Jedi Knight III Interview Translation
One of my many and varied sources has sent me a translated version of the Jedi Knight IIIÃ‚Â interview posted in Gamestar's magazine. It's not too long but now that we know this thing is for real we might as well have a look!
Read on for the interview.
Q: Why are you still using the Q3-engine?
A: We got to know that engine very well over time so now we can do things we thought we couldn't do when we made JK2, things your readers haven't seen before! Also, better hardware allows us to do more. For example, we now can use notably more curved surfaces.
Q: Why don't we get to play Kyle Katarn anymore?
A: We didn't want to repeat ourselves, weÃ‚'d rather try something new instead. We also didn't want to run into trouble with the logic of the story since Kyle becomes a mighty Jedi knight at the end of JK2. Don't worry, he'll play an important role in JK3 nonetheless.
Q: Was it your idea to focus on the sword fights or did you do it because JK2 fans demanded it?
A: Both. To be honest, when we started developing JK2 we were very skeptical about whether the sword fights would work or not. Shortly before we finished working on the game we realized how fun they were. Press and fans shared that opinion, so it was clear that we were going to feature more of that in JK3.
Q: How are you going to keep the tension up during the whole 30 hours the single-player mode is supposed to take?
A: We'll feature an incredible variety of levels. Instead of switching the 'theme/location' every third or fourth mission players will get to see new themes, locations and styles every mission with varied visuals and game play.
Interview translated from Gamestar magazine.
Ok, I know you're here for the interview but I insist you have a look at our Vietcong Impressions. It's a sleeper hit in the making and many of you may miss out on it otherwise. That would beÃ‚Â a crying shame.