Dark Summit - An Interview with Kirsten Forbes of Radical Entertainment
 



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The producer of Dark Summit speaks...

We recently spoke with Kirsten Forbes, producer of Radical Entertainment's upcoming title, Dark Summit. Here's what she had to say.
PSi: First of all, can you introduce yourselves, and tell us about your roles in making Dark Summit?
KIRSTEN: We are the design team of Dark Summit, there are five of us, and we are responsible for various portions of production, from the look and feel of the levels, to character AI, to level of difficulty progression, etc.
PSi: Where did you look for inspiration for the game?
Dark Summit KIRSTEN: Inspiration comes from many sources during development: video games, movies, books and snowboarding.  You name it, it's in there. Apocalypse Now, Whose Line is it Anyway? Tony Hawk, the cover of Pink Floyd's Atom Heart Mother… our design team works in mysterious ways. We wanted to create something very different from the current crop of snowboarding games. Dark Summit moves in a completely new direction with its story and mission based levels.
PSi: How important is the story in Dark Summit? Does it evolve over the course of the game, or is it mainly a backdrop?
KIRSTEN: One of our goals in this game was to draw the gamer into a world of compelling characters, challenges and suprises like never before. We wanted to create an entire mountain that's hiding a really big secret and it's up to you, the 'meddling snowboarder' to find out what it is. It's sort of a Scooby Doo meets the X-Files meets Apocalypse Now type of script.

The storyline is integral to the game because it allows us to develop Naya's personality and establish her foes. It creates Naya's world and encourages you to explore, to check out what's around the corner.

PSi: Tell us about the mission system. Is it set up in a linear fashion, or will you be able to go wherever you want, whenever you want?
Dark SummitKIRSTEN: Your goal is to gain lift and equipment points.  Sure, you can get some by pulling off tricks, railing objects, linking up combos, but the points really start to grow when you successfully complete challenges.  Some challenges are time-based, some are trick-based; things like smashing signs, jumping helicopters, escaping crazed forest rangers... You never know what you are going have to do next.  The tricks are fun, but your real job is to succeed at enough challenges to unlock the secrets of Dark Summit.

So the mission system is flexible enough to allow you to move through the game at your own pace, and most missions can be accepted or declined. However, once in a while there will be special missions that you cannot decline, but which you wouldn't want to anyway, because the rewards are awesome.

PSi: Will there be any type of combat in the game, or will it consist of mostly of racing/pursuit?
KIRSTEN: We wanted to concentrate on the trick and exploration aspect of the game but there is nothing stopping you from body-checking as many of the ski patrol as you like. In fact, it's encouraged.
PSi: How is the trick system done? About how many tricks are there, total?
Dark Summit KIRSTEN: The Trick System rewards you for successfully completing tricks and for linking up tricks and special moves. It's impossible to guess at a total number of tricks in Dark Summit because our system allows for infinite combos and links. The better you are with trick manipulation, the more points you'll receive.
PSi: Do trick points factor into the game in any way, such as letting you buy new boards, or is it just for personal satisfaction?
KIRSTEN: Trick Points are converted to Equipment Points in the game.  Dark Summit will reward you by upgrading your entire snowboard inventory once a certain Equipment Point threshold is broken.
PSi: Is there a multiplayer aspect?
Dark SummitKIRSTEN: Yes there is.  There are three multiplayer games, each with their own objectives.  One will allow the players to destroy many items, another will offer the required race to the bottom of the hill and the third will help determine who is the best in a halfpipe.
PSi: Will there be any unlockables (tracks, boards, outfits, characters)?
KIRSTEN: The usual items will be unlockable; boards, outfits and characters.  There are hidden tracks in the game but you don't unlock them the usual way.  These runs will be triggered in-game through certain actions and completion of tasks.  The cordoned off areas that snowboarders are not allowed in are some of the most fun spots to uncover (look out for the swarm of rats!).
PSi: Given the outfit the main character, Naya, wears - doesn't she get cold?  :)
Dark SummitKIRSTEN: We call the "Wonder Woman" effect... ;) 'nuff said.
PSi: Are there any aspects of the game you enjoy more than others? Any favorite tracks?
KIRSTEN: Exploring is a great part of Dark Summit.  I really enjoy seeing new things as I play a game, especially when I work hard to get it.  As for favourite areas in the game?  Without giving anything away, I do like the area that Naya gets teleported to...
PSi: Are you working on any future projects that you can tell us about?
Dark SummitKIRSTEN: We are currently looking at many potential titles.  We will settle on one that we can put our heart and soul into.
PSi: What are some of your favorite games and any final parting words for our readers?
KIRSTEN: Current favs around the office include Dark Summit (of course), Devil May Cry (bringing "cool" to a new standard), ICO (love the style and animation) and the Tony Hawk series.

  Parting words - Please stay off grass... get on the snow

Interview by StarScream
(AKA Ricky Tucker )
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