Operation: Matriarchy

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Russian developed FPS about an attempt to defeat an alien virus

Format: PC
Release tbc
Developer: Madia Entertainment
Publisher: Buka Entertainment
Players: 1
PEGI Rating:
Anticipation Score: 0
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Operation: Matriarchy Q&A Feature

Derek dela Fuente

18/01/2005

Derek dela Fuente

TVG talks to the team behind this forthcoming PC FPS...


A planet-wide epidemic caused by an extraterrestrial virus totally changed all women of the planet of Velian. Their bodies transformed to become parts of a collective intelligence, presumably controlled by some non-humanoid creatures. The Velian men proved to be resistant to the virus, but they lost their status of free intelligent beings and only existed as suppliers of biomaterial for further gene experimentation and as parts of complex biomechanical systems. The society became a kind of matriarchal hive.

You are a trooper of the government army sent with the expeditionary force to attack Velian. As you accomplish missions given to you at the headquarters, you get new opportunities in selection of weapons and military equipment. Each mission will also get you closer to the secret of the origin of the Velian anomaly of the human race.


This is the basic scenario to the FPS coming from Eastern block developer Madia. With the recent acquisition of a number of titles from this area by the world leading publishers it is only a matter of time before another of Bukaâs products is snapped up. Derek dela Fuente spoke with the team to find out what Operation Matriarchy is all about

Please tell the readers about the team, its core expertise and vision for the game?

Before becoming a team, we were all working within the gameâs industry for a long time, but separately - mostly working on simulator titles. The first team project was âEchelonâ, then came âEchelon: Wind Warriorsâ, then after eight years of working on simulators we decided to make something completely different, but still based on the world that we created for the Echelon series. We decided to make a shooter, and luckily enough the publisher, Buka Entertainment, supported this idea with enthusiasm.

Essentially, it has all the features of a state of the art shooter but with some little differences...

We mainly aimed at the creation of a psychological contrast between stealth gameplay (without power armour suit) and fights with a strong enemy, from which you have to protect and cover (within power armor suit). In accordance with the type of suit you can choose any line of equipment, even to the most monstrous and destructive. But with big guns and heavy armour youâll lose your mobility. You can't go everywhere, also enemies can hear and see you better, but besides powerful weapons the player gets powerful defence, his strength also increases greatly â“ he can throw heavy objects and break the doors with one punch, and that would remain only a dream without a power armour suit.

Can you tell us about the main hero and the aim of the game?

The game starts about 15 years after the last war with Velian is finished (See Echelon game series). The colonization transports of Confederation, which routes are lying not far from Velian's system, start to disappear into the blue. Expeditionary Corps head to Velian to settle the problems. But after the arrival on enemy planetâs orbit the situation gets out of hand. Our character is one of the marines, woken up from âcriosleepâ at the most inappropriate moment... His task is very simple â“ to survive and fight his way to safety, but it won't be easy to complete.

What traits and attributes does the player have? Can you give us a brief enemy list with maybe a focus on one of the most interesting creatures?

The hero doesn't have permanent characteristics â“ during the game his firepower and other parameters â“ moving speed, for example - will depend on the equipment used. Part of the monsters are mutated female inhabitants of human colony on Velian, other parts consist of former inhabitants turned into cyborgs. For example, cyborg â“ golem spider. His huge torso is a complicated combination of biological and electro-mechanical components placed on the spider like four-legged chassis, it has a cabin inside from which a female of the highest caste controls the spider, connecting straight to the nervous centres of the golem. Weapons - plasma cannon and fast-shot aggregate, firing biodroids which are commonly called âcrunching bulletsâ.

How important is the story and what other gaming elements do you hope to include? Will you offer more than a standard shoot-and-kill game and how are you going about designing the actual layout of the game to ensure it is both challenging and intuitive?

Essentially, it's a shooter in the first place, and the plot is not the most significant thing here. It's neither adventure, nor RPG. Yet the plot gives a certain motivation and tension, so it is certainly present, and is playing its role. It's not too easy to see through and complete the levels, but I still hope they have quite an impressive look and gameplay.

Explain what Rag doll technology means in terms of the creation of the game?

Mainly it is realistic behaviour of objects which have some inner connections, for example, ropes and chains. And of course here we have the reaction of monsters to the hit and realistic behaviour of enemies' bodies.

How diverse are the locations in terms of actual gameplay and is there a progression to the game?

There are different levels â“ in outer space, at the space station, on the planet, everywhere you'll meet quite different styles of gameplay, various inhabitants (monsters), and of course while advancing the game monsters become more dangerous and gameplay becomes more difficult.

With FPS becoming so complex, they must reach the very highest levels in both presentation and gameplay features. Please tell the readers two reasons why you believe this title should be a must-buy? (What innovations does it offer?)

Original and various gameplay (power armour suits, unusual kinds of weapons). A lot of different levels with unusual design, plus interesting and often unexpected opponents.

How technology-focused is the team? Can you tell us a little about the 3D engine and any other elements you may wish to discuss?

The game is based on our own 3D engine. It meets all the modern requirements, features a massive support of DirectX 9.0 and possibilities of the last generation Graphic Accelerators. I think we shouldn't talk about it too much, because it's really better to see it once...

How detailed will body deformation and environmental detection be in the game?

We'll have it all included, but we'll determine the level of detail while finishing and debugging gameplay. As for environment detection it'll vary from level to level.

How good do you believe the gameâs AI will be? Can you elaborate on the qualities of the AI you are hoping to adapt? Do creatures become more aggressive if you try to avoid them, can they hear you as well as see you?

There'll be different creatures, some â“ agressive, others â“ not so much, and some will be quite peaceful. As for intellectuall power, we think that we should try our best to make AI controlled monsters behave like live creatures, and if needed in some places like humanoid beasts.

Box out Key Features:

  • The hero can use several types of the armoured space suit for short-time flights with diverse attached implements;
  • Your main enemies will be the mutated representatives of the weaker sex;
  • Support of multiplayer gaming via LAN and the Internet;
  • 3D action in the future of our Universe;
  • 16 types of fantastic deadly weapons;
  • Over 20 intensive levels;


Thank You
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