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?