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Submitted by Chris Leyton on May 6 2005 - 11:41

The next evolution in the space-sim genre is coming as Egosoft supplies TVG with the facts...

After the phenomenal success of X2: The Threat and with the sad news of the abortive development of X2: The Return fans of this compelling space combat/trading game need not worry for the hard efforts of creating the next stage in this exciting and building brand will culminate in X3: Reunion later in the year. Much planning, not only in the gaming and presentation quarters have been undertaking but many ideas not possible within X2 will be on view within X3: Reunion. A more realistic experience is but one delight in store, as Derek dela Fuente spoke with Bernd Lehan CEO of EGOSOFT about the vision for the game.

TVG: Naturally the first question is why the decision was made this late in the stage to scrap development on X2: The Return and focus on X3?

Well, development on X2: The Return was not scrapped. Much of the work was able to be moved over to X3: Reunion. Ultimately, the new engine for X3 made the decision pretty easy. It allows wholly new ship and cockpit models, together with huge improvements on the AI which would not have been feasible before, and that will evolve the playerâ??s experience far more than just an expansion based on existing technology. A small increase in development time will therefore be able to deliver dramatic advances.

TVG: How much content will be carried across from X2: The Return to X3; perhaps you can allay some concerns as to whether what started out as an expansion pack is worthy of making the next major step in the series?

Most of the content will be carried over into X3. If the difference in time to gold version had been say 12 months, then maybe we would have thought differently, but as weâ??re in a position to deliver all the changes with only a small increase in development time with the bonus of a reduced cost to the player, then it was just common sense really. Development ideas that have been scrapped for X3 have only been discarded as they are now able to be improved upon due to the new engine.

TVG: OK so nowâ??s the time to impress us with technological details about the engine behind X3; what can it do compared to that in X2 and what possibilities does this offer?

The new engine is far more powerful. The graphical advancements are huge, and this also means more user-defined options for playability for those gamers whose systems cannot always cope with the latest technology, specifically advancements in the implementation of pixel shaders. But the graphical display is only one feature of the new engine. The X3 engine can track and change far more objects and calculations than its predecessor, allowing us to add more real life to the universe, with random events, NPC trading and factory activity â?“ so much more than before. Weâ??ll soon be able to release more information on the engine â?“ the reason for holding back at the moment is that we want to back this up with some truly stunning screenshot examples of what we are talking about.

For now, I can give a taste of some of the graphical possibilities the new engine allows, and these are shown with a couple of early concept art pieces. When I first saw these and imagined how they would appear in the game, as a fan I just couldnâ??t believe how different the universe will look!

TVG: Will X3 introduce any major new gameplay concepts and could you elaborate on the improvements being made to the core elements?

Yes of course. Whilst there is a much-improved plot line in X3, it is intended that the player will also have much more of a choice to play as any character they wish, for example a pirate or a Teladi. For the X games, freedom is everything â?“ players will often play for hundreds of hours after they have â??finishedâ?? the game. Weâ??ll give them the chance to play for thousands now!

General management of the game features, for example factories and the general interface are revamped and the player will be given more choice how to use them. But the biggest changes will be how the X Universe and the NPC ships and traders revolve around and react to the actions of the player.

TVG: One of the weakest elements within X2: The Threat was undoubtedly the story and cut-scenes; we know that a professional writer has been enlisted and FMV sequences replacing in-game cinematics; perhaps you could talk about this area?

The plot script was already updated for The Return and this carries into X3: Reunion. I donâ??t want to spend much time on this â?“ it already was and still is a huge improvement. Weâ??ve already spoken before about cut scenes â?“ they are now a mix of FMVs and cinematics and will be a dramatic change. This allows the core team to spend more time on actual game development â?“ it is another reason why implementing X3: Reunion instead of X2: The Return made more sense. FMV sequences will always look a little different to the in-game cinematics, but in this instance we feel that they will add more variety and help take the playerâ??s imagination further.

TVG: A lot of people are looking towards X3 as evolving the space-sim genre; do you think the game can live up to these lofty expectations and whatâ??s in place to do this?

X2: The Threat already stepped up the space-sim genre. With X3: Reunion we are definitely driving it forward. The expectations for the game are really placed on us by our own fans and close community. Some members of the community have put a lot of effort into the game with their ideas and talents, and as a reward they get to shape parts of the game as they would truly want it to appear. In this way, the community gets huge input and helps to meet its own expectations, plus everyone gets a richer game as a result.

TVG: Another criticism from X2: The Threat was that beginners felt a little put off by its steep difficulty curve and the heritage of the X universe; will X3 alleviate any of these in the hope to appeal to a larger audience or is your focus on rewarding those whoâ??ve followed the series/novels closely?

As the X series develops, this undoubtedly becomes more and more of a challenge. The existing (and rapidly expanding!) community will expect a real challenge right from the start. New players, of which we expect many, will of course require more time. So the balance is all-important. We will tackle this in two main ways â?“ a) better game documentation and b) optional missions within the game (and within the plot) which will call upon all the skills of the player and focus on the main aspects of the game. These are pitched to be a challenge to the existing players, but also enable new players to learn what they and the game can accomplish. Iâ??ll be able to reveal more on this in the near future, so stay tuned!

TVG: A console version is known to be in the works, although at present we cannot talk specifics as to which format; how have you gone about the difficulties of developing a console adaptation such as the translation of keyboard heavy controls to a joy pad and will the experience in anyway be 'dumbed down'?

The GUI has been upgraded to give more versatility and choice. We have already gotten around this challenge. We know that many players are concerned about plans in this direction, so we can set the record straight. Firstly, our development is on the PC version of the game. As a result, some control methods have been implemented to compliment not hinder a console version. The PC user will therefore have more choice as a result. Iâ??ll be able to reveal a lot more specific information on this quite soon, and give some examples of how it will work.

The PC version will come first, and the console version, which needs more time to develop, will follow later. Note please that the console game will be developed. Not ported, not hacked, not cut down. Whilst the console market is broadly different to the PC market, our game brand remains incredibly strong throughout both. Of course there will be some changes in how the game is played as a result, but the overall experience must be the same for all users. If it couldnâ??t be done, we would not do it â?“ our brand and reputation is too strong to risk getting different versions wrong.

PC gamers should be reassured that their game is being developed for them alone. Console gamers should be excited that a new game, also tailored specifically for their platform, is bringing the genre to them, and that they will enjoy the full experience as well.

TVG: What type of specification should PC gamers look towards in order to run X3?

Well, this has been much discussed since the announcement of X3 was made. Of course the immediate assumption is that all gamers will need to upgrade from X2. This is not the case â?“ X3: Reunion will be playable at the same level as X2: The Threat. This is again as a result of the new X3 engine. What we can now deliver are more options to the different levels of playerâ??s system architecture. Players with mid-range systems will have more options to increase their performance, whilst higher-end system players will get to see more and more improvements and detail than ever before. Specific support for low-end systems has however been dropped as it places too many limitations on the game for all other players.

Those players who run the latest DX9 capable graphics cards certainly have a visual treat unmatched in our previous games. But generally, although it is too early to tell, 256mb RAM would be an absolute minimum. Exact CPU requirements will become clearer as the code becomes final â?“ we will announce these well before game release either way, and indeed, should be able to confirm details in the near future.

TVG: Could you please leave our readers hanging with one description/situation from X3: Reunion that will ensure they rush to pre-order it now?

â??The sector sits quietly in harmony. It appears to be much bigger than other sectors, and the jump gates are out of alignment and not in their normal positions â?“ one is high on the vertical plane. The plentiful supply of silicon and energy cells from both player and NPC factories means that the sector is more or less at a happy balance and production is high.

Suddenly, devastation strikes the sector. Will it be a natural disaster, or a race invasion? An attack by the Khaâ??ak or pirates looting? Either way, factories are destroyed, supplies are stolen, resources are lost, and transporters are obliterated. The balance must be returned â?“ can the player rebuild the supply lines or will the NPC factories get there first? Who will take the lead to capitalise on the opportunities? Can you corner the local market and keep your factories in local sectors supplied, or will your empire founder? Dare you build â?“ you might be the next victim. The universe is living around you â?“ just make sure you are living in it tooâ?¦â?

TVG would like to thank Bernd Lehan for taking the time to answer our questions. X3: Reunion is scheduled for release during October 2005; weâ??ll have a closer look and further information soon.

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By: Anonymous

Added:Sun 20th Jul 2008 03:53, Post No: 14

where can i sell 5mj shields for a decent profit? Every where i go they wont buy it from me but i have only explored about 25 systems!


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By: Anonymous

Added:Tue 13th Nov 2007 00:40, Post No: 13

X2 is for me no. 1 and the whole X-universe is really addictive, more than metamfetamine I can tell


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By: Anonymous

Added:Tue 30th Oct 2007 12:37, Post No: 12

the best game ever,but needs more simple orders.Xtended is a good try,ships are very good


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By: Anonymous

Added:Fri 05th Oct 2007 14:22, Post No: 11

Just to remember that X3 is one of the most addicting game out there! I can't wait to play it again and again...


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By: Anonymous

Added:Thu 28th Jun 2007 12:52, Post No: 10

Anonymous - 2006-10-30 11:10:37 - you probably are tvg rules! at it, and you didnt have a decent gun. you need to upgrade to kill lots of things in the game. take your time to play it.


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By: Anonymous

Added:Tue 30th Jan 2007 19:48, Post No: 9

ONE of the gameing gods up thar whith ESO the MMO's of the SP world


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By: Anonymous

Added:Mon 01st Jan 2007 01:09, Post No: 8

u need a proper manual... don't let fan clubs do it for u.


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By: Anonymous

Added:Thu 28th Dec 2006 01:52, Post No: 7

epjls ywdsngvoh lganbfqk ynprkcjh ndgpybi mchliw dbyg


By: Spaceghost

Added:Sun 10th Dec 2006 21:02, Post No: 6

X3 visually stunning, let down by the control interface


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By: Anonymous

Added:Sun 19th Nov 2006 14:59, Post No: 5

I found the game to be nearly flawless. Nicely done graphic, game play, fighting. All round 8.5.


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