Tonight we’ve got a fine interview with Mark Starrett of Saitek, talking about present and future products, and what’s next for this PC gaming controller developer. Check it:
Gamingnext – Please tell us a bit about yourself.
Mark Starrett – I’ve been the U.S. Marketing Manager for four years, and came to Saitek nine years ago to launch our line of PC Game controllers. I came to Saitek because I’m a gamer at heart, and so is Saitek. My favorites are combat flight simulations, and head-to-head dogfighting. In what spare time there is left, I enjoy motorcycle sport-touring.
Gamingnext: Gamers know that WarPath is about three races at war with each other. Can you give us a little more detail behind the singleplayer storyline?
Zandro Chan: Well, the story takes place on the planet Kaladi, an extremely rich world in terms of resources and climate which the three races are fighting over. Basically you have your bad guys, the Ohm – half man, half machine – and they just want to bleed the planet dry of its resources to fuel themselves. Then you have the House of Kovos, neither good nor bad, who are protecting the planet because it’s a holy place for them. Then lastly you have the Humans, your good guys, who are unwittingly caught in the middle of a conflict they never saw coming and are basically just trying to survive.
As players near the end of the game the story takes a twist and a new enemy is introduced – ultimately it culminates in a unique ending for each of the races.
With the announcement that Half-Life 2 will be available September 30, 2003, we took the time to speak with Valve Software’s own Gabe Newell. “Recently we were afforded the privilege of speaking with Gabe Newell, Valve Software’s Managing Director and head of the Half Life 2 project. We fired off a few quick questions to him concerning Source, the engine powering Half Life 2, and what we can expect from it.
Gamingnext – After all of the movies, both engine/tech oriented and pure gameplay, that came from E3 it’s safe to say that all of the gaming world is now clamoring for Half-Life 2. Can you tell us a bit about the technology used to power HL2?
Gabe Newell – I did a presentation on the engine for Vivendi a little while back. It was about 100 pages long, and we got through it in about 4 hours. I’m not sure really how to condense that all down, but I’ll try. We usually break it down into humans, graphics, interactivity, and AI. Now obviously there’s overlap. For example there’s a special shader for people’s teeth. That could go in the graphics section or the humans section. There’s a lot of intelligence in moving creatures over an LOD mesh – so is that AI, interactivity, or graphics? You get the idea.