While it's far from the only mech game out there, Sega's upcoming Xbox 360 game, Chromehounds, has the double distinction of being one of the first mech combat games for Microsoft's upcoming next-generation platform and having one of the coolest-sounding titles we've heard in a long time. The game is set to storm Microsoft's Xbox 360 sometime in the spring of 06, and it will take full advantage of the console's next-generation Xbox Live features. The development team behind the game, FROM Software, is no stranger to mech games, as after a string of successes with its Armored Core series, FROM is set to take mech combat to the next level on the Xbox 360. We recently sat down with the FROM Software team to find out how this impressive-looking game is coming along in its development cycle.
GameSpot: When did development on the game start? Was it always an Xbox 360 game, or was it just a concept FROM Software had that it felt could only be realized on the 360?
FROM Software:The development of Chromehounds began in 2003, and [it] is an original FROM Software concept. In 2004, Sega and FROM decided to cooperatively work together on this project. Since the joining of the two, the development of Chromehounds has evolved into an even larger project, which is being targeted toward the global market and Xbox 360 consumer.
GS: What was the inspiration for the game?
FS: Influences for Chromehounds came from current mech games and our own Armored Core series. In addition, the team looked to various wargames and first-person shooters for ideas. As for the graphical style, we researched modern PC games for the look and feel, and real-time strategy games for strategic elements.
GS: Could you give us an idea of the team's background?
FS: We have a very experienced team that has many veterans from the Armored Core series.
GS: What will set Chromehounds apart from other mech games?
FS: Chromehounds offers gamers full customization of their mechs (known as Hounds), and team strategy is one of the key elements to success in the game.
GS: What can you tell us about the game's story?
FS: The Chromehounds world centers on an alternate reality, which branches off during the height of the Cold War in the 1980s. In the world, there are three adjacent nations that are battling for control of the land, each backed by a world superpower. The player pilots a Hound, a cutting-edge war machine, and is dropped into the world. Once in the world, the player must decide which nation to fight for.
GS: What can you tell us about the single-player mode?
FS: The single-player mode offers more than 40 missions. In each mission, the player will experience a differing story arc depending on which role type [he or she] chose (scout, sniper, heavy gunner, and so on).
GS: What kind of multiplayer mode will the game have?
FS: Chromehounds supports 12-player simultaneous Xbox Live network battles. The squad-based multiplayer combat has a variety of online modes, allowing for quick free battles, cooperative play, or battles with other nations over control of the land. Each squad is composed of a maximum of six players, and there will be more than 100 types of battlefields to choose from.
GS: How much can you tell us about the game's customization features?
FS: Players can chose from hundreds of options and parts when creating their Hound. For instance, they can customize the cockpit, movement base, weapons, accessories, color, texture, emblems, and more.
GS: Expectations are running high for the graphical performance of 360 games. How is the Chromehounds graphics engine taking advantage of the system's power?
FS: Chromehounds takes full advantage of the system's capabilities, showcasing highly detailed polygon models and powerful vertex shaders. Also, using the system's flexible-pixel display capabilities allows for new-generation effects, such as motion blur, HDR (high dynamic range), light scattering, and shadow mapping. With these new graphic technologies, we were able to do the following: natural phenomena over large-scale battlefields--such as shadows, water simulation, and depth-of-field blur--as well as create high levels of detail on each Hound.
GS: Beyond core game content, is Chromehounds taking advantage of the other XBL features, such as microtransactions, downloadable content, leaderboards, clans, spectator mode, etc.?
FS: Leaderboards will be key for Chromehounds. We are also planning on listing scoreboards on the official Web site, and Sega is establishing an independent server for the game so players will be able to track their team members and own progress from anywhere. We are also looking at the possibility of offering special part-downloads via microtransactions.
GS: What's been the biggest challenge so far in developing the game?
FS: Our biggest challenge so far has been establishing a balance between the individual capabilities of each Hound and the abilities of the squad as a whole.
GS: When can we look for the game? Will it be exclusive to the Xbox 360?
FS: At the Tokyo Game Show 2005 (September 16) the development team will unveil the game, and there will be playable kiosks available for attendees. The title is currently in development for the Xbox 360.