Fun with Puuk
- Mr. Teatime
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Fun with Puuk
<strong>[ -> Interview]</strong>
There's a pretty <a href="http://www.winterwind-productions.com/m ... 1">general interview</a> with the ex-Black Isle guy, <b>Damien "Puuk" Foletto</b>, up at <a href="http://www.winterwind-productions.com/">Winterwind Productions</a>.<blockquote><i><b>WW: The last crpg released by BIS/IPLY was Lionheart, developed by Reflexive. You worked on the title in an uncredited capacity. What was your involvement?</b>
<br>
<br>DF: My involvement was really small. On occasion I would work with Chris Avellone editing the dialogue for the game.
<br>
<br><b>WW: What were your thoughts on the game's potential during development and the reception it received?</b>
<br>
<br>DF: I thought the original concept of the game was a good one. It read great on paper – an open-ended CRPG using the SPECIAL system and taking place in an alternate earth history where magic and fantasy had become reality. Things went downhill from there once real-time combat was introduced, map notes were never put in, game flow became erratic and all but disappeared after Barcelona, etc. The potential for a good game was there, but it really fell short. It’s too bad, because the core engine and tools were excellent.</blockquote></i>Real-time combat and special don't mix, that's for sure.
<br><BR>Spotted at: <A HREF="http://www.nma-fallout.com">NMA</A>
There's a pretty <a href="http://www.winterwind-productions.com/m ... 1">general interview</a> with the ex-Black Isle guy, <b>Damien "Puuk" Foletto</b>, up at <a href="http://www.winterwind-productions.com/">Winterwind Productions</a>.<blockquote><i><b>WW: The last crpg released by BIS/IPLY was Lionheart, developed by Reflexive. You worked on the title in an uncredited capacity. What was your involvement?</b>
<br>
<br>DF: My involvement was really small. On occasion I would work with Chris Avellone editing the dialogue for the game.
<br>
<br><b>WW: What were your thoughts on the game's potential during development and the reception it received?</b>
<br>
<br>DF: I thought the original concept of the game was a good one. It read great on paper – an open-ended CRPG using the SPECIAL system and taking place in an alternate earth history where magic and fantasy had become reality. Things went downhill from there once real-time combat was introduced, map notes were never put in, game flow became erratic and all but disappeared after Barcelona, etc. The potential for a good game was there, but it really fell short. It’s too bad, because the core engine and tools were excellent.</blockquote></i>Real-time combat and special don't mix, that's for sure.
<br><BR>Spotted at: <A HREF="http://www.nma-fallout.com">NMA</A>
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