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LEGO Star Wars II
[PS2, Xbox, X360, GBA, ...]
September, 2006

Thrillville [PS2, Xbox, PSP]
Fall 2006

Traxion [PSP]
Fall 2006

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TFN Interviews Petroglyph
 Posted By Mark on January 31, 2006
TFN was recently invited to ask a few questions of Petroglyph, the development studio responsible for the much anticipated Empire At War. Here's how it went down. Enjoy ...
TFN: What was the one main goal of Empire at War? Do you believe, with days before the release, you've achieved that goal?
Petroglyph: The main goal was to capture the epic feel of Star Wars by spanning from the Stormtrooper on the ground, to directing massive fleets to conquer systems at the galactic level. I think we've largely accomplished this goal although there is more we would have liked to implement if we had more time, but is any game development different in that respect? (Truer words have never been spoken - Mark)
TFN: Having seen so many Real Time Strategy titles created over the years by so many studios including yourselves, how has the latest software and hardware technology available helped to change the landscape of RTS development?
P: There are really two areas where RTS has advanced. First is technological: the speed of 3D video hardware allows the player to experience the battle from close up and still be able to zoom out and control units in the traditional sense. This is realized as the "cinematic cam" in Empire at War. Second is game design. Abstracting out the old-school game economic mechanic of sending workers to harvest and building from scratch at the start of every battle allows combat to be quick enough to support a strategic layer. This strategic layer puts each battle into context, makes retreat a viable tactic and gives the player a level of control rarely experienced. Kudo's to Rome: Total War for launching this idea into the mainstream, but Empire at War expanded upon this to make the strategic layer play in real-time and giving the player much more to do at the strategic level as well as the tactical level.
TFN: The games' success will no doubt determine any sequels or expansion packs, but have any plans been made at this early stage to expand the title over the coming year?
P: These discussions are currently taking place. Please check the Star Wars: Empire at War website for updates on this.
TFN: The teams' credits over the years is a treasure trove of big names, many critically acclaimed. Command & Conquer, Dune 2, Battle for Middle Earth, etc. Where do you believe Empire at War fits in with your greatest achievements, as individuals and now as a Studio that has seemingly done it all?
P: Star Wars: Empire at War is Petroglyph’s first game and we have very high hopes for it! We only had two years to build the team, the engine and a new Star Wars IP and we’re really proud of the game we’re putting out. Both LucasArts and Petroglyph felt that it is time to advance the RTS genre from the old RTS gameplay formula and what better way to do that than in the Star Wars universe with AT-ATs, Star Destroyers and the Death Star at your command in both space and land?
TFN: All eyes have been on EAW for many months now, and some say it's been a long time coming for a true Star Wars RTS. Considering the thousands if not millions of Star Wars fans who play video games worldwide, how hard was it to not stumble under the mounting pressure of pleasing the fan-base?
P: It is quite a challenge to attempt to meet the expectations that the fan base has built up over the years. Combine this challenge with experimenting in advancing the RTS formula and it becomes more difficult. We are greatly encouraged by the fan response from the recently released demo and are crossing our fingers and awaiting the general public's response to the complete game's release.
TFN: Last, but certainly not least, where to next for Petroglyph? Any holidays planned? Or are you straight back into the office after the big party ... and don't tell me you aren't having a party!
P: Petroglyph has lots of plans for the future, but unfortunately, I'm not yet at liberty to divulge. Thanks for reminding me. We do need a wrap party and in fabulous Las Vegas, a party can end up being quite, uh, "interesting".
Our thanks to Paul Ens of LucasArts and to the team at Petroglyph for donating their time. Be on the look out for our full review of Empire At War over the coming days ... and the news of Las Vegas for any strange occurences.
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