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Westwood
Studios and Katerina de Leon Storm GZ with Details on Pirates of Cove Island!
by The Badger
There’s
something appealing about the notion of pirates. Be it the traditional fearsome
Jolly Roger flying high on a ship full of scurvy sea-dogs, or the reluctant hero
who uses his/her buccaneer blood to raid for purposes that are selfish and/or
selfless: There are almost limitless examples of books, movies, and legends that
we, as a culture, have based on these trademark symbols of the sea.
Enter
the dangerous and beautiful Katerina de Leon, the star of Westwood Studios’
upcoming Pirates of Skull Cove for PS2 and Xbox. All those things we love about
pirates – epic sea battles, daring swordfights, intriguing stories, and a lady
pirate who is as sharp as she looks – are being crafted together to create one
grand booty of an adventure for gaming pirates everywhere!
We
at GameZone were lucky enough to squeeze in a few questions with Louis Castle,
the executive producer of Pirates of Skull Cove, as well as the co-founder and
general manager of Westwood studios.
Plunder
away, matey! And if this isn’t enough to sate you havoc-wreaking rascals,
you’re more than welcome to check out Katerina’s own Pirates of Skull Cove
site! Check it out at the end of the interview!
GZ:
There are so many legends, stories, and facts about pirates. Were you
inspired by a particular book, movie, or pirate – or was it the concept in
general that led you to create Katerina de Leon?
LC: We
researched countless fictional and factual novels, games and movies.
The story and world we created is blend of all those sources, but is a
totally new pirate story in of itself. We’ve
created a fanciful world in Pirates of Skull cove where being a pirate is cool,
fun and action packed. We are not
trying to make a simulation or something that is historically accurate, rather a
more action adventure of piracy.
GZ:
From what we’ve heard so far, there are a lot of different elements going into
Pirates of Skull Cove: There will be strategy type elements in the sea battles,
an action emphasis in Katerina’s mastery of swordplay, and an adventure aspect
as we learn about Kat’s past. Is the game going to lean toward one genre, or
is this a tough game to categorize?
LC: Pirates can be
categorized as a character-based action adventure.
The story revolves around Katerina de Leon, the “Black Kat.”
Her many adventures take her to several different worlds, from a tropical
paradise, to a haunted island chain. Katerina
will be able to fight on land, using a combination of swordplay, special moves,
fantastic weapons and seafaring magic found in myths and legends.
She will also be able to fight on the high seas.
She will be able to purchase bigger ships as the game progresses, from a
small schooner to an enormous galleon, each with special weapons and devastating
attacks.
GZ:
There seems to be an interesting combination of historical facts and the
inclusion of magical items and themes. Can you tell us a little of how you are
approaching this blend of fact and fiction?
LC: All of our magical items
and themes come from the legends and lore of seafaring folk from around the
globe. This is not the fantasy
magic of wizards but the realization of stories told from old salts in musty
inns. Our story begins in a
Caribbean like tropical island group but we allow Kat to find “chartstone”
maps that let her sail into mythical places with intriguing and challenging
denizens. History is really only
used as a rough guide for the setting of the game and gives it all context.
It is in no way a history lesson and we make no attempts to be
historically accurate on the settings, ships or characters.
GZ
Tell us a little more about the ships (and their arsenals) gamers will have to
choose from. Are they mostly based from a particular historical era or are they
models of the most famous types of ships with a little imagination thrown in?
LC: Our ships, just like the
rest of the fiction of Pirates, are a fantastic blend of history, lore, and
fantasy. We never set out to make a
pirate simulation game, rather something that would capture the players’
imaginations. There are 11 ships
available to Katerina in the game. She
will start off with a small ship, armed with only two cannons, but will quickly
progress to larger ships with betters arms and armor through winning battles and
collecting buried treasure. Different
types of cannons with different projectiles offer a wide variety of tactics.
You can use chain shot to take out an opponents sails and rigging, stick
to cannon balls, ram them or even switch to clay pots that spew noxious clouds
and confuse the enemy crew. Then of
course, there is the magic!
GZ:
Pirates of Skull Cove will include a combat mode for player-to-player combat.
Will this be for sea battles only, or will there also be swordplay multi-player
modes?
LC:
Pirates will feature only ship-to-ship combat in multiplay mode.
Our game is more adventure than a fighting game so one-on-one sword
fighting is not the goal this time.
GZ It sounds like the players of Pirates of Skull Cove might have to be fairly well rounded gamers to excel at the different aspects of the game. Will there be difficulty settings to help a gamer who might be more proficient at one aspect than another?
LC:
Not in a slider or anything
like that but the game design allows less adept players to go back to previously
explored areas and generate more money which can be used to get better equipment
and much bigger ships. This design
gives the careful thoughtful player all the advantages that a very skilled
player may gain in a battle.
GZ:
How much will we get to learn about the mysterious Kat? Will the player have the
option to get into the depths of her story (such as exploring through journals
and personal writings), or will we learn her story in other ways?
LC: Black Kat’s story will
be revealed throughout the game, through her interactions with other characters.
I can tell you that she is a true pirate – the daughter of a famous
pirate and an island governor. Her
parents were killed by the evil Captain Hawk and you follow Katerina on her
quest to avenge their murders. She
has a rich back-story that is revealed in part through her adventures but offers
a wonderful canvas for future exploration.
GZ:
How much of the plot is usually developed when you start the work on a game such
as Pirates of Skull Cove? Is it similar to having a screenplay at the start of
movie filming where improv sometimes overrules a few lines or stories here or
there, or do you like to start work on the title and see where the creative
process takes you?
LC: In most products the
product story is much too large to realize in one game.
In the case of Pirates there were three complete screenplays written
about Kat and her family adventures. We
chose Kat’s story because it felt like the best place to start but Mara (her
mother) and the other characters are all well thought through characters with
their own histories and adventures.
GZ:
It must be exciting, and also stressful, to create games on newer (and even
publicly unreleased) systems which you haven’t spent as much time developing
on. What do you like best, and least, about creating games in this more
unfamiliar territory?
LC:
We actually love working on
console platforms. Consoles offer a
high degree of certainty of experience to our users.
The PC is much more of a challenge when it comes to creating a consistent
experience since new owners want products that use their cool new systems, but
consumers with systems only a couple of years old also want to enjoy the
product. The biggest frustration on
new consoles is that it is very difficult to get a clear picture of the hardware
far enough in advance to do epic titles near the launch of the system.
Iterative products and technologies are far easier to predict on new
systems but the brand new stuff is what makes the owners of these new systems
say “Wow! I’ve never been able to do THAT before!”
That’s what we are shooting for with Pirates.
GZ:
The powerful capabilities of gaming platforms has made the amount of realism
possible in games more incredible than ever before. With these possibilities, do
you spend more or less time with real-life models (both people and material) in
order to help take advantage of these capabilities?
LC:
We spend more and more time
with real models, motion capture and other methods of creating the high quality
and massive quantity of assets that make up modern console products.
GZ:
Speaking for myself, when I really get into a game I start seeing aspects of the
character I am playing or the strategies I am following in every day life. Do
you ever get so passionately involved with the characters or plotlines of your
games that sometimes it overflows into your off time?
LC: Um, if you saw my office
you would know the answer! Yes, I
often get lost in the fiction of the games we are creating but I feel that is a
good thing. I always know we have
clearly defined a character or world when everyone starts to argue “Kat
wouldn’t do that!” or “that can’t happen in the voodoo world!”
That kind of emersion tends to bleed out into the real world but
fortunately, we make games so we don’t have to deal with the real world that
much.
GZ:
Do you think there might be future stories in the de Leon chronicles? Or is it
too early to tell?
LC: We evaluate all of our
games for possible sequels or ports to different platforms.
It’s a little too early to do that with Pirates though.
We just want to finish this game and make it the best it can be.
GZ:
We know you can’t spoil the surprise, but can you give us a little clue on
some of the goodies we might see on the web site in the coming months?
LC: The website will have
regular updates in the months before we release the game.
Keep checking back!
GZ:
Rumor has it gamers will be able to ask Kat de Leon questions personally and
maybe even have them posted on the site. Can you tell us when they might have
the chance to do this firsthand?
LC: Now!
Check out the Pirates website (http://westwood.ea.com/games/pirates/home.html)
for information on emailing Black Kat. Responses
to select questions will be posted on the site on a regular basis.
A
big yo-ho-ho and a bottle of **insert piratey beverage of choice here** to the
crew over at Westwood Studios for their time and for filling us in on Katerina
and the Pirates of Skull Cove! We’ve got a big “X” marking the spot for
this game’s release!
Need
to know more? Katerina and crew are waiting to keep you updated right here!
http://westwood.ea.com/games/pirates/home.html

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