We recently had a chat with Marc DeForest to find out more about Savage 2: A Tortured Soul
07 February 2007 | By Import
Strategy Informer: Firstly could you introduce yourself to our readers and let us know your role within the Savage 2 Production?
Marc DeForest: I am Marc DeForest, I am the Lead Designer for Savage 2.
With the successful release of the original Savage, was it an obvious choice to create another Savage or was there another project which could have got the upper hand instead?
Marc DeForest: We were actually in development of an action RPG for almost a year after the release of Savage 1. I decided to switch gears realizing we did not have the proper staffing nor development budget to create a truly competitive action RPG.
The same two races are featured in Savage 2, are there going to be many differences from the past Savage and what would those differences be?
Marc DeForest: The two races are very similar as they were in Savage 1. However, due to the fact that we changed to a class-based system the game will feel a bit different in that aspect alone.
What can you tell us about the graphical and physics features?
Marc DeForest: Savage 2 uses our in-house developed K2 Engine. It is a full-featured engine that contains all of the graphical wizardry of current games. It does not take advantage of some of the amazing DirectX 10 technology. However, due to the great art style and smooth animations with good lighting and phenomenal shadows it is a very “pretty” game.
There are a few other popular Strategy/FPS titles out right now which offer excellent support to people which wish to create addition content for the game. Is this something you’ll be supporting for Savage 2 and will you release any tools to help with this?
Marc DeForest: Savage 2 will eventually come with a nicely polished editor to create maps as well as insert custom content into the game.
On the subject of support, what have you got planned to extend the life of Savage 2?
Marc DeForest: We plan to update Savage 2 with our seamless patching software with new maps, balance tweaks, and some new content here and there to keep things fresh. We really take the stand that this game is an eSport that creates an awesome competitive environment. With the use of all of our automated clan, ladder, tournament, league, and statistical systems we think Savage 2 can become the definitive competitive online sport.
As many of our readers know, Savage 2 is going to be a Strategy/FPS game where the player can either take command of the whole army or enlist as a soldier. What new features have been integrated for the commander since the last game?
Marc DeForest: The commander plays a more tactical role of organization and direct battle inputs through special abilities. The role also allows the entire team’s attributes (health, mana, regeneration, armor, damage, etc...) to be altered as the game goes on.
As a gamer, what's your favorite part of Savage 2, what makes you proud to have helped create it and why is it a game people will want?
Marc DeForest: Savage 2 creates a fast team-based environment that gives each match an epic feel. The overall package is very sleek and the interface clean and well designed. It is a game that is unique, yet presented in a way that anyone can pick it up, feel like they're playing something totally different, without a large learning curve.
Fans will be able to participate in a beta test soon; could you give us some details about this? When is it coming and how will users sign up?
Marc DeForest: The beta is scheduled to begin soon. Right now all pre-ordered accounts will have access to the beta. It will last as long as necessary to clean-up all portions of the game and tweak settings for balance.
The team has been hard at work on Savage 2 for a little while now, what has been the hardest challenge for them, development wise?
Marc DeForest: We have a very small staff, so getting things accomplished as quickly as we would like while achieving the very high expectations we have set can be a very difficult and frustrating task.
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?
Marc DeForest: The beauty of Savage 2 is the game files are absolutely free and can be downloaded on any computer anytime. We allow absolutely free LAN play, tutorial, and practice mode. If a player wishes to play online they must have an account. They may sign up for an account and have limited free playing time. When that time expires they must fully activate their account for a one-time $29.99 fee.
Let us take a look into the future, once S2 Games has finished production on Savage 2 is it possible we’ll see a third game in the pipes or is it likely you’ll work on something completely new?
Marc DeForest: We're already in development of our 3rd title. We put together an entirely different (and larger) team for this title which has been in development for four months. I can't release any details on it just yet but it is going to be pretty exciting and a shock to many.
We've come to our last question, is there anything you'd like to say to the fans of Savage 2 which are eagerly awaiting the release of this title?
Marc DeForest: We look forward to delivering a product that meets and beats your expectations. We want Savage 2 to create a new benchmark for online competitive gaming and look forward to all of the input during beta and the first few weeks of launch! We are beholden to our fans and our fans only!