When Core Design started revealing projects that were being worked on as the next-generation Tomb Raider was crafted in the background, games like Project Eden were of no shock, but one of the most surprising came in the form of Thunderstrike: Operation Phoenix. Sega fans will recognize the Thunderstrike series from the days of the Sega CD, and now Eidos Interactive and Core Design have decided to release a brand-new sequel using the power of the PlayStation 2. Gaming Age had a chance to shoot over some questions to Thunderstrike: Operation Phoenix’s producer, Mike Schmitt, who was kind enough to quickly answer our inquiries concerning the series’ past, what Thunderstrike: Operation Phoenix is all about, if the terrorist attacks affected it at all, and much, much more! Enjoy! Gaming Age: What was your main contribution to Thunderstrike: Operation Phoenix’s development? Mike Schmitt: I work in Eidos Interactive’s U.S. office (San Francisco). Core Design (based in Derby, UK) is one of Eidos’ primary software development houses. I work on the U.S. versions of their titles. We work with the various development teams, help out with QA & gameplay suggestions and deal with a number of other issues associated with launching a software title in America. GA: Can you describe the game’s story setup and who players are in control of? Mike: The game’s premise is similar to the previous Thunderstrike games. A deadly wave of organized, extremist terrorism has struck almost simultaneously at all principal nations. The globe’s major powers immediately issue a state of emergency, merging their weapons resources & technologies into a clandestine project entitled Project Phoenix. You are the trained super-pilot who gets to control the most advanced gun-ship known to man. Your job is to resolve all situations throughout the game’s 4 campaigns. GA: Did the Thunderstrike: Operation Phoenix team benefit from having any members from the original development team? Mike: Yes. A few of the guys have been at Core for a few years now. I think it is a benefit because fans of the older Thunderstrike games can expect a similar gaming experience but on a next-gen platform with better graphics and more features. GA: Why was the decision made to revive a franchise from the depths of the Sega CD for a next-generation console instead of a brand-new game? Mike: The first two games in the series were well received by the gaming public and had sold well, so when the team expressed an interest in doing a new installment in the series for the PS2 it seemed like a good idea. GA: For worried fans of the originals, how much different is the new sequel in terms of gameplay? Mike: The graphics, variety of missions, and overall challenge have all been greatly improved since the original Sega CD game came out but Core has done a great job of maintaining the fun/quick action of the series. In the latest version you also have a wingman for certain missions. You can have him attack targets, cover you or just unleash him in areas. You’re also able to acquire enemy technology in some areas and use it on your chopper (chain gun stabilizers, special missiles, etc). GA: Namco’s Ace Combat series has been heralded as the pinnacle of console flight combat games. What separates Thunderstrike: Operation Phoenix from Ace Combat? Mike: The obvious answer is that Thunderstrike is a helicopter game while Ace Combat is a jetJ I think fans of Ace Combat would like Thunderstrike and vice versa. The games appeal to people looking for fast arcade action minus the heavy sim elements associated with flying these types of aircraft in real life. GA: Can gamers expect a realistic simulation (more commonly found on the PC) or a more run ‘n gun action oriented gameplay? Mike: Definitely run ‘n gun all the way…but with very realistic weapons, enemies and situations. GA: You can choose between first person and third person viewpoints in the game, but what do you suggest players use to get the most out of the game? Mike: You’ll actually need to use a combination of views to maneuver through the game’s 4 campaigns and 26 missions. The 3rd person view seems to be the most popular when the combat is crazed (and you need a wider viewpoint) The cockpit view however must be used in the night missions (for your night vision equipment to function properly). GA: One of the most difficult obstacles to overcome with this style of the game is the control because of the ability to change altitude. What steps have been taken to ensure that the gamer isn’t spending hours struggling with maneuvering their aircraft? Mike: The controls are pretty simple with the PS2 DualShock controller. One analog stick controls altitude while the other controls your acceleration. We’ve got a nice Test Range area in the game where players can get familiar with the various control configs (or set their own). The Test Range is also nice because you won’t take any damage while learning to fly, operate weapons etc… GA: Are there any multiplayer options for gamers? If so, can they expect something beyond simply head-to-head split-screen deathmatch (cooperative play, for example)? Mike: The team had hoped to implement co-op and deathmatch play via a split-screen but unfortunately there wasn’t enough time to get it in and working to everyone’s satisfaction. GA: Mission variety is key to keeping the player interested in continuing, so what can you tell us about the different missions, environments and objectives involved? Mike: The missions are quite varied to keep players on their toes. Some of the missions include: destroying bases or airstrips, escorting friendly convoys, sinking ships, stopping enemy reinforcements, providing cover for a beach invasion etc… There are also some surprises thrown in for good measure. For example, you might be on a mission where you’re escorting a convoy when all of a sudden you get a new objective where you need to chase down an escaping submarine on the opposite side of the map! GA: What was the most enjoyable part of developing Thunderstrike: Operation Phoenix? Mike: It brought back memories of the ‘old days’ (i.e. the previous Thunderstrike games) It was also nice to play something that was quick & easy to pick up and get into. The game is quite challenging too and it’s fun coming up with various strategies needed to accomplish all of the missions. GA: If anything, what would you have done differently if you could start from square one with the knowledge you have now? Mike: I think we really wanted to get the multiplayer aspect working (especially co-op) so instead of thinking of it as an ‘afterthought’ from the start it could have been given more of a priority. GA: Though it came at the end of Thunderstrike: Operation Phoenix’s development cycle, were there any concerns with releasing the game following the terrorist attacks on US soil? Mike: Our game was actually already finished and in production at the time of the incident and we don’t feel any of our content is objectionable. GA: Air-combat titles are not the most popular genre on home consoles. What do you think it needs to move forward into the spotlight? Mike: I think the quality of graphics/gameplay on the next-gen systems will change this. There also haven’t been a lot of titles in this genre so hopefully we’re on the right track. GA: There have been numerous rumors that the game will end up on the Xbox platform. What can you tell us about the chances that the game will show up, and if it were to happen, what sorts of advantages the hardware might bring? Mike: Not sure yet about any other versions of Thunderstrike on other platforms…we’ll have to see. GA: Network gaming: could it work in a future Thunderstrike: Operation Phoenix, and is it a possibility? Mike: Definitely. If this game is well received and we decide to do another installment somewhere down the line I think the multiplayer options would be the most exciting aspect of it. Co-op missions with other vehicles (helicopters, planes, tanks etc…) and deathmatch scenarios could really be something.
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