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Kingpin: Reloaded Interview - Locking and Loading (again) - love - Video Peeling news, instructions, exemplary procedures, reviews and cultu


Frederik Schreiber and Scott Miller of 3D Realms talk to love about the revival of a favorite of the old school.

In the 1990s, a lot of ego shooters were published, which were later recognized as classics of the old school Kingpin: The life of crime was not a game that has made many headlines over the years, it also has a stable decades after its introduction and permanent property preserves. And in a market full of protecting with very modern sensitivities, a game has a bit strangely enticing that reminds of the design philosophies of that good old times. The upcoming recovered re-publication of the game, _Kingpin: lasted, _ offers exactly this kind of experience. Here is our interview about the game with Frederik Schreiber and Scott Miller of 3D Realms, the publishers of the upcoming publication.

"We love, love, love this style of play from a simpler time."

With 20 years separation of the publication of leben of the crime and NEU loaded What led to the decision to return the shooter with improved re-publication?

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3D Realms (3DR) was a significant studio in the 1990s on the distinguished 3D shooter market. After seen the early 3D engine-based games of ID software, such as schuebeTank and Katakomben I brought you to the idea of ​​developing a 3D Shareware game in collaboration with Apogee and publish Apogee. This game, wolfstien 3D, came out in 1992 and was an enormous success. From that point on, the 3D cat was out of his pocket and has not stopped racing and to knock out things!

So 3Dr, which I started in 1994 as a label under Apogee, continued to increase the triad, Duke Nukem 3D, Shadow Warrior, Blood, Descend, Max Payne_ and _bute_alle Significant 3D games in their time.

The bottom line is our history in this genre of games rooted, and we are pleased to use them to bring back games in motors of the 90s (such as ionenwut and zorn), as well as current 3D games of the 90s like Königszapfen. We love, love, love this style of play from a simpler time.

How much new content makes Kingpin reloaded Add, in terms of the play lessons?

We are not sure if the first version will add new levels, so no further play lessons are added for the time being. However, we assume that we will add more levels after publication.

Can you talk about the advanced mode and what kind of graphical improvements does this bring on the table?

Our parent's goal is to improve the game in almost every way. This means that we can improve the texture quality / details / resolution, the controls, the storage system, the inventory system, the weapons effects and the audio improve and add modern functions such as a variety of supported screen sizes.

Which improvements in quality of life have you improved the game? Reloaded?

The controls are updated, also the menus, the user interface, and a big one will be an inventory screen that lacked the original game painfully.

"We would like to see Königszapfen continue as a continuous set of games with a master plan to introduce new key figures and create an interesting thing Königszapfen Storyversse that never ends! "

_ Kingpins _ The conversation system was a pretty big deal at that time, especially for an action-rich ego shooter. What kind of improvements or changes is caused NEU load to do if anything?

You right that it was quite innovative when publishing. We are looking for ways to improve this as with everything else.

You have talked about a new quest system that is implemented in Königszapfen neu loaded - Can you talk to us a bit about what that means and how it differs from the original game?

Sure, in the original was the only way to know what to do and where to do is your diary, which can be used cryptically via a shortcut. The new quest system becomes more obvious, with a clear indication of what your goal is directly in the main user interface.

Can play players in multiplayer mode with larger improvements or additions?

We may not be ready to discuss multiplayer.

should Kingpin re-loaded enough interest in the audience, this could lead to a resuscitation of intellectual property with a continuation in the future?

That's 100% of our plan. We would like to see Königszapfen continue as a continuous set of games with a master plan to introduce new key figures and creating an interesting thing Königszapfe Storyversse that never ends!

Will the game Xbox One X and PS4 Pro-specific improvements contain? Are 4k / 60 fps on the cards?

That is the plan!

How is the game running on the original Xbox One and PS4 in terms of frame rate and resolution?

The goal is 60 fps, 1080p.

"At Switch, we want the game with 60 FPS to run in native resolutions both in docked and handheld mode."

What is the docked and non-docked resolution and frame rate of the switch version?

We want the game with 60 fps in native resolutions in both docked and handheld mode.

Much has been talked about SSDs whose function was confirmed for both the PS5 and the Xbox Series X. What is the greatest impact on development?

For a game like Kingpin: Afterwards The SSD does not require great requirements for your hardware and has no major effects except for loading times. For larger AAA titles, however, we definitely expect a drastic improvement.

Speaking hardware next generation: The PS5 and the Xbox Series X will both have a Zen 2-CPU - how big is the jump over the hardware of the current generation from your point of view and how will it continue help with development?

We see that the series X is almost double performance, which will be a big advantage for larger AAA games. And for smaller games, faster charging times allows faster streaming, better Ki and of course 60 fps, 4k much more frequently.

The Xbox Series X also has GDDR6 memory. What impact will this have on games in conjunction with the other advances we will see in the next generation consoles?

Faster storage means faster loading and generally less charging screens. In addition, we can add more geometry, visual effects, and more detailed items without having to worry about the store.

"In earlier generations, people often keep their older consoles during a transitional phase. I think people can change faster, as they know that their older games are good on new consoles (if not better, with faster frame rates). "

Downward compatibility is something else, whereupon both new consoles are pretty strong. Which influence will this in your opinion have both from the perspective of developers and consumers?

In previous generations, people often kept their older consoles during a transitional phase. I think people can change faster as they know that their older games work well on new consoles (if not better, with faster frame rates). This will definitely affect developers and consumers because their back catalog can be stored from games on the same system.

How do you see the Haptic Activated Controller of the PS5? Do you think it's something that can contribute significantly to an experience, or will it only be a novelty?

We do not deal too much. Normally these playful functions are more novelty, but we look forward to playing around and see what funny ideas we can develop.

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