Sharky Extreme: What is the story behind Star Trek: Voyager - Elite Force?
Kenn Hoekstra
: The Voyager and her crew become trapped in a graveyard of derelict ships and are held there against their will by an unseen force. You are Ensign Munro of the newly formed Hazard Team. Your mission? Save the ship and the galaxy of course! :) There are, of course, dangers and enemies lurking around every corner ranging from the always-deadly Borg to the Hirogen to the Malons...and some you've never seen before.
Sharky Extreme: In the game, which familiar characters from the series will we meet? Are any actors from the show providing voice work in the game?
Kenn Hoekstra:
You will see a number of familiar faces from the Voyager television series walking the halls of Raven's Starship Voyager. We are endeavoring to sign all of the primary cast members from the show to lend their voices to their in-game personas. Some of them are signed on and have recorded voice tracks already. Others are scheduled to record in the near future and a few remain in negotiations. We're confident that in the end, most, if not all of them will be making appearances and doing voices for the final product.
Sharky Extreme: Will any new characters be introduced in Elite Force?
Kenn Hoekstra:
The Hazard Team is the focal point of the game and it's composed entirely of new faces. Ensign Alexander (or Alexandria if you prefer) Munro is the central figure within the Hazard Team and the new character the player will become the most intimately familiar with over the course of the game. We've gone to great lengths to make each Hazard Team member an identifiable character in his or her own way by giving each of them unique life experiences, personalities and dialogue to set them apart.
Sharky Extreme: Do you like working with the Quake 3 game engine? What added benefits does this engine give to Elite Force?
Kenn Hoekstra:
Yes, we enjoy working with the technology. The two greatest benefits of the Quake III engine for our purposes are the curves and the shader textures. Without these two features, it would be nearly impossible to recreate the Voyager and the alien environments with any degree of authenticity. Things in the Trek universe are very round and smooth. Unless you want to make a ton of in-world models, you need the curve features in Quake III to pull that look off. In addition, there are a lot of control panels, blinking lights and other "shiny" things that shaders are ideal for.
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