital Extremes has announced additional details on the soundtrack for its upcoming PC and Xbox action game, Pariah. Music composer Tim Larkin, a former trumpet player with roots in symphony and Big Band music--whose previous work includes such games as Uru: Ages Beyond Myst and Prince of Persia--has been hired to produce the game's soundtrack.
For some inside information on the soundtrack, we sat down with Larkin:
GameSpot: What's the process for creating music for a video game like Pariah? Do you get to play early versions of the game to get a feel for it, or do the producers discuss with you what they want?
Tim Larkin: The process varies from game to game, so it's difficult to pin down a definitive way of composing game music. In this case, I was given some screenshots and in-game video as well as a list of the different enemy/character factions that would need music and the amount of music for each. I was given a brief description of the style and general characteristics of each group, and went to work from there. I did get to discuss the feel for the game with the producers in the very beginning, and we remained in touch during the rest of the process as each piece was submitted.
GS: What are the musical themes that you're aiming for in Pariah? With the game's sci-fi plot, was there a particular sound that you wanted to capture?
TL: I was looking for a really different signature sound in order to set the game apart from others. I wanted to create a sense of urgency in the theme as well as original textures. I recorded myself doing breaths and grunts--something I learned from a group of Maasai not too long ago--as part of the main rhythm bed, and built the rest of the theme and orchestrations around that. I'm really happy with the way the theme came out, and the producers seemed pleased with it right away as well.
GS: What kind of instrumentation did you end up using for the game's soundtrack? How long does it normally take to create a song or theme?
TL: I ended up using quite a bit of percussion and lower brass. I like the edge that a big trombone section can give the tracks blended with huge metallic and natural percussion sounds. On average for Pariah, it took a day or two for one finished piece of music. That is something that also can vary wildly depending on the orchestration and production involved.
GS: For our readers out there who are interested in working in music and audio in the game industry, what kind of background would you say is required? Any tips on how to break into the business?
TL: There is such a wide variety of backgrounds for game composers--coming anywhere from the film industry, television, advertising, or right out of school.
I would recommend getting an education first: really learning about music; writing, orchestration, and production. Getting into game composing is getting more and more difficult as the industry matures. There are quite a few talented composers competing for the same jobs.
However, I wouldn't want to discourage anyone from trying to get in, because it is great fun when you're working on a game like Pariah, doing what you really enjoy doing. Just make sure that when that door opens that you're ready. Be flexible and deliver quality work. You don't get many chances at making a good first impression, and as big as the gaming business may seem, it's a very tight community. You really need to hit the ground running.
GS: Thanks, Tim.
Digital Extremes reveals early details on the soundtrack for its upcoming PC and Xbox shooter. Producer Tim Larkin takes us inside the studio.
Canadian development studio Digital Extremes has announced additional details on the soundtrack for its upcoming PC and Xbox action game, Pariah. Music composer Tim Larkin, a former trumpet player with roots in symphony and Big Band music--whose previous work includes such games as Uru: Ages Beyond Myst and Prince of Persia--has been hired to produce the game's soundtrack.
For some inside information on the soundtrack, we sat down with Larkin:
GameSpot: What's the process for creating music for a video game like Pariah? Do you get to play early versions of the game to get a feel for it, or do the producers discuss with you what they want?
Tim Larkin: The process varies from game to game, so it's difficult to pin down a definitive way of composing game music. In this case, I was given some screenshots and in-game video as well as a list of the different enemy/character factions that would need music and the amount of music for each. I was given a brief description of the style and general characteristics of each group, and went to work from there. I did get to discuss the feel for the game with the producers in the very beginning, and we remained in touch during the rest of the process as each piece was submitted.
GS: What are the musical themes that you're aiming for in Pariah? With the game's sci-fi plot, was there a particular sound that you wanted to capture?
TL: I was looking for a really different signature sound in order to set the game apart from others. I wanted to create a sense of urgency in the theme as well as original textures. I recorded myself doing breaths and grunts--something I learned from a group of Maasai not too long ago--as part of the main rhythm bed, and built the rest of the theme and orchestrations around that. I'm really happy with the way the theme came out, and the producers seemed pleased with it right away as well.
GS: What kind of instrumentation did you end up using for the game's soundtrack? How long does it normally take to create a song or theme?
TL: I ended up using quite a bit of percussion and lower brass. I like the edge that a big trombone section can give the tracks blended with huge metallic and natural percussion sounds. On average for Pariah, it took a day or two for one finished piece of music. That is something that also can vary wildly depending on the orchestration and production involved.
GS: For our readers out there who are interested in working in music and audio in the game industry, what kind of background would you say is required? Any tips on how to break into the business?
TL: There is such a wide variety of backgrounds for game composers--coming anywhere from the film industry, television, advertising, or right out of school.
I would recommend getting an education first: really learning about music; writing, orchestration, and production. Getting into game composing is getting more and more difficult as the industry matures. There are quite a few talented composers competing for the same jobs.
However, I wouldn't want to discourage anyone from trying to get in, because it is great fun when you're working on a game like Pariah, doing what you really enjoy doing. Just make sure that when that door opens that you're ready. Be flexible and deliver quality work. You don't get many chances at making a good first impression, and as big as the gaming business may seem, it's a very tight community. You really need to hit the ground running.
GS: Thanks, Tim.
Pariah Multiplayer
One of the main features included will be the Pariah MAP (Make and Play) Editor. The new editor draws inspiration from the tools available in the Unreal Tournament series.
The Xbox crowd will be able to share their custom creations through system link, memory cards and Xbox Live. PC users will get both the Pariah MAP editor and the full suite of Unreal Ed tools.The new editor boasts a forgiving learning curve while still providing the depth needed by hardcore modders. Also, Pariah will ship with old favorites such as Deathmatch and Capture the Flag, but will also introduce new modes called "Siege" and "Frontline Assault.""While the game is centralized around an intricate storyline and an immersive single-player experience, it would be against our nature not to include a robust multiplayer component in the game," said James Schmalz, founder and creative director of Digital Extremes. "Our goal with Pariah is to deliver the full gaming package: inventive, immersive and above all, fun."
The Xbox crowd will be able to share their custom creations through system link, memory cards and Xbox Live. PC users will get both the Pariah MAP editor and the full suite of Unreal Ed tools.The new editor boasts a forgiving learning curve while still providing the depth needed by hardcore modders. Also, Pariah will ship with old favorites such as Deathmatch and Capture the Flag, but will also introduce new modes called "Siege" and "Frontline Assault.""While the game is centralized around an intricate storyline and an immersive single-player experience, it would be against our nature not to include a robust multiplayer component in the game," said James Schmalz, founder and creative director of Digital Extremes. "Our goal with Pariah is to deliver the full gaming package: inventive, immersive and above all, fun."
Gamespot takes a look at Pariah
The first portion of our demonstration focused on the single-player game, and specifically on a level entitled the communication tower. In the single-player game, you'll play as a weary doctor named Jack Mason who is charged with escorting an infected female prisoner named Karina to an Earth prison facility on a ship that ends up crashing before it reaches its destination.
The communication tower itself is set in a lush environment that, while pleasing to the eye, affords your enemies plenty of places to hide. The enemies were quick to emerge when Mason and Karina turned up in their "Bogie" buggy (one driving, the other manning a rear-mounted gun), but they were equally quick to fall as they were either run over or shot. On the whole, the enemies that we saw in Pariah seemed quite intelligent--they were definitely adept at running for cover when necessary, and they could occasionally be seen investigating the bodies of fallen comrades. Also, upon entering the communication tower, the guard inside instinctively headed for the alarm so that he could raise the alert rather than trying to take on Mason in a one-on-one firefight.
With the alarms raised (and the guy responsible for raising them dealt with), Mason was able to move to one of the tower's windows with his sniper rifle and, using a thermal imaging upgrade, shoot the remaining enemies outside--many of which were still in hiding. Mason sustained a fair bit of damage himself, of course, but because he's a doctor he has the ability to heal himself by using a small device that he applies to his wrist. The device appeared to have unlimited uses but, to prevent you from using it all the time, it does have the effect of blurring your vision. Our demo of this particular level ended at the top of the tower, where Mason climbed into a gun turret and proceeded to shoot down enemy dropships before they could deliver reinforcements.
Although Pariah is very much a first-person shooter with all the multiplayer features you might expect, Digital Extremes has clearly spent a great deal of time attempting to add some variety to the single-player experience. For example, one of the other levels we saw was entirely vehicle-based--in it, Karina and Mason's Bogie was being pursued by enemy vehicles. Another unusual level that we saw will place you, as Mason, aboard a dropship that's flying alongside another that is full of enemies. The goal, as far as we could tell, was to board the second dropship. But before Mason could accomplish this, he had to shoot out its shield generators, pick off the enemies with a sniper rifle, and then jump across when the two ships were close enough to each other. Neither of the levels we saw was radically different to anything you'd expect from modern-day first-person shooters, but it was certainly good to see some variety in the gameplay.
Interestingly, Pariah will allow you to upgrade your weapons using weapon energy cores that you will find as you progress through the single-player game. Upgradeable weapons are nothing new, of course, but what's interesting is that you'll be able to customize them to such an extent that your Jack Mason will be quite different from your friend's, for example. Apparently, the weapon customization features will be even more prominent in the team-based multiplayer games. For example, certain players will use their weapon energy cores to effectively become heavy weapons experts, while others might become medics capable of resurrecting fallen teammates. We were told that, as you might expect, teams with a good selection of specialist players are likely to be more successful than a team full of generalists that all have the same upgrades.
The multiplayer features in the game will include capture the flag, siege, and frontline assault gameplay options, and although we didn't get to see multiplayer in action, we did get to take a look at the map editor that will ship with the game. The version of the editor that we saw was taken from the Xbox game which, we're told, will be slightly different to the one in the PC version. The editor appeared to be incredibly easy to use and, in addition to the all of the usual tools for tinkering with the terrain, it has an extensive selection of premade objects and buildings that can be placed with a single button press. Equally impressive is the fact that you'll be able to jump into your work-in-progress maps at any time, take a look around them, and then get back out to the editor without having to endure any loading times.
Even with different textures painted on, weather and fog effects, and your own custom sound and lighting options, none of the maps you create for the Xbox version of Pariah will exceed 64k in size--meaning that other players will be able to download them very quickly. The map editor will also not allow you to create maps that would cause frame rates to drop, by preventing you from bunching too many objects together in one place, for example.
Pariah isn't scheduled for release until March 2005, but it's already looking very impressive on both the Xbox and PC. A PS2 version of the game (complete with map editor) is also in development, but was not being shown at the event. We look forward to bringing you more information on Pariah as soon as it becomes available.
The communication tower itself is set in a lush environment that, while pleasing to the eye, affords your enemies plenty of places to hide. The enemies were quick to emerge when Mason and Karina turned up in their "Bogie" buggy (one driving, the other manning a rear-mounted gun), but they were equally quick to fall as they were either run over or shot. On the whole, the enemies that we saw in Pariah seemed quite intelligent--they were definitely adept at running for cover when necessary, and they could occasionally be seen investigating the bodies of fallen comrades. Also, upon entering the communication tower, the guard inside instinctively headed for the alarm so that he could raise the alert rather than trying to take on Mason in a one-on-one firefight.
With the alarms raised (and the guy responsible for raising them dealt with), Mason was able to move to one of the tower's windows with his sniper rifle and, using a thermal imaging upgrade, shoot the remaining enemies outside--many of which were still in hiding. Mason sustained a fair bit of damage himself, of course, but because he's a doctor he has the ability to heal himself by using a small device that he applies to his wrist. The device appeared to have unlimited uses but, to prevent you from using it all the time, it does have the effect of blurring your vision. Our demo of this particular level ended at the top of the tower, where Mason climbed into a gun turret and proceeded to shoot down enemy dropships before they could deliver reinforcements.
Although Pariah is very much a first-person shooter with all the multiplayer features you might expect, Digital Extremes has clearly spent a great deal of time attempting to add some variety to the single-player experience. For example, one of the other levels we saw was entirely vehicle-based--in it, Karina and Mason's Bogie was being pursued by enemy vehicles. Another unusual level that we saw will place you, as Mason, aboard a dropship that's flying alongside another that is full of enemies. The goal, as far as we could tell, was to board the second dropship. But before Mason could accomplish this, he had to shoot out its shield generators, pick off the enemies with a sniper rifle, and then jump across when the two ships were close enough to each other. Neither of the levels we saw was radically different to anything you'd expect from modern-day first-person shooters, but it was certainly good to see some variety in the gameplay.
Interestingly, Pariah will allow you to upgrade your weapons using weapon energy cores that you will find as you progress through the single-player game. Upgradeable weapons are nothing new, of course, but what's interesting is that you'll be able to customize them to such an extent that your Jack Mason will be quite different from your friend's, for example. Apparently, the weapon customization features will be even more prominent in the team-based multiplayer games. For example, certain players will use their weapon energy cores to effectively become heavy weapons experts, while others might become medics capable of resurrecting fallen teammates. We were told that, as you might expect, teams with a good selection of specialist players are likely to be more successful than a team full of generalists that all have the same upgrades.
The multiplayer features in the game will include capture the flag, siege, and frontline assault gameplay options, and although we didn't get to see multiplayer in action, we did get to take a look at the map editor that will ship with the game. The version of the editor that we saw was taken from the Xbox game which, we're told, will be slightly different to the one in the PC version. The editor appeared to be incredibly easy to use and, in addition to the all of the usual tools for tinkering with the terrain, it has an extensive selection of premade objects and buildings that can be placed with a single button press. Equally impressive is the fact that you'll be able to jump into your work-in-progress maps at any time, take a look around them, and then get back out to the editor without having to endure any loading times.
Even with different textures painted on, weather and fog effects, and your own custom sound and lighting options, none of the maps you create for the Xbox version of Pariah will exceed 64k in size--meaning that other players will be able to download them very quickly. The map editor will also not allow you to create maps that would cause frame rates to drop, by preventing you from bunching too many objects together in one place, for example.
Pariah isn't scheduled for release until March 2005, but it's already looking very impressive on both the Xbox and PC. A PS2 version of the game (complete with map editor) is also in development, but was not being shown at the event. We look forward to bringing you more information on Pariah as soon as it becomes available.
Wednesday, January 12, 2005
Pariah Site
Visit the Official Pariah site to find out information, screenshots & more http://www.pariahgame.com/
My Pariah Blog
you can become a member of the online Pariah team by clicking the following link http://www.m80teams.com/?Qzo5MTg6MzgwNDM4
This is my Pariah blog, in this blog i will speak more in depth about the new game Pariah, the features (weapons, enviromet, characters & etc.) as well as other aspects of the game. I will update with any news i find out about the game & keep you posted.
This is my Pariah blog, in this blog i will speak more in depth about the new game Pariah, the features (weapons, enviromet, characters & etc.) as well as other aspects of the game. I will update with any news i find out about the game & keep you posted.
Pariah Story
Earth, in the late 22nd century, is a peaceful planet no more. As natural resources became scarce, humanity was forced toward the stars in search of food and water. When life on other planets proved sustainable, mass colonization away from Earth began. As other planets became more populated, Earth deteriorated, over time becoming the forgotten planet.As mankind explored new solar systems and colonized new worlds, the criminal element became a topic of discussion. Could there be a centralized site to place criminals? If so, where? Which planet would house the system's most hardened beasts of humanity? The answer: Earth
-- Now, in the year 2520, vast areas of Earth have become prisons, housing criminals of all types in 7 large installations. The most infamous of the 7 prison facilities, located in what used to be California, is commonly referred to as 'The Anvil'. These installations are governed by a group called the Military Alliance Security, commonly referred to as the MAS.
Breakouts do occur, and quite frequently. But for the most part the MAS remain unconcerned. This is because all off-world terminal access is heavily guarded by the MAS, so unless you are part of the MAS, there is no way off the planet. Criminals, whether incarcerated or escaped, always remain on Earth where they belong.
--------------------------------------------
OCTAVIAN,
AS PER TRANSGENIC CONTROL PROTOCOL C-117, REGARDING JOINT OPERATIONS BETWEEN THE TCC AND MILCOM, DR. MASON HAS BEEN TEMPORARILY TRANSFERRED TO SECTION FOUR OF THE MILITARY'S TRANSGENIC R&D DIVISION, HAZARDOUS MATERIALS TRANSPORT. DEBARKATION TO MILCOM HQ FROM TRANSGENIC CONTROL COMMISION (TCC) WILL OCCUR AT 0700H 09212432. UPON ARRIVAL AT MILCOM, DR. MASON WILL REPORT TO QUARTERMASTER STEVENSON FOR OUTFITTING. A TRANSPORT WILL BE WAITING TO TAKE HIM TO EARTH.
DR. MASON WILL BE ESCORTING A CRYOCASKET CONTAINING TCC QUARANTINE SUBJECT 'KARINA' FROM MAXIMUM SECURITY PRISON 'C', UNDER SUPERVISION BY COLONEL WILLIAM STOCKTON. UPON ARRIVAL AT THE PRISON, THE QUARANTINE SUBJECT WILL BE HANDED OVER TO DR. MASON WHO WILL RETURN TO MILCOM FOR DEBRIEFING.
DESPITE HIS RECENT INSUBORDINATION CHARGES, WHICH I AM SURE YOU HAVE ALREADY READ IN DETAIL, I HOLD DR. MASON IN THE HIGHEST REGARD. IN THE PAST HE HAS DEMONSTRATED HIMSELF TO BE AN EXCELLENT FIELD OPERATIVE, AND I ASSURE YOU HE IS MORE THAN CAPABLE FOR THE TASK.
SINCERELY,OLIVIA HOLDEN, MDJOINT OPERATIONS MANAGER, TCC
MASON,
I DON'T REALLY CARE WHAT DR. HOLDEN THINKS ABOUT YOUR QUALIFICATIONS, OR YOUR RECORD. THE COURT MARTIAL TOLD ME EVERYTHING I NEED TO KNOW.I DON'T GIVE A SHIT IF YOU HAVE 'PROBLEMS WITH AUTHORITY', OR ANY OTHER ISSUES THOSE PSYCH PROFILERS CAN DREAM UP. WHILE YOU'RE WORKING FOR US YOU'RE GOING TO ACT LIKE A SOLDIER. AND THAT MEANS FOLLOWING ORDERS AND GETTING THINGS DONE.DON'T MESS THIS UP MASON. EXECUTION BY FIRING SQUAD IS STILL ON THE BOOKS.
OCTAVIAN HARMSMILCOM.RD
-- Now, in the year 2520, vast areas of Earth have become prisons, housing criminals of all types in 7 large installations. The most infamous of the 7 prison facilities, located in what used to be California, is commonly referred to as 'The Anvil'. These installations are governed by a group called the Military Alliance Security, commonly referred to as the MAS.
Breakouts do occur, and quite frequently. But for the most part the MAS remain unconcerned. This is because all off-world terminal access is heavily guarded by the MAS, so unless you are part of the MAS, there is no way off the planet. Criminals, whether incarcerated or escaped, always remain on Earth where they belong.
--------------------------------------------
OCTAVIAN,
AS PER TRANSGENIC CONTROL PROTOCOL C-117, REGARDING JOINT OPERATIONS BETWEEN THE TCC AND MILCOM, DR. MASON HAS BEEN TEMPORARILY TRANSFERRED TO SECTION FOUR OF THE MILITARY'S TRANSGENIC R&D DIVISION, HAZARDOUS MATERIALS TRANSPORT. DEBARKATION TO MILCOM HQ FROM TRANSGENIC CONTROL COMMISION (TCC) WILL OCCUR AT 0700H 09212432. UPON ARRIVAL AT MILCOM, DR. MASON WILL REPORT TO QUARTERMASTER STEVENSON FOR OUTFITTING. A TRANSPORT WILL BE WAITING TO TAKE HIM TO EARTH.
DR. MASON WILL BE ESCORTING A CRYOCASKET CONTAINING TCC QUARANTINE SUBJECT 'KARINA' FROM MAXIMUM SECURITY PRISON 'C', UNDER SUPERVISION BY COLONEL WILLIAM STOCKTON. UPON ARRIVAL AT THE PRISON, THE QUARANTINE SUBJECT WILL BE HANDED OVER TO DR. MASON WHO WILL RETURN TO MILCOM FOR DEBRIEFING.
DESPITE HIS RECENT INSUBORDINATION CHARGES, WHICH I AM SURE YOU HAVE ALREADY READ IN DETAIL, I HOLD DR. MASON IN THE HIGHEST REGARD. IN THE PAST HE HAS DEMONSTRATED HIMSELF TO BE AN EXCELLENT FIELD OPERATIVE, AND I ASSURE YOU HE IS MORE THAN CAPABLE FOR THE TASK.
SINCERELY,OLIVIA HOLDEN, MDJOINT OPERATIONS MANAGER, TCC
MASON,
I DON'T REALLY CARE WHAT DR. HOLDEN THINKS ABOUT YOUR QUALIFICATIONS, OR YOUR RECORD. THE COURT MARTIAL TOLD ME EVERYTHING I NEED TO KNOW.I DON'T GIVE A SHIT IF YOU HAVE 'PROBLEMS WITH AUTHORITY', OR ANY OTHER ISSUES THOSE PSYCH PROFILERS CAN DREAM UP. WHILE YOU'RE WORKING FOR US YOU'RE GOING TO ACT LIKE A SOLDIER. AND THAT MEANS FOLLOWING ORDERS AND GETTING THINGS DONE.DON'T MESS THIS UP MASON. EXECUTION BY FIRING SQUAD IS STILL ON THE BOOKS.
OCTAVIAN HARMSMILCOM.RD
Pariah Screenshots
be sure to visit the official PARIAH site, as well as ign & gamespot for some of the newest sceenshots available
Interview with Pariah
Digital Extremes' newest FPS has all the hallmarks of a stellar game. We speak with founder James Schmalz to find out what it's all about.By Douglass C. Perry.
Developer Digital Extremes today granted IGN a unique look inside its upcoming first-person shooter Pariah in this interview with company founder and creative director, James Schmalz.Schmalz is the founder and creative director of Digital Extremes. He created the Unreal franchise and was the lead designer on the original Unreal, all iterations of Unreal Tournament as well as the Xbox Live launch title Unreal Championship.For those unfamiliar with the game, Pariah is a sci-fi first-person shooter focusing on a deep storyline that weaves survival elements into a traditional first-person/action game. Pariah will use the latest version of the technologically powerful Unreal engine and as you can see in today's new trailer, it's filled with great textures, special effects and intriguing indoor and outdoor environments.IGN: What's the story behind Pariah? I don't just mean the basic outline, I mean, why is the game called Pariah, what exactly is the experiment that's so potentially devastating, what kind of beings, human or otherwise, are involved, and how does the player's role become part of that story?James Schmalz: Well, one definition of 'Pariah' is an outcast from society. That fits the theme of the game in a number of ways: The main character is a bit of a loner at a low point in his medical career. The female lead character has been a prisoner for a long time and many of the enemies are prisoners or escaped prisoners. So, Pariah is a word that fits nicely on a number of levels.As to what the devastating experiments are, well, that's for the player to find out as the story unfolds.IGN: How is the story integrated into the game? Is it purely through cutscenes, or will there be scripted events as well? And, is there more than one ending?James: It is a combination of everything. Cut scenes, in-game scripted sequences, in game dialogue and in-game events. We use what is best for each specific circumstance. We recorded the voice actors for multiple endings and we are going to do focus groups on the endings to see reactions and use what works best.IGN: This trailer, which is an excellent, high-quality video clip by the way, gives me the feeling that Digital Extremes is trying to create a game very much like Halo. There are numerous similarities: It takes place in 2520 (around the same time as Halo), there are secret weapons that could change everything (like the Flood), Earth is devastated, it's a first-person shooter with off-road vehicles, etc. How will Digital Extremes separate this game from Halo and how will it try to better Halo?James: True, there are some similarities on the surface, but it very much has a different feel and different focuses. Much like back in the day when people would say, how is UT similar to Quake 3? I think (and hope) many people thought of them as both great games and both were extremely successful. Similar in some respects, but very different and very fun in their own ways. So, hopefully people will have similar feelings about Pariah and its competition.IGN: What kinds of vehicles are rideable in the game and in what kinds of environments do they drive? Also, what is the driving mechanic like?James: We have a good variety of vehicles that can be used both in multiplayer and single-player. Single manned three-wheeled vehicles all the way up to a multi-person tank-like transport. Each vehicle has its own unique weapons.
The environments are comprised of a number of settings around the main prison, some of which you can see in the trailer. In multiplayer we have a few more settings as well, from dry blowing desert sand to deep dark forests.
IGN: Pariah's textures looks incredibly rich and detailed. With such high quality textures, how will you compensate to keep the framerate up? Smaller environments, fewer enemies on-screen, lower framerate, exciting new technology?James: We have spent a loooong time enhancing the technology. There have been a large number of great performance enhancements we have squeezed from the Xbox. We have also spent a substantial amount of time optimizing the memory as to get the highest resolution textures, most geometry and maximum animations possible in each level. The programmers are very proud about what they have achieved in this area.Overall, the environments are a good mix of very large outdoor levels and sprawling indoor levels and some that are a combination. IGN: What kinds of weapons can players wield in the game?James: The thing we are most excited about with the weapons is that we kept many of the old favorites like the rocket launcher, assault rifle and grenade launcher, but added our own twist on these weapons: We made them upgradeable. So as you play through the single player game you pick up Weapon Energy Cores or WECs which you can apply to any weapon. These enable you to upgrade your weapon. Each upgrade becomes progressively more difficult to get. Aside from the old favorites, we have several new, quite unique weapons. What are they? That is best left as a surprise.IGN: What kind of multiplayer games will there be?James: We have deathmatch, team deathmatch, capture the flag, siege and front line assault. All of these are giving a nice twist with the upgradeable weapons.
IGN: How many people can play online at once on Xbox? Will there be System Link support or online co-op play?James: We support split screen, System Link and Xbox Live, of course. The maximum players will depend on the gametype and if you are running a dedicated server. We are still optimizing this and will be right up to the end of development, so we will be able to give you more solid answers in a couple months. But it's already very good and will only get better.IGN: What haven't we asked about Pariah that you wish you would have asked?James: One of the features that people seemed most excited about is the M.A.P. (Make and Play) editor. So, on the Xbox you can modify your own levels and then host them on Xbox Live. Very very cool stuff for those that like to be creative. Plus it's a really easy editor to use, so anyone can mess around and make something.IGN: James, thanks for your time. We wish you the best of luck on this project
Developer Digital Extremes today granted IGN a unique look inside its upcoming first-person shooter Pariah in this interview with company founder and creative director, James Schmalz.Schmalz is the founder and creative director of Digital Extremes. He created the Unreal franchise and was the lead designer on the original Unreal, all iterations of Unreal Tournament as well as the Xbox Live launch title Unreal Championship.For those unfamiliar with the game, Pariah is a sci-fi first-person shooter focusing on a deep storyline that weaves survival elements into a traditional first-person/action game. Pariah will use the latest version of the technologically powerful Unreal engine and as you can see in today's new trailer, it's filled with great textures, special effects and intriguing indoor and outdoor environments.IGN: What's the story behind Pariah? I don't just mean the basic outline, I mean, why is the game called Pariah, what exactly is the experiment that's so potentially devastating, what kind of beings, human or otherwise, are involved, and how does the player's role become part of that story?James Schmalz: Well, one definition of 'Pariah' is an outcast from society. That fits the theme of the game in a number of ways: The main character is a bit of a loner at a low point in his medical career. The female lead character has been a prisoner for a long time and many of the enemies are prisoners or escaped prisoners. So, Pariah is a word that fits nicely on a number of levels.As to what the devastating experiments are, well, that's for the player to find out as the story unfolds.IGN: How is the story integrated into the game? Is it purely through cutscenes, or will there be scripted events as well? And, is there more than one ending?James: It is a combination of everything. Cut scenes, in-game scripted sequences, in game dialogue and in-game events. We use what is best for each specific circumstance. We recorded the voice actors for multiple endings and we are going to do focus groups on the endings to see reactions and use what works best.IGN: This trailer, which is an excellent, high-quality video clip by the way, gives me the feeling that Digital Extremes is trying to create a game very much like Halo. There are numerous similarities: It takes place in 2520 (around the same time as Halo), there are secret weapons that could change everything (like the Flood), Earth is devastated, it's a first-person shooter with off-road vehicles, etc. How will Digital Extremes separate this game from Halo and how will it try to better Halo?James: True, there are some similarities on the surface, but it very much has a different feel and different focuses. Much like back in the day when people would say, how is UT similar to Quake 3? I think (and hope) many people thought of them as both great games and both were extremely successful. Similar in some respects, but very different and very fun in their own ways. So, hopefully people will have similar feelings about Pariah and its competition.IGN: What kinds of vehicles are rideable in the game and in what kinds of environments do they drive? Also, what is the driving mechanic like?James: We have a good variety of vehicles that can be used both in multiplayer and single-player. Single manned three-wheeled vehicles all the way up to a multi-person tank-like transport. Each vehicle has its own unique weapons.
The environments are comprised of a number of settings around the main prison, some of which you can see in the trailer. In multiplayer we have a few more settings as well, from dry blowing desert sand to deep dark forests.
IGN: Pariah's textures looks incredibly rich and detailed. With such high quality textures, how will you compensate to keep the framerate up? Smaller environments, fewer enemies on-screen, lower framerate, exciting new technology?James: We have spent a loooong time enhancing the technology. There have been a large number of great performance enhancements we have squeezed from the Xbox. We have also spent a substantial amount of time optimizing the memory as to get the highest resolution textures, most geometry and maximum animations possible in each level. The programmers are very proud about what they have achieved in this area.Overall, the environments are a good mix of very large outdoor levels and sprawling indoor levels and some that are a combination. IGN: What kinds of weapons can players wield in the game?James: The thing we are most excited about with the weapons is that we kept many of the old favorites like the rocket launcher, assault rifle and grenade launcher, but added our own twist on these weapons: We made them upgradeable. So as you play through the single player game you pick up Weapon Energy Cores or WECs which you can apply to any weapon. These enable you to upgrade your weapon. Each upgrade becomes progressively more difficult to get. Aside from the old favorites, we have several new, quite unique weapons. What are they? That is best left as a surprise.IGN: What kind of multiplayer games will there be?James: We have deathmatch, team deathmatch, capture the flag, siege and front line assault. All of these are giving a nice twist with the upgradeable weapons.
IGN: How many people can play online at once on Xbox? Will there be System Link support or online co-op play?James: We support split screen, System Link and Xbox Live, of course. The maximum players will depend on the gametype and if you are running a dedicated server. We are still optimizing this and will be right up to the end of development, so we will be able to give you more solid answers in a couple months. But it's already very good and will only get better.IGN: What haven't we asked about Pariah that you wish you would have asked?James: One of the features that people seemed most excited about is the M.A.P. (Make and Play) editor. So, on the Xbox you can modify your own levels and then host them on Xbox Live. Very very cool stuff for those that like to be creative. Plus it's a really easy editor to use, so anyone can mess around and make something.IGN: James, thanks for your time. We wish you the best of luck on this project

