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    PlanetQuake | Articles | Interviews | Big Fuzzy Focus: SuperHeroes III
   

Big Fuzzy Focus: SuperHeroes III
It's all about power baby...
— by Pappy-R


 - click for full size image
You'll feel the power as soon as you see the logo.

Introduction

The SuperHeroes III mod is indeed following in classic style, taking up where it's predecessors left off. Will SuperHeroes III make the same dent as they did in Quake and Quake 2? Looks good from here!

This mod has some fond memories to battle with yours truly. The original for Quake 1 was one of the first mods I snagged and was bowled over by. The truly astounding effects were everywhere it seemed and it was constant battle to play through the laughing fits. Like a kid in a familiar candy store, I ripped into the preview version of SuperHeroes III. The powers! Yes the list of powers before you when you enter is yummy and will get your strategic senses flowing as you try to figure out whether you're a Black Hole kinda person...or if maybe you wanna light'em up with Flame Balls. The choices are wide is what I'm saying.

The powers are the name of the game, and extremely varied in use. They're also seperated in to classes (old timers will be saying "duh" right here). The classes, Active, Passive and Special basically make up your superhero. You'll have an action/attack power like "Grenade Swarm" with a physical/special quality and a a reactive or passive asttribute such as a Force Field. The combos are huge due to an already large and growing list of options. Do they add to gameplay is of course the next question, and while we have to understand I played a "preview" or test version, I was impressed.

The effects so far are mighty impressive and I hear about tweaks all the time, so it's only gonna get even better. The balance in the powers is there, but as I said, they're not done with additions but I doubt we'll see anything overbalanced walking in. That's actually a pretty odd concept when you think about the powers already in place. How do you balance a mod that is soley based on extreme powers, some that make a BFG look like a popgun. To find out more about the mod, we turn to Blake 'snagger' Ellison who does PR for the mod.

Interview

Pappy: Tell us a bit about the project.

snagger: Superheroes III is the third incarnation of a series of Quake mods that began as one of the very first Quake I mods. While the mod has never had as large a following as Capture the Flag or Rocket Arena, it definitely has been a staple mod of the Quake series, and with our first release we're going to continue that tradition. Essentially, in Superheroes the player can choose a set of three super powers from a much larger collection of powers. As the name would have one think, many of these are in the same vein as one would expect comic book superheroes to have, but with a Quake twist thrown in. For example, a set of powers you could have is the ability to shoot a Fireball, invisibility, and Super Strength. With well over 50 powers to choose from, your plain vanilla Deathmatch games become pretty zany!

Pappy: Have you been encouraged by the Betas you've released or Alphas you've tested under a closed atmosphere?

snagger: Absolutely. We used to be able to playtest the game every night, and we were so hooked on our own game that we almost forgot to keep working on it! Since we're kind of in a crunch time now (we'll be releasing Beta1 at Quakecon, August 9th), we haven't been able to all get together recently and play for hours on end like we used to, but the game is even more fun than it was back then, so that alone is a good reason to keep working.

Pappy: How long has the project been in development, and using this as a guide, how long do you expect it to take before it's a completed work you can sit back from and smile?

snagger: The project's been underway for about two months now, and we'll be finished with Beta1 in time to release it at QuakeCon, as I said before. But, we're not stopping there. After Beta1 is out of the gate, we'll sit right back down and get to work on Beta2. Currently, the bulk of our powers come from Superheroes II with a few surprise additions. In Beta2, we'll try a few more radical things, including a lot more all-new powers, special combinations of powers, and more new features that have never been seen in a Superheroes mod before.

Next: More super scoopage


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