Interviews
Plan the Ultimate Tactical Attack in Nexus: The Jupiter Incident
“The mission-based structure is supported by a very strong and immersive science fiction story.”
Wouldn’t you like to drive home in a Nexus? Its sleek, aerodynamic design makes it perfect for cruising at high speeds. Its comfortable interior was engineered to provide the most relaxing driving experience possible. Four-wheel drive ensures a safe commute even on the snowiest—
“Louis!!!”
“What? Can’t you see I’m trying to do a commercial here?”
“Yeah, but you’ve got it all wrong! You’re supposed to be talking about Nexus!”
“I am.”
“No, you’re talking about the Toyota Lexus.”
(Checks paperwork, catches the mix-up.)
Sorry folks, it seems that someone changed my appointments without my knowledge. Nexus isn’t a luxurious automobile, but in fact a Tactical Fleet Simulator (translation: a unique real-time strategy game). Given how much I love the genre, I was thrilled to chat with Producer Vincent van Diemen about the game.
Not a lot is known about Nexus: The Jupiter Incident, so please start by introducing the game.
Vincent van Diemen: Nexus was first developed under the name Imperium Galactica III. After the product was cancelled by CDV due to their financial difficulties, HD Interactive picked it up and funded its further development. The game was never meant to be similar to the Imperium Galactica series, so when the license to use this name expired, HD and Mithis decided to change the name to Nexus: The Jupiter Incident.
Nexus: The Jupiter Incident is described as a real-time mission-based tactical strategy space game. How does this translate into gameplay? What will the experience be like?
Vincent van Diemen: Nexus is not a traditional RTS. It has no resource collection, the player cannot build units and there is no research tree. Nexus' focus is on the tactical elements of the gameplay. So you are given a number of ships at the start of a mission with which you will have to achieve your objectives. Nexus is often called a 'Tactical Fleet Simulator'. It is not about large-scale war, it is very much about micro-managing the ships in your fleet.
Who are your enemies in this game? Who do you find yourself constantly at war with?
Vincent van Diemen: In the setting of the game, big mega-corporations rule the earth and the solar system. There is peace, but it is fragile. Since earth's resources are running out, all corporations are searching for new worlds to explore. In the beginning of the game, some corporations (the player's employer amongst others) find out that there is something spooky going on around Pluto and Jupiter. Ships are sent there to check it out and when the player arrives he finds that alien technology was found by one of the corporations. They thought they were fortunate, until things went terribly wrong…
From this point on the player will discover and explore new solar systems and meet new races, some of which are more hostile than others.
How much power do players have in defending themselves? Can you control more than one spacecraft?
Vincent van Diemen: The player gets a pre-defined number of ships at the start of each mission. He will start the game with only one ship, but at some point he will control up to 12 large ships and numerous squads of smaller fighter units.
Each ship can be configured prior to the start of each mission. For this the game has a resource system that is based on the player's performance in earlier missions.
There will be heroes in control of the ships who all have their own specific characteristics. Ship crews also gain experience during battles, so the player is encouraged to take good care of his ships.
How are the spacecrafts presented in the game? Is each one specific to a particular mission?
Vincent van Diemen: Spacecrafts and their technology change during the game as new alien races are discovered. All ships are fully configurable, which is how you can change your tactics for any specific mission.
A spacecraft is just a space transporter without weapons. What kinds of weapons will players have?
Vincent van Diemen: There will be numerous weapons, but there are a few main categories. First of all there are the typical hull-damaging weapons, then there are weapons that are specifically targeted at destroying or draining ship-shields. Another important set of weapons are the laser-baser weapons that the player can use to target specific devices of the enemy ship, such as a weapon or (shield-) generator.
Most weapon types are also available in long and short range variations. There are lots of them to try out.
How were the tactical elements implemented? Can you coordinate attacks with computer-controlled players, or...?
Vincent van Diemen: All the ships that are under your control have an AI system for which you set all the parameters. There are different behavior settings on which the AI will base its actions. Furthermore it will carry out whatever commands you give it and will continue to do so until you change them.
To enhance the tactical experience players can use formations and there is even one weapon that needs several ships to be able to fire….

Games with tactical elements usually apply that not only to the player options but to the enemy AI as well. Is this case with Nexus, and if so, how will it affect our strategies in completing the missions?
Vincent van Diemen: The difference between the tactical approaches used by the enemy's AI are very much depending on their race. Every alien race has some very specific tactical advantages and they will use these to their maximum potential. This will become more interesting when the player faces more than one alien race at the same time or when alien races fight side by side with the player….
Since the game is mission-based, we'd love it if would describe some of the game's most exciting missions for us.
Vincent van Diemen: The mission-based structure is supported by a very strong and immersive science fiction story. Telling too much about specific missions could be a potential spoiler, but let me point out that the mission types vary from combat to espionage and from rescue to infiltration. There are some quite unexpected twists in the story and you will just have to find your way :)
The graphics are being touted as motion picture-quality visuals. A lot of developers make this claim – please tell our readers how your game differs from the rest.
Vincent van Diemen: The engine only uses space scenes. There are no missions on planets surfaces etc. This way the engine programmer was able to focus completely on this very specific element of the game engine. Also, since the game has been in development for more than three years, there were many opportunities to learn, redo and optimize it.
Last but not least the engine programmer is an extremely talented fellow. Oh, and try the demo! Then you can see for yourself.
Is there a special game engine that you used to achieve these exceptional visuals? Any particular graphics tools?
Vincent van Diemen: Both the engine and all tools were developed by Mithis. All development tools are available on the retail version of the game. Since its release in Europe in November quite a few people started to make MODs under which are some pretty impressive Star Trek projects. All these can be checked out on the official forum on www.NexusTheGame.com
Thank you for your time.

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