When a console is launched, especially in our country, there's often a flurry of games, and the public tends to gravitate towards the safe bet. Thus, when the Dreamcast arrived on European soil, buyers were particularly keen on titles such as Sonic Adventure, Virtua Fighter 3 Team Battle and SEGA Rally 2. The other games, out of the fifteen or so available, then shared the rest of the cake. These included Blue Stinger, Incoming, Monaco Grand Prix Racing Simulation 2, Power Stone, Speed Devils, Trick Style and Millenium Soldiers Expendable.
The Dreamcast was released on October 14, 1999. As far as I'm concerned, I got the console a few weeks before Christmas, at the very beginning of December, and I remember spending hours on the first demo that came with the official Dreamcast magazine. I was so excited that I bought the magazine before I even had the machine, and I remember often looking at that demo disc and thinking how great it was going to be. As we'd chosen SEGA Rally 2 to play with my brothers, it was through this that I discovered the first level of Sonic Adventure (with the killer whale, what a slap!), as well as Millenium Soldiers Expendable, a futuristic Ikari Warriors super well done! I've always had a particular fondness for less blockbuster games. It's something I often talk about, but Terre de Jeux is precisely my space of freedom that allows me to talk about anything and everything, and above all to shed light on works that the general public generally doesn't give a damn about.
Quite often, it's the high-potential games that are highlighted (even more so today), but it's enough to mention a few works that went a little unnoticed at the time for positive comments to emerge on the networks. Some people have fond memories of exquisite moments spent on more modest games - or, at any rate, those that very often ended up in magazine zappings. As far as I'm concerned, I have many examples of such games, and Millenium Soldiers Expendable is one of those works which, in my opinion, marked its era. Adapted from the PC to SEGA's console, it was both a technological showcase for 3D accelerator cards, and also a good arcade game, very fun and playable cooperatively. So I decided to contact Phil Scott, co-designer and technical manager of the 3D engine, who kindly replied. It's an opportunity for me to present you with another exclusive interview, and I'm all the more pleased because this is a work that has a special resonance in my heart as a gamer.
Can you tell us how it all began for you? Was it a career you dreamed of as a child ?
Haha… I originally wanted to be an architect… because I’ve always been fascinated by buildings, but then I got interested in computers at school. There was a small group of us who became obcessed with them, and then programming and well… I didn’t become an architect :)You've been involved in games with very different concepts. What can you tell us about your early career and your experiences at Tynesoft and Flair Software? You were fully involved in the rise of the PC as a medium for video games.Tynesoft had a USA publisher called Thunder Mountain who kept asking for PC ports of games. I’d had a bit of experience using PC’s when I was at college for doing serious medical software. One thing lead to another and myself and another colleague started trying to make the PC do something that resembled games. That in turn lead to us getting some games done and we grew from there. I was only 18 at the time, but like about 50% of the Tynesoft crew were my age or a year or two older we just got on with it. The rest were folks who’d been writing a lot of the early 8 bit stuffso I learned a ton from them.Flair came out of the ashes of Tynesoft really. Nearly everyone had worked at Tynesoft when we started it. Again, this was a chance to really try to make the PC do interesting things. Probably the biggest change was to make PC a first class platform , and we ended up developing a lot of the tools on PC after the first couple of years. Can you tell us about your arrival at Rage Software? According to your Linkedin profile, it was during the advent of 3D accelerator cards. Can you tell us about a typical day at the studio? Do you remember what the atmosphere was like? Was it an open-plan office configuration?By this point I’d gotten to be known as a PC specialist really. I’d shipped a ton of games on PC, so pretty much knew it inside out. Rage (Newcastle) was setup by a bunch of folks who I had worked with previously at Flair (note the pattern forming here). Rage Newcastle had done a couple of other games before I’d arrived, and they embarked on their most ambitious project which was a 3D submarine game, which was somewhat like Aquanox or Subnautica. That ended up not being finished for a few reasons…. But thats games.The studio atmosphere was great because even when I ended up leaving a five years later , the team was still really small, close friends who’d known each other for a long time. The office was quite a small space over two floors which ended up being programming and audio downstairs and art / design and general level building upstairs. We moved to a new place not long before I left , which was a different layout again but generally things were split the same way, just different room configurations.Days in the studio… good question.. We got a lot of work done. We’d learned how to be efficient. They could be pretty random to be honest just dealing with things as they needed to be done. Probably different to a modern studio we didn’t do big sprints/scrum* process. Everyone pretty much knew what needed doing and we’d just get on with it.
To progress, the player needs coloured cards. Was this system inspired by Doom or a game like Loaded?I dont recall where we got the idea from, but I suspect it’s probably Doom . Pointless reinventing something that worked.
Was the two-player mode envisaged at the start of development or was it added along the way?Yes, 2 player was fundamental from the first week of development and all the way through.There was a network play version of the game that we had played with for 8 player deathmatch but it got cut during dev, and then finished for the asian releases of the game with a bunch of new levels. It never made the rest of the world releases. I dont recall why.
Are the camera changes, which occur from time to time, for any other reason than simply to vary the player's point of view? In particular, there are closer-up phases in some levels.This is so you can always get a good view of what was happening at all times. It was very deliberate.The bit inside the spaceship and the bonus levels when you play as single player are a nod to the easter egg mode. ( aka Bucket of Chicken mode )
Who is behind the cinematics? Was it Cathy McBurney? They're funny. Cathy did all the FMV, and near all if not all the animations for players and enemies. The in game cutscenes were a mix of Duncan, Roger and I think Pete did some too.
What are the main differences between the different versions of the game (PC, Dreamcast, PlayStation)? Were other versions, such as the N64, planned? Dreamcast came late in the day. The PC version was finished, and PSX was following along. GPU’s had really been a game changer in terms of what we could do, so it made taking some of the content hard to PSX. Dreamcast was very much a typical PC type performance of the time so was a good fit. It was a launch day title around the world in the end. I dont think we ever really thought N64 was possible. Many years afterwards, myself and a couple of colleagues from those days did a remake and put it out on Android and eventually shipped on the first NVIDIA Shield ( the clamshell one) on every device. That no longer is available, but to get it running on a handheld after being a PC showcase title 15 years previously really did show the march of time and technology. Looking back, what do you take away from your time at Rage Software? Rage was ahead of its time. I look back with great fondness. You can make great things with a small group of amazing people, with some real industry legends from the 8bit era as colleagues that you can learn from always.The CEO told us to always aim big and shoot for the stars… so always do that. Bold, but it really pays dividends in many ways.I left in October 2000 for NVIDIA. The Newcastle team went on to finish Rocky which is a tremendous game. Probably the biggest takeaway was that now and again the magic of ‘WOW’ can still happen when you least expect it. Expendable had a few of those moments in making it.Expendable is still talked about fondly by an awful lot of people so to leave a mark like that just made us all feel proud I think. A huge thank you. In our profession, there's often a tendency to focus on the big licences and the same games, but what I prefer to do is talk about the games that have left their mark on many gamers, but that haven't had the same media impact as the big games. Expendable is a great one to do these days.