Gamespy conclut sa série d’interview d’id software avec Graeme Divine et Tim Willits. Graeme s’occupe essentiellement du moteur sonore qu’il a concu en fonction des conseils et de la facon de travailler de Trent Reznor.
Tim Willit est le lead designer. Il parle de la conception du jeu et de l’artwork. Au détour d’une question, on apprend que certains personnages viendront vous donner un coup de main pendant le jeu :
The player is on the Mars base, and they arrive sometime before the invasion so they can walk around in a non-threatening-type environment. They can sense something’s wrong, then « the event » happens, and the pinkydemons attack. There are people that aren’t possessed that are working with the player … or they’re working against with the player — there’s lots of mystery, there’s lots of suspense. As you saw in the video, there’s a good amount of scary horror scenes.
The first game was an over-the-top action game. We want a scary-horror action game. It is a slower pace, as you saw, but we think that pace will really help immerse the player in that terrifying experience.
Tim explique aussi le processus de création d’une texture qui nécessite cinq dessins là où avant il n’en fallait qu’un seul.




