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Kane's Wrath Q&A at GameSpot

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The thing that really bothers me is after C&C 3 was officially announced and it was confirmed that Frank Klepacki wouldn't be doing the music, it was then stated that EA were aware of the fans concerns about the music and the audio team at EALA were studying Frank Klapecki's work and the fans wouldn't be disappointed.

 

There's what I'm talking about. Ty Sonic. :P

 

Agreed

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There were only 5 music tracks in C&C3? I didn't really notice... though in other C&C games the music was very noticable so it is a bit different.

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well this expansion sounds promising..

 

the whole bridging the gap thing sounds really cool; it may have been done before but i think its very innovative to do a half-prequel half-sequel expansion.

 

the expansions description says to me that it isn't just an easy way to make money. they are actually fixing things that could have been fixed if they took more time on the original CnC3, but in addition adding story not only to the future but to the past. it should give the story more depth no?

 

i still don't own the game so i don't have as much a right to criticize, but i trust my fellow hardcores in their opinions. if they say the music wasn't on the same level as older CnC's, then i trust them.

 

i am wondering if the CnC3 development team actually played all the past CnC games in their entirety. it would give them a sense of the series' essence, and also show them how much the music kicked ash.

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crd if i remember correctly ive only said anything about the pms and such and about you being annoying about twice, maybe i would stop as you call "bitching" if you would stop being so immature

anyway

 

apoc, you will never get a perfect crowd, there will always be negatives

 

Also apoc think about this

 

early this 2008 is roughly around February, don't release it until maybe march, you guys need to spend time on it and make sure you make the story makes sense, make sure the designs are ok etc etc etc.

dont just go

"oh it looks fine to us lets release it!" im sure there is a little bit more to it and that, and im sure you guys have really good people, but you need to figure out a way to pleasw 90% of the fans, and give them what you want

 

also so far if i was to make any changes it would be

 

redesign the mobile sonic emitter, design just looks like some square vehicle with a beam on top O.o

 

you see the turret, if its going mobile then it needs to be the size around a predator tank

 

little bigger then the predator tank

 

in place of a turret at top(where gun fires >_^) place 3 beam type cannons on it(dont allow the turret itself move, so whole tank has to move) you have to make it slow like the beam tank, and when it fires it looks like the sonic emitter, also you should redesign the cyborgs, of course sense GDI has a rather powerful infantry squad(zone troopers...)

 

Nod needs one too(thats what i was talking about...so everyone dont give that technicaly smartass comments, they arnt needed) anyway you should make them as strong as zone troopers, or make them stronger and give them less HP

 

 

also

 

BRING BACK HELL MARCH!!!! all my friends loved that song lol, just kinda remake the song, and use it as a intro

(with a movie of course) also when you guys mean domination, do you guys mean just like dawn of war: dark crusade? sounds like thats the kind of system your making

 

anyways, dont just release it when you think its ready, just look over forums, check out what people want, and try to fit as much as possible and make it make sense, of course get pple addicted to it hard like WoW Lol

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As for the music Sonic, we definitely hear that and its a key learning we take from C&C 3. You know one thing i'd like to say is our Audio team is extremely talented. The sound effects for the game and FMV's in C&C 3 are top notch.

As for getting Frank Klepacki to do the music for Kane's Wrath..... a real long shot I'd say. He does work for a rival company.

 

Indeed. Not gunna happen.

 

I may have not predicted the expansion annoucement date correctly, but I certainly picked a post christmas time-period, and if I had a house - I would have no hesitation on betting my house that Frankey may go to Hollywood, but he ain't going to C&C3:KW.

 

-gben

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if im not mistaken wasnt it in tib sun and tib dawn too O.o?

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if im not mistaken wasnt it in tib sun and tib dawn too O.o?

 

No... not even a song close to Hell March is there...

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hmmmm ok my bad, thought they had that song in those games too :P thought it was the C&C theme

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Also apoc think about this

 

early this 2008 is roughly around February, don't release it until maybe march, you guys need to spend time on it and make sure you make the story makes sense, make sure the designs are ok etc etc etc.

dont just go

"oh it looks fine to us lets release it!" im sure there is a little bit more to it and that, and im sure you guys have really good people, but you need to figure out a way to pleasw 90% of the fans, and give them what you want

 

also so far if i was to make any changes it would be

 

redesign the mobile sonic emitter, design just looks like some square vehicle with a beam on top O.o

 

you see the turret, if its going mobile then it needs to be the size around a predator tank

 

little bigger then the predator tank

 

in place of a turret at top(where gun fires >_^) place 3 beam type cannons on it(dont allow the turret itself move, so whole tank has to move) you have to make it slow like the beam tank, and when it fires it looks like the sonic emitter, also you should redesign the cyborgs, of course sense GDI has a rather powerful infantry squad(zone troopers...)

 

Nod needs one too(thats what i was talking about...so everyone dont give that technicaly smartass comments, they arnt needed) anyway you should make them as strong as zone troopers, or make them stronger and give them less HP

 

Pffff...

 

I'm pretty sure EA gets the picture now from what Apoc has told us. I think that they can do their jobs on their own.

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Steve Jablonsky did a great job on the music score for C&C 3, for what it is, he did a great job, and outside the hardcore, many people have enjoyed it.

 

However, to me, its more Metal Gear Solid and Enemy of the State than C&C 3.

 

I was not inferring we could get Frank to do our music, he has a great thing going at Petroglyph, thats his home, we all respect that and can do well with his inspiration from the past C&C music.

 

We all love the old C&C music and most of our team has played all the old C&C games. Not all game makers are game players but most are. No matter what your role is on our team, everyone has an opportunity to impact the game significantly.

 

Bottom line, Jablonskys music was great but it didn't have the C&C style of flare you guys wanted. Its not easy to go back and re-do all the music late in development, you believe in it, and you ship with it.

 

You take your hits and misses because you're right, you cannot please everyone.

 

We'll see what the Expansion Pack brings, I couldn't even hint to you about the music yet because we are so early.

 

Stay tuned,

APOC

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From the newsletter:

The door to ascension stands before us,

the Tacitus is the key...

 

So I'm guessing the Tacitus will play a more important role in Kane's Wrath?

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The Tacitus is one of those gaps between TS and TW. Hopefully that will get talked about more in the expansion.

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my point about the music was basically that with the expansion, the development team's best bet at making music that has an impact is to give it the feel of the older CnC music. its been said before but the older music had a raw kind of lure to it.

 

i remember countless times in the past playing CnC95 when it was the only CnC out, and liking every song in it. even when i wasn't playing the game i was humming the songs :P .

 

my advice is simply to make the music powerful or at least ambient.

 

i was not saying that the expansion will flop if the music isn't what everyone wanted, or that CnC3's music was crap (because technically i haven't heard it yet). i'm just giving some pointers as to what i personally prefer Apoc :)

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Yes you have. You said you played the demo. That's about it. :nod:

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well yes. i have played the demo. i have not played the full game.

 

i don't even remember music from the demo...reason for that i don't know.

 

:P but im happy people pay attention to me and am aware of my situation :cry:

 

EDIT: what i'd like to add is that if the music is supposed to be ambient in CnC3, it would have to match the fast and fluid play that is so classically CnC. the energy of the music should match the energy of the gameplay.

 

it doesn't take a whole lot to accomplish that either, i.e. Klepacki's music was so low tech and humble but it got the job done.

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Jarrid Mendelson

 

=o

 

It would be cool if he at least helped with the KW soundtrack.

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First post. If editing is allowed, this will be long...

 

First things first: My rants about an expansion pack before it was announced:

 

Maps

 

-Greater map diversity: The maps we have in the main program are mostly well designed, but there are too few themes. I foremost miss arctic, Caribbean or countryside-maps.

And if were on maps:

 

-I don’t know how it works in TW, but it would be great if material affected which instruments of war we could use, if theres any damage by weather and enviroment, unit speed alterations etc. Like tanks could stick into mud, or break into ice, respectively infantry moving slower when ice storms occur etc.

 

-Environment should be used more efficiently. Like, I don’t know, burning down trees with infantry hiding in them. Real outposts with trenches, walls, barriers.

 

-Some non-mirrored maps for completion

 

-Of course, loads of new maps both for Skirmish and Multiplay

 

 

Buildings

 

-Let the advanced power plants come back (At least for Nod)!

 

-The main Scrin faction should work entirely different than GDI or Nod. Build differently, train differently, gaining resources and powers differently.

Example: The Scrin mothership would shoot down the Scrin equivalent of the MCV, which would warp in all the other buildings. There would be no cost for this, but on the downside, building would take longer and there is no queue (Meaning you cant build more than one building at a time. You could place them down, though, but they’d only start to warp when the preceding building has finished). Also, I find it odd that the Scrin infest a planet to harvest it, and then they throw out Tiberium for warfare. There should be a different system for this as well. I could imagine ships sending down units in set interval of times and a unit cap.

They should take their enery differently as well. Directly out of Tiberium, for example. Youd be able to do this considering that the Scrin we saw isnt the main faction, no?

 

-Only reveal the map with a built com-set station!

 

-And of course, walls.

I have a few ideas regarding them:

 

GDI should erect concrete walls and metal fences. Between or behind them, they should be able to create trenches, in which you can place any infantry unit.

 

Nod: Tall, thick black steel walls would suit them well, as seen in one TW mission. And like in this TW mission, the player should have the option to erect small machine/laser guns, respectively anti-air turrets on top of them. I have two other ideas, but they are too complicated and medieval, to be frank.

 

Scrin: The scrin had laser fences in TW. So since you already have them modelled and functional, let the Scrin build those laser fences!

 

-Upgrades for increased durability/defense (Weapons for example, or garrisoning), levelling to unlock new units.

 

 

Units

 

Old:

 

Nod: A medic, which should be able to be attached to single squad (Squads should be improved btw. With squad leaders, customizable weapons, armor etc)

The hijacker

And most importantly: The underground-APC!

 

GDI: The MK2 in a modern form, like we’ve seen before on one of the artwork pics

Disruptor (Or any unit, which is powerful, but able to harm friendly units too) Why isn’t intelligent friendly fire like in Tiberian Dawn in the game, anyway?

Medic, although it should work differently as the Nod medic. Perhaps a MASH, or a Humvee with medical supplies.

 

New units:

 

Nod: Altough not entirely new, id like to see a Napalm bomber for Nod. Theyre fitting into Nods sheme quite well.

 

Abilities: Some Nod units should have the ability to dig themselves in the ground.

Buzzers could be protecting buildings as well (And while were at it, there should be building upgrades and veterancy too)

 

-Naturally, tons of new units. And enhance the old ones!

 

 

Miscellaneous

 

-More rendered videos. Those weve seen were of great quality and filming value, but we need more!

-New characters

-While there were some missions which stuck out, we need more of those imaginative specimen, for instance when your GDI base didn’t have enough power for denfenses.

(Re-using old units and bases would be cool, for example)

-Extensive options in Skirmish mode

-More map life. Civilians, for example. Moving cars.

-Answers (Cabal, Scrin, Kane…)

-Richer back story

-Classic installation routine

-Campaign modus where our actions actually have an impact

-Ambient music was awesome (Especially in the menus), but put in some adrenaline-pumping tracks!

-Tutorial that explains advanced strategies for all parties, an intro that will have an equal cult following like RA2s did for me, for example.

-Bonus-DVD with artwork galleries, trailers, making of and other extras

 

 

 

Settings

 

-tech slider (Example: Infantry-only games)

-rushing on /off

-pace

-option of truce

-superweapons on/off

 

Allies

 

Stronger interaction between allies. Some examples:

-If Scrin is allied with GDI/Nod, Buzzers could shield Nod/GDI units

-If Nod works with GDI, Nod could use the GDI APCs for infantry transportation, thus having more options for APC abilities.

-If Nod works with GDI/Nod, the avatar could take GDI/Nod weapons, for example the Mammoths railgun. How cool would be that?

-et al (What I mentioned are only some ideas of a non-developing gamer, im sure you can come up with so much more, please do! It would be revolutionary, striking and strategical)

 

If were on allies, there should be flares again, there could be trade (XY units for XY tiberium) or “lending” units. For example, if both allies are under attack, and one would have enough units for both, Ally A could send units to Ally B and give Ally A control for them.

 

Gaming modes (Both Skirmish and Multiplay)

-Tiberium King: Who harvests the most Tiberium wins

-Ascending the throne: In a fortress, a commando/mastermind is ruling above his own party. Who slains that enemy commando first, wins.

-Patriot: Theres a significant building to guard. Who is faster to destroy it, wins.

-Tourist: In the maps centre stands a landmark. Who holds it the longest time wins.

 

Ideas about the promised Risk mode (Which should be absolutely implemented in the expansion):

Apart from conquering/holding land on a real-world map, there should be unique goals for each faction.

The Nod fi could have two main goals: Spreading Tiberium and recruiting followers. There would be a special unit for both functions.

GDI on the other hand should cleanse the land and heal/rescue civilians.

And, last but not least, the Scrin should focus on harvesting and sending Tiberium home.

Of course, the player could choose not pursuing these goals any time.

 

Agressive Tiberium!!

 

(Disclaimer: Im not talking about Tiberium lifeforms or mutation, since Eas Tiberium advanced.)

No, im talking about the Tiberium itself as vicious matter, as it was planned that it spreads vigorously and spreads even on cars and buildings. This is crucial, since a) unusual and b)challenging. A crystal, which isn’t any faction per se, and you still have to fear it: It could destroy your buildings, kill the men in your base, pollute the barracks etc.

Some newly introduced units should take care of this.

GDI fi could have a mobile sonic emitter, which would get rid of both tiberium and harm your base as well.

Nod could have a similar unit to the GDI zone trooper, which would clean the buildings and ground from Tiberium.

The Scrin wouldn’t be destroyed by it, albeit units would be built slower.

 

Please take into consideration what I just wrote, APOC!.

 

More later... (One thing: It will be about what is necessary to pull the big plans EALA made for themselves off. Mostly about diversity and canon faithfulness)

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First post. If editing is allowed, this will be long...

 

Wow... first post is a doozy! How long have you been lurking?

 

-The main Scrin faction should work entirely different than GDI or Nod. Build differently, train differently, gaining resources and powers differently...

 

I agree in principle. I'm always dissapointed when I see alien cultures represented in a slightly off-tangent version of humanity. (I guess this is one of the appeals of UAW for many people). The Scrins changes don't have to be too dramatic, but when the differences amount to little more than a variety of skins... shame. Something as simple as seeding tiberium rather than harvesting tiberium would be great. Of course the fiction shows that they are actually just harvesters like us...

 

The actual method is not important, it just would be good for a different game mechanic for an alien race.

 

-And of course, walls.

 

If you're gonna mess with official walls then engineers need to be tweaked to counter the counters.

 

Maybe a breech wall power or something. Or the sacrfice of an engineer to create a gap... not a suicide unit (although that would work) but more a "leg up" - something that needs to 'deploy' to allow others to cross. Maybe like the dreaded multi-engineer mechanic from RA?

 

Maybe long term mod plans with walls, could include specialist anti-wall units or units with bonuses when attacking walls. (ie artillery)

 

Re: Upgrades.

Actually I'd be interested in a tech upgrade tab. We've got buildings, infantry, vehicles, and airplance, why not a centralised tech upgrade tab too?

 

Miscellaneous

 

-More rendered videos. Those weve seen were of great quality and filming value, but we need more!

-New characters

-While there were some missions which stuck out, we need more of those imaginative specimen, for instance when your GDI base didn’t have enough power for denfenses.

 

Yes, I thought this was the best executed mission in the game. I thought this was the essence of C&C. Maps where you took out the Nod supply depot were visually stunning, but ultimately empty of gameplay. As much as I don't like, they should probably have a few 'skirmish' style maps - where it literally is two mcv's starting from scratch with no scripted tricks to give the AI an advantage. If that truely is the majority of play - it would make sense to have 1-2 missions reflect that.

 

Make no mistake, I prefer peeling away massive turtled bases, or insane puzzled maps, but a few straight up skirmish's would be okay.

 

-Classic installation routine

This would be the icing on the cake, but probably unrealistic.

-Campaign modus where our actions actually have an impact

 

The main thing lacking in the campaign... is an attachment to the characters. I like the Kane taunts in the GDI campaign. More taunts, conspiracy briefings, and other unexpected ingame fmv's would be nice. In terms of fiction, it would probably help if the support cast actually supported you rather than thrust you out on your own from mission to mission...

 

ie. an alamo mission - variation of the timer mission where one of the principle cast brings crucial reinforcements or denotates a SW at a crucial moment so that you create an attachment.

 

I wonder if there's any room in C&C for starcraft hero unit, where a mission has one of the cast take over a super APC for the mission which you have to keep alive???

 

Allies Re: Avatar

 

The avatar needs a huge rework - so that captured avatars could be combined with units of the captured side (scrin or GDI). I settle for GDI simply being able to grab their own units. But it would be better if they would actually change mechanics so the battle rig for instance, grafted/built on certain gdi powers (rail gun, mortar, limited-speed/jet jet packs etc) and the scrin either warped them off-world and warped back a superior version (shielded, buzzered etc). Both of these techniques would involve sending the unit back to base, but I think the pay off is ok. Still at least the first mechanic is a must. Do Scrin and Nod have the equivalent of the spotter unit for the long range barrage? I assume not.

 

If were on allies, there should be flares again, there could be trade (XY units for XY tiberium) or “lending” units. For example, if both allies are under attack, and one would have enough units for both, Ally A could send units to Ally B and give Ally A control for them.

 

Gaming modes (Both Skirmish and Multiplay)

-Tiberium King: Who harvests the most Tiberium wins

-Ascending the throne: In a fortress, a commando/mastermind is ruling above his own party. Who slains that enemy commando first, wins.

-Patriot: Theres a significant building to guard. Who is faster to destroy it, wins.

-Tourist: In the maps centre stands a landmark. Who holds it the longest time wins.

 

I would like a more robust/flexible trading partnership with allies... and I like your gaming modes.

 

Agressive Tiberium!!

 

Amen! It should be something to fear. If any infantry complain about walking across Tiberium - I just whack one with my pointer and say... In my day son, we didn't have this pansy excuse of green alien substance that we just couldn't get out of clothes. No in my day just the smell of Tiberium was enough to turn half my squad into horrible mutants. In my day son, we would cry ourselves to sleep hoping for the kind on benign crystals you see here today. Luxury my lad, me ol harty! Luxury!

 

This stuff should instantly kill infantry who stray near it, and kill vehicles at the same rate as it used to affect infantry. The alien scrin could develop some immunity or best staying power in the fields to highlight the difference, as an idea anyway.

 

-gben

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Btw, if i sounded too harsh, i do like TW very very much, i just think it could be even better. And thats where we chime in.

Id reply and write more, but im currently at work :lol:

Love your avataridea, gben, btw :)

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Well at least Tibsun had different types of tiberium.... the veinhole monsters eat vehicles quite fast but infantry were relatively unharmed. The original green tiberium hurt the infantry but not the vehicles.

 

So we simply add a third type of crystal to TW which damages vehicles, or tweak the existing blue one. You can justify it because it's more expensive therefore it's more riskier to get. Imagine a mineral that even damaged harvy's - so they needed constant repair but brought in even more money.

 

Damaging vehicles would certainly be a pain, but it would add a strategic level to the map/game which is what we're all crying out for right?

 

I'm just thinking the tiberium has evolved from the original, but it seems to be less destructive - despite the cool renders we've seen. I'd just like to see the game mechanics reflect the renders more. Even if this was a dynamic that occured only on red zone maps...

 

Which now that I type it, is a feature I'd like to be resurected in one of the expansions - the original differences between the zones!

 

-gben

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Very good idea- I have to confess that i found the Tiberium lifeforms insanely goofy, so adding red tiberium (Which would even look awsome) with a high value and peril would be a gentle and slick addition.

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