WolfensteinX: What are RTCW's expected system requirements/suggested setup?
Greg: At this point the system requirements haven't been determined. This
process usually takes place once the game is in its final testing cycle
(usually during beta). We've been keeping track and have a pretty good idea
based on our internal systems, but I'd hate to mention anything at this
point that may cause confusion later. I will say however that since the game
is based on the Quake III: Team Arena technology it will not deviate too far
from the system requirements of that game.
WolfensteinX: Any comedy to the game like the Apple II version?
Drew: I guess it would depend on your sense of humor. But, our retelling of
BJ's story remains true to id's original game (more so than the Apple II
version) and will reflect the same over-the-top comic book style of the
original Wolfenstein 3D.
WolfensteinX: It's understood that a lot of the maps were created as per actual
layouts from medieval castles; will there be remakes (or similar to) of any
original wolf3d levels/modes (as Easter eggs possibly)?
Drew: When we started the pre-production process of the game we did indeed
visit several locations throughout Europe for reference. But as far as
actual layouts are concerned, none of them have been recreated to the
specific floor plans. However, there are portions of maps in the game that
may be recognizable by some. The most notable of which is Castle Beynac in
Dordogne, France. But I would venture to guess that most people will
recognize the portions of the game that were influenced by various WWII
themed movies before actual locations in Europe.
As far as Easter eggs and secrets, it wouldn't be a "Wolfenstein" game
without them.
WolfensteinX: Will there be conditionals in single player or mp, such as changing
weather (snow, rain, etc)?
Drew: BJ will definitely have to endure harsh environments if he plans to
thwart the sadistic machinations of a Nazi war machine.
WolfensteinX: What characters will people be able to play in multiplayer mode (i.e.:
nazi's)?
Greg: Right now, we're still in the process of building the different
multiplayer modes and the character selection process hasn't yet been fully
flushed out. Expect to see more information on this surfacing in the next
month or two.
WolfensteinX: In kingpin, the flamethrower was widely thought of as too powerful in mp
play. Is the damage rate going to be similar to kingpin? Weaker/more
powerful?
Greg: We've been very careful to balance the weapons properly in the single
player game so the player doesn't end up using one 'powerful' weapon
throughout the game. Certain enemies are prone to specific types of damage
while others may not be harmed by it at all. Rate of fire, capacity and even
proper weapon function (due to overheating) also come into play. In
multiplayer, we're addressing these same issues.
As far as Kingpin multiplayer goes, I'll take the HMG with the cooling
jacket over the flamethrower any day of the week.