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GENERAL
QUESTIONS |
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Question:
Can you give us a quick overview of the story?
Answer In the year 2007, the US government successfully deploys a probe
designed to prove the existence of a parallel universe. Minutes into the
mission, an intelligent life form damages the probe. On Earth, an unforeseen
backlash of energy is created by this action and the result is a black
hole, which threatens the very existence of our planet. You are Cutter
Slade, US Navy S.E.A.L. Commander, charged with the safety of the three
scientists who have been chosen to travel to this new world, Adelpha.
Your mission: face the dangers of a mysterious and hostile world in order
to recover the probe and close the black hole. The Earth's destiny is
in your hands.
Q: What's the one most important thing you want
gamers to know about Outcast?
Answer: Outcast does not ride in the crowd. Outcast is different from
what you have seen before. If you want something fresh and innovative,
play Outcast.
Q: To which game would you compare Outcast, if you
had to? Can it be compared?
Answer: Very difficult to compare it with another game. It mainly belongs
to the Action-Adventure genre, but that's it. We designed Outcast with
the only willingness to create a "dramatically interesting virtual world".
This means you are part of a story (dramatically) taking place in a world,
which evolves constantly. You are taken by the story, have short and long
term goals given to you at every moment. We tried to make it a "as real
as possible world" which means it needs to be and remain coherent during
the whole gaming experience.
Q: Does the name of the game reflect your hopes
for the game's impact in the gaming world?
Answer: This is true, the game is 'Outcast' because it is so very different
from the others. Plus we moved away from all trends, easy fashions and
hypes of the industry. We do take responsibility for this.
Q: How long do you expect the average gamer will
take to finish the game?
Answer: A long, long time. Over 50 hours for sure. Plus there is a huge
difference between reaching the end of the game and completing all quests.
Q: How scripted or linear is the story? If you played
the game through again after just completing it, will you have the exact
same experience?
Answer: First of all the story is really non linear. You have the 'main
quests' you need to complete in the order you want, and many sub-quests
you are not forced to complete to finish the game. Now, if you play again,
the experience will differ from the attitude you adopt in the game (people
will react differently if you have been a 'Good Ulukaï' or a bad one...),
But nothing is random, and every NPC in this game follows his life cycle.
Q: Are there any extra incentives (difficulty levels,
Easter eggs) to entice gamers to play finish it more than once?
Answer: Rewards in Outcast are not based on difficulty. We do have Easter
eggs. Now in terms of replay value the size of the game, the number of
sub quests and the different strategies you can come with to solve a problem
make the game a true rewarding experience.
Q: Are there enough NPC models to make it not feel
as if you have seen the same guy over and over?
Answer: How about 1050? Will that be enough?
Q: How would you explain how your Game Artificial
Intelligence with Actors (GAIA) works?
Answer: GAIA is a multi-agent based AI system that controls all NPCs behavior.
For each character there are several agents, working at a single task
level that can interact to determine the behavior of the character. The
more primitive agents you create, the more complex the emergent behavior
can be, and it is exponential. It is like giving the chance to a character
of doing something complex that will only happen in a favorable context
by describing that "something" via single primitives and conditions. These
primitives can be "I am hungry when I have not eaten for a long time"
or "I am curious of new things," or "I want to protect my life" or "Loud
sounds may mean danger". Then depending on the in game context as well
as its previous experiences, each character will adapt its behavior to
any changes and will take decisions accordingly.
Q: Outcast definitely has a unique "look" to it.
Was it something that was focused upon in development?
Answer: We wanted to escape the typical dark and gloomy corridors featured
in most games. We needed something brighter bigger, an exotic universe
looking alive.
Q: Outcast seems to focus more upon outdoor environments,
was this decided upon from the beginning? Are there any disadvantages
working outdoors?
Answer: Definitely. Outcast was designed because we wanted to make it
play outdoors. It gives the player a lot more freedom, the drawback is
that it is a lot more difficult to canalize the structure of events since
in Outcast the player can go everywhere he wants.
Q: The screenshots of Outcast show some stunning
panoramas and unique external views. Will it also make significant use
of complex interiors? In which ways will the worlds differ from each other?
Answer: In Outcast there are cities with buildings you can enter. Nevertheless
most interiors are generally not too complex since we wanted to focus
on the outdoors to give the game another feeling from what one gets in
the Quake like games...Now, the 'worlds' in Outcast are in fact different
regions of the same planet. The inhabitants of each region do not dress
the same or have the same activities but they speak the same language.
Some cities are 'under siege', some regions are highly civilized, other
are wild and dangerous. The architecture is different depending on the
region..
Q: You'll be offering both 1st and 3rd person views.
People have said that 1st and 3rd person games play significantly differently.
In Outcast do you expect that both views will be used in different situations
or have you found that people prefer to use one view throughout?
Answer: We have found that most people use 3rd person during the whole
game except when they need to use a very specific weapon or when they
need to precisely position the character for putting an object in a specific
spot. Otherwise it seems that most people enjoy seeing their character
on screen and get a more strategic positioning using 3rd person. Of course
it is a question of taste too. I'd say that as you play a character with
a strong personality who can dialog with other people, you prefer having
him on screen.
Q: Are there any type of movies to push the story
forward? [Pre-rendered or in game]
Answer: The intro is pre-rendered, then, you'll have 'non-interactive
sequences' made with the game engine to push the story. Some of them take
place in specific places, some others do happen 'anywhere possible' in
the game. But all those are 'blended in' the game so that there is no
'cut' in the action.
Q: Does the game use any type of 3d audio in Outcast?
Answer: Yes, we support Direct X 3D audio sound and EAX (Environmental
Audio Extension) for the sound blaster live for example...
Q: Is there a heavy emphasis being placed on character
development? Are you perhaps looking to make a franchise out of this?
Answer: We'll see in the future. You cannot really forecast this and the
games that tried to do it from scratch with only this in mind did not
succeed just because the games got to be good first, and that is precisely
what we are working on. Having this character transforming into a valuable
franchise would be the icing on the cake.
Q: How well does this game really run on a P200
MMX? I mean your pulling off so many advanced 3d effects with software
only.
Answer: Well, do not expect to be able to play with the maximum level
of detail with a P200 MMX. Nevertheless we think that the experience is
appreciable.
Q: Will Outcast be editable or come with any tools?
If not, will I be able to edit it with, i.e. 3D Studio 2?
Answer: No, this is simply not possible. We have in-house tools for editing
certain parts of Outcast, but we will not release them. And if we use
3D studio for modeling the terrain altitudes, creating the textures and
all the other information needed is made using other in house or commercial
software. It's only one tool among other ones in a complex production
process. Anyway, the depth of the scenario, interactions, animations,
production process makes it impossible to be freely edited by non-programmers.
And I don't speak about the AI...you would need to learn an entirely original
language to be able to make the characters behave the way you want.
Q: Is it true that there is going to be a Dreamcast
version of Outcast? If so, what (if anything) will be different about
it? When can we expect it?
Answer: Yes, it's true. You can expect it at the Dreamcast launch in Europe
sometimes in quarter 1 2000. It will be different from the PC version
for many reasons and in many aspects due to the difference of platform
but I think we will manage to keep the quality of the original Outcast.
Q: Are there any plans of supporting 3D hardware,
maybe in a later patch?
Answer: Maybe, the Dreamcast development may give birth to such a patch
(as Dreamcast uses DirectX for its 3D hardware interface) |
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INSTALLATION
PROBLEMS |
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Q: The
installation locks up part way through! What can I do?
Answer: There are a few things you can do to ensure your installation
goes smoothly. Before you begin, run Scandisk and Defrag to optimize
the hard disk before installation and ensure there are no disk problems
that would prevent installation. Next, turn off all other programs including
anti-virus software, crash guard, and clean sweep to ensure they do
not interfere with the installation. Then delete all files in C:\WINDOWS\TEMP
before trying the installation.
Q: The
game installs, but when it's finished the files aren't there! What's
going on?
Answer: This was a problem found on the European version of the game.
Is that what you have? Take the Outcast CD out, download Euro-patch
1 (http://www.outcast-game.com/99/html/support.html ) and run it. It's
an alternate installer that'll prompt you for the CD later.
Q: I
have Windows NT, how do I install the game?
Answer: The System Checker that verifies you have the proper system
requirements to run the game did not include Windows NT as a valid operating
system and will halt the installation. The game is in fact compatible
with NT, you just need to de-activate the system checker by going through
StartàRunàX:\Setup\Setup.exe NOSYSCHECK (Use the proper CD Drive letter)
and click OK…
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GAME PROBLEMS |
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Q: I
launch the game but after loading I get dropped to my desktop! How can
I fix that? Did you choose 3D sound as an option?
Answer: For
cards with the Aureal 3D 2 chipset (Diamond Monster sound cards, Turtle
Beach Montego/Montego II, Terra tec Xlerate etc) You probably need to
backtrack to older drivers (not really recommended, however) Try switching
3D sound off, and see if it works that way. If not, you might use 4.06.2035
Aureal A3D reference drivers from http://www.aureal.com/download/do_driv.htm
Q: My
intro video won't play. What's going on?
Answer: Update
your Microsoft Media Player to version 6.1 It is available as an option
during installation of the game. Re-install the game and choose Yes to
install Direct Media. |
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GRAPHICS
PROBLEMS |
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Q: I
start the game and hear sounds, but the screen stays black. How can I
fix that?
Answer: Prior
to starting or loading a game, go to the options screen and choose Framed
mode. This has mostly been found to be the case on ATI cards, but it has
fixed others.
Q: My
graphics are all glitchy and different pieces of the screen bounce around.
How can I fix that?
Answer: Have
you checked to see if you have Framed mode AND Cinemascope checked on?
There is no reason to have both checked. Use one or the other, not both.
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SOUND PROBLEMS |
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Q: Some
sounds are missing or looping while playing. How can I fix that?
Answer: Check
to make sure your sound drivers are updated. If they are, then disable
the 3D sound option prior to starting or loading your game. |
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GAME
PLAY QUESTIONS |
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Q: Can Cutter
carry as much as he wants or does he have a weight limit or something?
Answer: Yes, Cutter Slade has this fantastic backpack he can virtually
put in any object he wants to. This miniaturization backpack allows you
to collect and store a great number of assorted objects by shrinking them
with the use of nanotechnology as they are placed inside. His high tech
military device is given to Cutter as part of the equipment as he is leaving
Earth.
Q: Tell us about the weapons. Does Cutter Slade
bring them with him or does he get them in Adelpha? I heard they can be
upgraded, how so?
Answer: You have a weapon from start and that you will collect (or buy)
5 new ones throughout the game. Concerning the upgrades you can buy some
of them, but you also have some people that may help you repair or enhance
your weapons with local recipes.
Q: Can you employ NPCs to accompany and help you?
Will you actually be able to tell them what to do?
Answer: In certain cases in the game, yes, it does happen. But generally
those guys don't like to be taken in your fights and will run away if
they feel their life is in danger, so you won't be able to use them as
shields... But at certain moments in the game, you can ask the help of
some people who come with you to help you for something (repairing some
stuff, healing someone, etc...)
Q: How does the economy in Outcast work? How exactly
does Cutter Slade obtain money?
Answer: You can gain money by helping people (they will give you money
for the service), bring them things they need for their job (certain plants,
uncommon objects), or you can steal it in the soldiers camps, and sometimes
even find some treasures in wild areas.
Concerning the economy, there is a high level simulation of it; so that
for example if you convince the farmers to stop harvesting the fields,
or you stop the armed food convoys, the soldiers will be weaker after
a while and this will give you an advantage over them.
Q: Shamazaar
- Where do I put the essence idols?
Answer: The order is found on the tablet
you get from Shamaz Mazum. Do the first three, then the steps will rise
at the main temple.
- Fae in Eluee temple
- Eluee in Ka temple
- Ka in Ghanda temple
- Ghanda into Fae temple
Fae =
Eluee =
Ka = Ghanda
= 
Q: Motazaar
- How do I get the 4th jail key?
Answer: These are some of the things
that must happen in order to get this key…..
- Did you destroy the bridge mechanism?
The windmill guy, Zoran, won't need a spare part if you haven't.
- If you have destroyed the bridge then
you need to go back to the village, speak to the leader in dark clothing,
normally in the southern part of the city west of the daoka.
- After the leader tells you how mad Zoran
is, you have to go see him and talk to him. He will send you off to
find his assistant who in turn will tell you to find his colleague
who was being attacked by gamors. You follow a trail of clothes, kill
the gamors and machine part he was carrying. At this point there will
be a cut seen of Soldiers coming out of the daoka with one of them
clearly carrying the fourth key. You will find them to the north by
Shamaz Zagy's house.
Q: Okasankaar - Where
are all of the booyats?
Answer: Three of the booyats are in the Darosham with the flame.
Shoot the spinning tablet behind it with your gun in this order: fae ->
eluee -> ghanda -> ka. One of the booyats you can buy from Zafar. One
of the booyats is with Martigar in the prison Zorkatraz
Q: Okaar - Where are the wooden pipes? How do I
use them?
Answer: The circles on the map show where the pipes are to be found:
- In the arena with the Gorgors
- Near the swinging logs in the maze
- In the Gorgor's arena
- Near the training camp, somewhere to
the North I think.
Bring these to the Oogoobar camp. Place them
in the metal 'organ'. The 2 identical pipes correspond with the 2 notes
on the map. Put those in the first and third holes. Try the other 2 in
the remaining holes. |
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HINTS
AND TIPS |
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Q: Where
can I call for hints and tips for the game?
Answer: You
can call our hint line at 1-900-454-HINT and speak to a game counselor
between 1pm and 5pm Pacific Standard Time. Calls cost 99¢/minute please
ask permission before calling if you are under 18 years old. |
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