Refloto con un trozo de una entrevista a Maximillian Kovtun, miembro de Space Enigma Studios, donde explica un poco mejor de que va el juego y la razón por la que se han decidido a sacar su juego en WiiU:
WZ – Andrew: The game sounds like a cross between Mass Effect, SimCity, and the StarCraft saga. What other games, books, or media inspired the direction and structure of Space Pioneer?
Kovtun: We are definitely inspired by the games that you mention. Besides the ones that you list – Star Trek (not the game), Spore and XCOM are all media that we are inspired by.
WZ – Andrew: At the moment, the game exists visually as some beautiful pre-rendered images that evoke a very classic sci-fi feel of exploration and mystery. How close to the artwork will the game’s graphics be?
Kovtun: Yes, it was definitely our intention to invoke those types of feelings and I am happy to say that we are going to adhere closely to this type of art direction.
WZ – Andrew: As well as the exploration and colonisation, the single-player campaign will have a mystery to solve. Can you elaborate on the plot of the story?
Kovtun: The single player mode will have a lengthy campaign with a fully fleshed out story. We don’t really want to reveal much about it as it’s something that we want to surprise our players with.
WZ – Andrew: As well as the single player campaign and a multiplayer mode featuring 128 players in the same universe, there will be a dedicated RTS mode. Is this going to be Command & Conquer in space, or will the RTS gameplay allow players to choose different races and weapon types?
Kovtun: Well – I wouldn’t call it a dedicated RTS mode, as you can switch between RTS and third-person spacecraft viewpoints at will. There will, however, be a “sub-mode” where you can compete against another player on moons, asteroids, and small planets. You can also cooperate with other players to take down an AI opponent. This sub-mode is the closest that Space Pioneer gets to being the classical build-a-base-and-destroy-the-other-person’s-base RTS that people are familiar with.
WZ – Andrew: The project is now being developed for Nintendo’s Wii U. Could you enlighten us on why that console was chosen, and what (if any) GamePad functionality will be incorporated into that version?
Kovtun: The Wii U was chosen, in part, because of its unique GamePad controller. It makes it easier to translate a game like ours onto consoles. We have also noticed that the Wii U’s community is actually incredibly non-casual. We are aware that Wii U’s sales haven’t been astounding, but those who do choose to buy it are the ones who truly like to play games and are the ones who are the most passionate within our gaming community.