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Postal 3 Interviewpt3

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15.       What will the audio be like in the game will we see 5.1 24bit music etc?

 
TW:  With the constant updates from Valve it will definitely be possible for us to run audio in 5.1 sound, music will most likely be mission specific so as not to take you away from the realism.

 
16.       How long has this been in the works?

 TW:  We’ve devoted almost a full year to design and are now moving along with implementation.  Things are going along quickly now and we're seeing major updates on a daily basis.

 
17.       What other games will be coming out?

 TW:  We're in the process of helping a mobile publisher prepare for POSTAL to become  a variety of mobile content. Also, we will hopefully have a port of Postal 1 for XBOX Live Arcade.  Our modding community is also good about cranking out fun new Postal add-ons.

 
18.       Why the long rest in between games?

 
TW:  Running With Scissors is a small independent company, we are completely self funded and rely on nobody but ourselves. This translates into taking more time for projects, not because we have 200 pseudo experts on our team but because we do what we want, including taking a break.

  

MJ:  We had to spend all the money we made on POSTAL 2.  It takes a long time to go through 45 million dollars worth of blow bro!

 

19.       Can you tell us how and what programs and systems you use to make the new postal and prior versions?

 
TW:  Postal 2 was made on the Unreal engine, and Postal 3 is being built on the Source engine.

 

20.       Will the postal dudes voice be the same or the same voice actor ?

 
TW:  Yes, we definitely want Rick Hunter to Do the voice again, he IS the Postal Dude.

 
JM: Rick hunter has voiced the dude since Postal 1 and shall continue to in postal 3.  We and many of our fans believe he's perfect for the role of the P Dude.

 
 

21.       Who did the voice acting in the original and postal 2 share the pain?

 

TW:  Rick Hunter of www.voiceoverstudios.com, he's awesome!

 
JM:  Vince did the announcer  voices for the mulitplayer game in Postal 2 STP.  We feel this gave the game more personalty and it's likely he will also voice the announcer for POSTAL 3.  Mike J might also return as the voice for champ!

 

22.       Who will do it in the new game?

 
TW:  Haha, Rick Hunter, I'm sure he'll be pleased to see his name so many times!

 
MJ:  I wonder how many different ways you can ask the same question…..

 

23.       Will you spice it up with digs at current events etc ?

 
TW:  Of course, this is Postal after all.  It might be a couple years until the game comes out so we'll have to make sure we dig at timeless events that people will remember.

 

24.       Where will we be able to buy it in Canada, etc. when released?

 
TW:  If we get proper publishing there is a possibility that it will be available for purchase by most major retail video game retailers, and we're keeping our fingers crossed for PC downloads through Steam.

 

MJ:  We would love the game to be for sale in Canada, now we just have to find some frenchy with enough balls to record our dialogue!

 

25.       What does this new version bring to the table that you couldn't do in Postal and Postal 2?

 
TW:  Too many new features to list, aside from the branching story paths we will have new creative ways to kill, customizable things you can upgrade, alternate methods of travel and the ability to control other characters.  This time around we will also have a much stronger emphasis on Multiplayer.

 
26.       Will we be able to drive cars etc?

 TW:  NO, POSTAL is not a GTA clone.  We would rather focus more on the on-foot game-play that so many Grand Theft Auto clones neglect.  There might be a fun surprise vehicle or two in there somewhere.

 
MJ:  Driving is for fags….everyone should be riding around on unicycles with the seat removed!

 
27.       Will we see a Linux port?

 
TW:  We have a very talented tech guy on hand who has helped us port Postal 2 onto Mac and Linux, with our current build that should be even easier to do this time around.

 
28.       What do you want in your games that you don't see in current games?

 
TW:  Most games these days look beautiful but are very linear and limited, I want to play a game that feels like you have endless possibilities for creativity and fun.  To me that's where the replay value comes in.

  

29.       Will there be a preorder date announced

 
TW:  Most likely, nothing is official yet, it's still too early to determine.  Hopefully for the PC version we'll be able to have it available on Steam for download.

 
30.       Have you used the api for modding?

 
TW:  Luckily for us we get the benefit of having Havok physics included by default in the engine we are using, which will definitely add an extra chaotic element to the game that we didn't have for Postal 2.

 
31.       You mention your level designers were modders would they be willing to show us some of their work?

 
TW:  Jon and I worked with a very talented modding team called Resurrection-Studios, we created a Total Conversion called Eternal Damnation, which gave you ulta-volent weapons to kill zombies with.  We also worked with the infamous modder Kamek to combine Postal 2 and Apocalypse Weekend with tons of extra features, the Mod is called AWP and is available for purchase with Eternal Damnation on the Fudgepack at:  http://www.gopostal.com/store/fudgepack.php

 
JM: Absolutely,  Enclosed are some screen shots from Eternal damnation of levels we created. ED is A total conversion that me and Tim worked on together with the mod team resurrection-studios. Eternal damnation taught me and Tim a huge amount about level design and game creation and I'm very proud to have been part of it.

 
32.       Will system spec's have to meet Half Life 2's hardware specs?

 
TW:  Yes, since we are also using the Source engine Half Life's specs will at least be the minimum requirements, in the end we will most likely end up with more resources than Half Life 2 used.

 

33.       What new tech have you incorporated besides whats in the source engine?

 
TW:  With all the updates Valve is providing us with, we pretty much have everything we need without requiring any outside technology.  Our old coder Nathan Fouts coded in so many amazing features for Postal 2 that it really was our own engine in a sense.  We plan to expand upon this method of coding creativity. There is also a possibility that we may incorporate mini games that may or may not use alternate technology, but that is yet to be determined.

 

34.       How will you add to the open nature of the game?

 
TW:  As mentioned earlier with the branching paths, there is a much stronger emphasis on choice.  Every action has results and consequences, and the environments are bigger with more areas to explore.  Character interaction and physics will also add to the creativity of your choices.

 

35.       How in touch are you with Postal fan sites?

 
TW:  Actually Jon and I started as fans and created most of the fan sites, we still frequent them, advertise for them and help them mod and answer all their questions on the forums.  Mike Jaret is also a regular in the Postal community and Vince is very supportive to the projects our fans create, he does tons of interviews and replies to every email he gets.

 

36.       What do you have to say to those that say there is no place for a game like POSTAL in the world now in these times?

 
TW:  Postal is a reflection of our society, if anything it mocks and brings humor to the world in a way we can all relate to.  It's the ultimate game to escape the craziness to alter it as you see fit.  Postal never takes it self too seriously, and that's apparent once you play the game, it seems like the majority of the negative critique comes from people assuming things without playing it.

 

37.       How are design details hammered out with your team?

 
TW:  This is a really cool company to work for, we usually all get together and brainstorm to compromise on our ideas and the end result is usually very satisfying. In that sense it really makes us all feel equal on a creativity basis.

 

38.       We noticed a reference to the Postal 2 publisher in the game being a sleaze and us getting to waste them was this a real issue with postal 2 or a bit of fun at the publisher?

 
TW:  Our old publisher really screwed us over, but trust me, it was better to do that then something stupid that might have put us behind bars, haha.

 

39.       How long does it take to create the new scenes compared to Postal 2 scenes?

 
TW:  The scene creator we have now is much more in depth and allows us more room for creativity then we had previously, it will definitely take longer but the end result will be much better.

 

40.       Will we see Ron Jermey and Asia Carrera (wait thats your version) in the game?

 
TW:  Haha, are you psychic?  We actually have been in contact with several pop icon figures like Ron to be in the game, he hasn't confirmed yet so nothing is official, but we really do want him in it!  He can run the local Porn shop!

 

MJ:  Ron’s cock is so big that he can barely hear the phone through his giant mane of pubic hair…but I did slip him an offer through his rectum!

 

41.       While we know the game will have a mature sticker on it will the content also reflect that ?

 
TW:  Actually I consider violence, gore, nudity, explicit language and bodily fluid to be more immature than mature.

 

42.       Will we be able to go into more buildings now?

 
TW:  Unlike most games, Postal 2 was all about exploring and giving you the freedom to walk into almost any building you could see and Postal 3 will definitely continue that tradition, and with bigger areas to explore there will be more buildings available to enter.

 
43.       Where will it be set in (what area)?

 
TW:  As with Paradise, Postal 3 will take place in a fictional town called Catharsis.  Since Paradise has been destroyed, the Postal Dude assumes this might be a less chaotic place to live, haha, but do you really think Running With Scissors would allow that to happen?

 

 

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Created by themoddingden
Last modified 2007-05-27 04:52 AM

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