Strategy Informer: Firstly could you introduce yourself to our readers and let us know your role within the Game Factory Interactive?
Sergey Podshivalin: Hello, my name is Sergey Podshivalin, I’m Project manager for “Gluck’Oza: Action!”.
When did the idea of creating Gluck'Oza: Action come about?
Sergey Podshivalin: Well, first of all I’d like to remind everyone that Gluck’Oza is a famous Russian pop-singer. In her TV clips she usually acts as a PC game character.
Gluck'Oza: Action game is the continuation of a long-term cooperation between GFI Company, GFI Russia development studio and Monolith studio – the copyright holder of “Gluck’Oza” trademark.
Our joint efforts have begun with the development of a vivid fighting-game Gluck’Oza: Fighting for the mobile platform. It offered the player a chance to combat hand-to-hand against various enemies. When the project was released, GFI, Monolith and GFI Russia described the results of cooperation as “impressive” and went on with signing a contract on co-development & publishing of two more games with Gluck’Oza’s virtual Alter Ego as the main character. But at this time – for the PC platform.
One of these projects is a real time strategy game Gluck’Oza: Jagged Farm which is now being developing by Ukrainian programmers from GFI UA and is scheduled to be released in summer, 2007. Another one is Gluck'Oza: Action, and if everything goes well the game will be on gold in the end of the spring.
Gluck'Oza: Action is a result of profound cooperation between GFI Company, GFI Russia development studio and Monolith studio.
Could you tell us a bit more about the single player side to the game?
Sergey Podshivalin: Well, the title can tell you a lot about it. It’s a 3D action game with a free camera and 3-rd person view. Gluck'Oza: Action will give the player a chance to destroy a whole bunch of evil and smart enemies with nazi-pigs and vampires using various weapons that can be found on diferent levels. Gluck’Oza will not be lonely – her teammates will follow her wherever she goes. Each member of Gluck'Oza’s team carries his or her own weapon and is also a fighter with unique skills and combat style. Combined with original design of levels and vivid locations, all this is bopund to reward all fans of “action” genre with hours of pleasure.
What can you tell us about the graphical and physics features?
Sergey Podshivalin: There is no point to praise the technologies that have been used to create the graphical part. Just take a look at the screenshots. Gluck'Oza: Action is based on GFI Russia domestic engine that was developed specifically for one of our main current projects called Warfare - a real-time strategy with elements of global planning. This type of engine supports all the modern graphics and uses capabilities of the latest video cards. Unfortunately there is no such thing as fair physics in this game. We just do not have enough time to bring it in. But the player will be able to destroy some of the objects within the level, the enemies will bounce of as the bullet (or any other charge) hits them.
There are many action titles out on the market right now, what makes Gluck'Oza: Action different from those?
Sergey Podshivalin: Perhaps you’ll not share my opinion but it looks like the market is packed with numerous action titles which have so much in common, that it becomes impossible to distinguish one from another. We decided to create a game without annoying semi-epic, semi-tragic, semi -heroic or post-apocalyptic pathos. The storyline is probably not as breathtaking as in other games of this genre. You are not going to save the world, but you’ll have a chance to fight against plenty of enemies for a good reason that will be explained in the very beginning of the game. The charm of “Gluck'Oza: Action” is simplicity. No boring and strained dialogs, no complex environment, just huge locations filled up with bad guys that need to be punished. We believe that the ones who really love action games will appreciate it.
Can you give us an assessment of the health and long-term viability for Gluck'Oza: Action?
Sergey Podshivalin: Well, as I told you before, the game is based on a modern high-tech engine, that provides the gamer with a fine vivid picture and supports all the modern graphic effects. But at the same time Gluck'Oza: Action will not ask for too much from your computer. We are working on engine optimization and lowering system requirements. The game has good chances to remain state-of-the-art for the next two years.
What have you got planned to extend the life of Gluck'Oza: Action; will there be patches and other tools released for fans to use and download?
Sergey Podshivalin: It’s too early to talk about mod-making tools package, but of course if the gamers face any problems playing “Gluck’Oza: Action!” a patch will be released. The original version of the game will contain only 10 levels, but just for one reason – time limits. We are planning to release this game in the middle of sprig so we just do not have enough time to create more locations. But, while our programmers are working on the original version, GFI Russia game-designers and artists are using their imagination and creativeness at full power, drawing new levels, new enemies and new characters for an extension pack. Add-On will not be just a sequel. In addition to new locations an upgraded fighting system will come up, so Gluck’Oza will obtain martial art skills and will be able to engage in hand-to-hand combats.
As a gamer, what's your favorite part of Gluck'Oza: Action, what makes you proud to have helped create it and why is it a game people will want?
Sergey Podshivalin: The gameplay of “Gluk’Oza: Action” is a dynamic explosive mix of non-stop action and vividness supplemented with a simple storyline. These features will make this game popular. As I worked on this title from the very beginning it is really hard for me to say what my favorite part of the game is. But what makes me proud of it is the concept and all those features that distinguish “Gluk’Oza: Action” from other titles.
What’s the current release date for Gluck'Oza: Action and is it likely we’ll see some delays in the future?
Sergey Podshivalin: The game will be released in April 2007.
The team has been hard at work on Gluck'Oza: Action for a sometime now, what has been the hardest challenge for them, development wise?
Sergey Podshivalin: In fact the work began in August 2006. The difficulties we’ve faced during the development process were really specific. The copyright holder of Gluk’Oza TM Monolith studio has it’s own point of view on what this game should look like, that was opposite to ours. It took us pretty much time to convince their managerial stuff that the concept we had proposed is the best one for this title.
Do you plan on releasing a demo so fans can try out the game before it’s released or is this something you’ll leave until after it’s released?
Sergey Podshivalin: Yes, the demo will come out in March.
We've come to our last question, is there anything you'd like to say to the fans of Gluck'Oza: Action which are eagerly awaiting the release of this title?
Sergey Podshivalin: We at GFI Russia development studio will do our best to create a really good game. You’ll like it!