The first ever
interview on Segacollection.com, conducted waaaay back in
2003.
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S.F: First of all , thanks for this great game, can
you tell us what the overall feeling at the team 'that was
left behind' of the game, is like?
M.G:
I
can only really speak for myself; I was very pleased with
how Red Dog came out. I think it represented a really
good combination of a driving game and a shoot-em-up, and
was fun to play. However, I don't think it quite got the good
press and coverage that it deserved -- everyone I know of
who played it liked it, but most people never ever heard of
it. Obviously I'm totally biased
S.F: What
other projects did Argonaut have in development for
Dreamcast? Alien Resurrection/System Shock 2?
Why didn't those games saw a release?
M.G:
Argonaut considered many titles
on Dreamcast during the development of Red Dog; but nothing
concrete ever started. Once it became obvious the Dreamcast
was sadly on the way down, all the plans were shelved
S.F:
Is Red Dog 2 or any sequel
containing the Red Dog story/Image planned for sometime in
the future? If not, why?
M.G:
Currently;
no. I think the lack of real commercial success means we're
waiting for the right time, idea and platform to bring back
Red Dog, if at all. I for one think it'd be great to update
the whole idea for a new generation of players; but we'd have
to be sure it was a real winner this time!
S.F: What
elements were left out of the final release? I know of a jungle
themed mission and 'stunt' bonuses. Did you leave anything
out because it couldn't be achieved on DC hardware?
M.G:
Originally
the game had 30 smallish levels. Over time, as we crowbarred
more and more into the DC, we dropped levels and amalgamated
ideas together to get to the levels that eventually made it
onto the finished product. Production pressures meant that
some ideas never made it (Red Dog strapped onto the top of
a train rushing through desert was one idea I remember), but
the technical limitations of the Dreamcast were never the
reason for leaving things out. In hindsight, I think we could
have put more missions in; but the time we had was running
out.
S.F: Was
a 2P COOP mode planned to be included? (Splitscreen). Would
it be possible on Dreamcast hardware without altering the
amount of detail on the background etc?
M.G:
Co-op
was never really planned; as we've discovered on our current
game, it's a massive hog of resources. On SWAT, the
co-op levels are a whole new set of levels designed, built,
textured, animated and tested separately to the main game.
On Red Dog we'd have had to do the same thing; we'd never
have had the time. The background detail would have had to
be reduced (though not by too much), but mainly the number
of enemies on-screen would have needed reducing.
S.F: Early
Red Dog shots showed some differences in the way the tank's
armour/weapon status bar looked; were there any difference
in the mechanics back then? Or was it just altered to make
it look a little better?
M.G:
Red
Dog evolved constantly as we tweaked the whole gameplay. I
can't honestly remember exact details, but the whole in-game
physics engine was always changing to make it 'feel' right.
As I recall, Red Dog's physics was totally hacked to make
it feel ok...as you hit jump ramps the gravity on the tank
would be halved to make jumps more fun...and the 'centre of
gravity' of the tank is actually about 3 metres underneath
the tank! I think the shield was a relatively late addition,
and I also think the strafing evolved too. Hopefully some
of the other Red Dog team members will remember more!
S.F: Who
was responsible for the excellent multiplayer section of the
game? Did the same people that did the single player missions
design the multiplayer maps?
M.G:
I
think the levels were split up between various designers and
artists; I'd have to ask around who did what. Much of the
design of the single player (if not all) was done by Sefton
Hill. Something tells me a lot of multiplayer maps were designed
by Mark Stephenson too...though I'm not 100% sure!
S.F: Were
there any multiplayer maps/gameplay styles/weapons that were
removed later on?
M.G:
Not
that I can remember -- we were always putting new ones in
and not taking out hehe!
S.F:
A while back I asked
about the last Multiplayer map (V.R.B.F) and I was given the
answer that the meaning of the name of this map was a secret.
Whats the story behind this map and whats its like? (I've
unlocked the map a few years ago now - S.F) Does it stand
for Virtual reality Battle floor?
M.G:
Now
that's a tricky one! Virtual Reality Battle Field, I think...it
was an idea of one of the artists (either Jeff Vanelle or
David Hego) to do a Tron-style level, and VRBF was the result.
S.F:
What engine was used
for Red Dog? Was this engine used in any earlier/other Argonaut
releases?
M.G:
The
engine was custom written from scratch for the Dreamcast,
and wasn't used on anything before or after Red Dog (more's
the pity!). The tools we wrote for Red Dog eventually got
used as the basis for some of the tools we use on SWAT,
though they're been completely rewritten several times since!
S.F:
Any interesting tidbits
you could give to the readers? Were certain textures made
from pictures of real-life places, a huge system crash where
lots of game content was lost etc?
M.G:
Nothing
springs to mind (this seems soooo long ago now!) hopefully
the others can chip in their stories, and maybe that'll jog
my memory.
S.F:
You have a message who
have yet to play Red Dog or a message to the fans?
M.G:
Thanks for
keeping the memory of Red Dog alive -- it's so flattering
that people remember it, and makes all the pain we went through
creating the game worthwhile!!
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