Ferrago: How can does the character traverse the environments, and using what moves?

JM: The main character has a regular set of movements, I would say. We are not forcing the player to learn anything unusual. There are certain actions that will be visible in cut-scenes and activated when the player has certain objects in the inventory and comes to a certain place.

It is in the way the player moves (and the cast) and the realistic look of the animations that really shows off Shade: Wrath of Angels. When you facing an endless list of protagonists there is a lot to do and see! Surprise also plays a very important facet in the game!

Ferrago: In what way have you attempted to make the Shade visuals as realistic as possible?

JM: As I mentioned previously it is the way a character moves that add real credibility and kudos to a game. Creating our own program for animations would not make much sense. It would be very expensive and time consuming. We are using Bohemia Interactive Studio’s motion capture system to get all the animations and then only slightly improving them in Lightwave. Of course the engine had to be prepared to accept that data.

Ferrago: What kind of foes will gamers encounter in Shade, and will their be a ‘magic’ element?

JM: The main character will encounter a wide range of enemies – from regular people like priests, soldiers, town people, through to magicians, haunted miners, crazy scientists to zombies, ghosts and demons.

We are still working on the AI and it is one of the most difficult tasks in the game development. Therefore we devote a lot of time to this issue. We want each kind of enemy to be able to surprise the player in a different way.

As far as the spells are concerned e.g. one of the enemy types is a magician. They are able to cast spells. This is just one example. Apart from that black magic and spells will be present in many places in the game.

Ferrago: How will the player save progress when moving through the game?

JM: The player will be always commence a level from the beginning. There are no spawning points. But as it is in all other games the player will have freedom in using save/load function.