David Doak talks Haze
Free Radical on PS3, FPS design and competing with Halo.
Haze is Free Radical Design's first big push on next-gen, and a recent demonstration at UbiDays suggests it's got more ideas than most. Having talked about how the game itself is put together in last week's preview, today we're offering up the rest of our chat with David Doak, during which he deals with everything from PlayStation 3 and Halo 3 to making games more emotional.
Eurogamer: Why lead on PlayStation 3?
David Doak: I think there's an opportunity there to create a new brand and push new IP, and basically PS3 looks like a good place to do that. There's obviously the performance - the machine's a very capable machine - and I think we're in terms of development pretty well placed to take advantage of it, because we've got the history on PlayStation 2, so we're not frightened by the things causing people a bit of alarm. That's really it. There's some strategic element to it - it's us saying, well, let's go strong with one console version of it first of all, and we may very well do other versions afterward.
Eurogamer: Are you waiting to see how it does on one platform before making decisions?
David Doak: We're working on development on all platforms. It's just looking at the way to best get the return on the investment of making the game. And part of that is it's a timing thing; late 2007 will be a good time to be coming out on PlayStation 3 and saying here is Free Radical's next-gen game.

Haze's four-man squad will allow for any mixture of AI and human players.
Eurogamer: Last year at E3 Rob Yescombe was talking to EGTV and he ripped into the way games were described as emotional roller-coasters. And he pointed out that game have a spectrum of emotion that's effectively "happy, sad and angry", and said that with Haze you'd be wanting to expand on that and embrace the full range of emotion. We've seen some of that. But how do you actually go about bringing out other types of emotions in players? What sort of techniques do you use?
David Doak: There's always the kind of dynamics we're doing with the Nectar going wrong and stuff like that, and showing the deformation to the world. I think one of the strongest that you can do, and we haven't really shown much... well, any of in fact are the cut-scene, kind of script moments in the game - we do a lot of the kind of denial-and-confrontation thing where you see characters and you have a relationship with them and that relationship changes because they do unpredictable things, or they do things that make you feel uncomfortable about being associated with them. So that's one of the strongest story-telling things you can do. And particularly in first-person, it's like saying, 'you're like me; look at me, I'm doing bad things'.
It's a big challenge, and certainly more of a challenge than I thought it was going to be, doing those things in the context of a war-game. Because, you know, who's the murderer in the warzone? It's a hard thing to do, particularly in videogames where life is incredibly cheap. It's an interesting thing to try to actually address the emotions of being a soldier in an environment which is by its very nature sanitised. I think we're going to make some good steps in that direction, and I don't see anyone else trying to do it.

Nectar abilities will give you the edge in combat, but overdosing will cause problems.
Eurogamer: There's an obvious contrast with, for instance, Brothers In Arms and its mawkish heroism. Have you spoken to the Colonel [John Antal - BIA's military advisor] about that?
David Doak: I've not spoken to the Colonel. I don't really want to pass comment on what those guys are doing, but I don't think they...
Eurogamer: Well, would you almost say that while that's an American kind of war, this is almost a more cynical, British kind of approach?
David Doak: It's not John Wayne. And a lot of videogames are John Wayne. That said, it has to be a game where... everyone's paid their entry money to come and shoot. If halfway through I said, 'no more shooting, now it's a cake decorating game' or something, people would say, 'sorry, your game's broken, because you can't do that'. In a film you can do it, but in a game you can't do it. So in this game you're shooting at the start and shooting at the end. And we have to somehow change your opinion about that as you go through, and make you uncomfortable about it, make you pleased about it, make you upset or whatever.
It's funny, because the videogame industry almost damns itself by just going out and saying, 'hey, we're all generic and boring and we just do the same shooters all over again, and let's make another one,' which is a shame. And then people look at us and say, 'you know, you guys, you've got nothing useful to say about the world, because you're just there beating off in your little box making the same kind of thing'. I'd like to push it. I think with TimeSplitters we were also trying to push it, because we're saying, 'these shooting games - let's not take them too seriously, because it's good fun'. And some people get that and some people don't get that. It's most disappointing, when sometimes in the States people get TimeSplitters and say, 'well why's it so stupid?' Well, it's just trying to be fun.
Eurogamer: Do you think there's a concern that the way you've presented Haze might not appeal to American gamers because it's not the flag-waving, heroic sort of indulgence they enjoy?
David Doak: Certainly there's no intention to alienate anyone with this. Yes, traditionally the American - particularly the mid-west - wants to play a game that wears its heart on its sleeve, and off we go. But the world is not that naive a place really, and I think that also we've indulged a bit of caricature there too when we say 'oh well, all Americans do this,' because they don't, and it's... well, look at recent events, look at American opinion about the Iraq war. It's changed considerably. Really, this isn't supposed to be any kind of satire or parody of events; it's trying to say, 'let's make a game about a soldier, as opposed to a game about a war'. And 'let's make a game that is a character-driven story'. All the other things are just like a bigger backdrop to it.
Eurogamer: It is quite good timing in that sense though, because as you say things are changing in America and really you're tapping into the zeitgeist.
David Doak: Yeah. It would be nice to catch that wave [laughs]. Maybe I'm a bit idealistic about this, but I like the idea of trying to do something new, and again that was sort of the thing with Second Sight - to try and actually pretend we're not telling stories the way that they used to be told in 18th century novels; the kind of... 'and this is how we tell a story' because if you try and do it in a more complicated way people get lost.

Occasionally Mantel sends in aerial support.
Eurogamer: Changing tack, is your obsession with shooter games because you're based in Nottingham? I mean, er...
David Doak: Someone asked me the other day while we were here, about whether or not the fact that I grew up in Belfast made me obsessed with shooters. Yeah - I grew up in Belfast and things calmed down there so I thought I'd move to Nottingham [laughs]. It wasn't lively enough and that's where the action was! I disapprove of guns. I've never fired a real gun and I've absolutely no desire to fire a gun or have anyone near me firing a real gun. It's funny, because the worst case of the kind of censors who vilify games all the time, what do they think we do? Go home and sit in the dark and field-strip AK-47s? No! We're normal people just trying to make entertainment.
Eurogamer: There's rumours that Halo 3 is going to have four-player co-op. Are you relishing the prospect of your kind of co-op going up against theirs?
David Doak: [Smiling] I am very happy to go up against Halo 3. They have a different agenda. We're doing something, we're bringing a lot of new things; and it's a new story. New story and new types of gameplay is our edge there. I mean, their edge is they have a juggernaut driving them along and they have an almost fanatical following. On the flipside of that, they have too change it, and they've got all the people who liked 1 and all the people who liked 2, and both those sets of people expect different things from the one that they liked. So there's an inevitable compromise there.

We'd shoot him. That probably says more about us.
Eurogamer: Rob Yescombe was talking about how it's 15 hours, there's no loading screens and so on. I'm curious about the pacing. Have you got things like puzzles in there to break things up, or is it fairly non-stop?
David Doak: The pacing is punctuated by things like dropship pick-ups and stuff that take you somewhere else, and then there are talky bits, so that's where we do a lot of the plot development and the character development. What you're doing is not always just going gung-ho, smashing some rebels in the jungle. There are times when you are being pressed by overwhelming numbers, there are times when you have a distinct thing like some escort stuff to do; there are even times when you don't have a gun.
Eurogamer: But you said you wouldn't take the guns away and make it into a cake-decorating game.
David Doak: [Laughs] Alright, there's a lengthy sequence where they take your gun away and give you a piping thing to ice your cake... [Returning to normal] It's a funny thing. Someone said to me earlier, 'where do you think first-person shooters will go in the future?' And I think not having a gun or not using a gun is a very interesting place to be. It's horrible because you just have this thing. Everyone's going, 'how do you break down the walls of this box that you've so happily constructed around yourself?' I can see a time when we'll be doing more interesting things. In fact, even Second Sight... Second Sight was at one point going to be first-person. Maybe if someone could give us lots of money we could make a sequel in first-person!
Read more about Haze in our recent preview, or watch David Doak talk about it on Eurogamer TV. The game's due out on PS3 later this year, with other games likely to follow. Interview by Tom Bramwell and Johnny Minkley.
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Comments (50) Latest comment 5 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Always good to give the Brit developers a bit of TLC - it is multi-format so hardly a Sony love-in.
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/obscure? On EG, hopefully not.
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]http://ww w.eurogamer.net/article_discuss...[/link]
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]http://ww w.eurogamer.net/game.php?game_i...[/link]
Not really that many features...
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*swims in bath of Free Radical gold*
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And I'm sure there's more to the PS3 thing than meets the eye. Why would they choose to lead on the PS3 when it's installed base is soooo much smaller than the 360's, and if rumours are to be believed it's sooo much more difficult to program for too.
Is it just that they think there'd be no point releasing it on the 360 within a couple of months of Halo 3's release as that game will inevitably steal a lot of its thunder.
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Hmm. Definitely powerful possibilities for changing up, along those lines. Anyone thinking that means filling the "space" with force powers of any designation, though, can slip down the nearest snake right back to 2002. >
I'd join in the ranting about Haze directly, probably in the defense of the fledgling, except I don't know enough about it to know too well what it'll play like, still. I still feel that we only really know a concept. Not the game around it. So, GO THE DARKNESS!!!
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O'RLLY?! ;p
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Surely an FPS without shooting is just an FP?
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/obscure? On EG, hopefully not.
Time to leave, Dr. Doak!
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Heh, thanks man, I was getting disheartened
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K
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LOL
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See, I don't get that. I kept hearing that same comment about Resistance (remove the word 'story' insert 'setting') and guess what? That turned out to be heaps of fun and had great atmosphere.
Even if it is an 'identikit' shooter with a good story and atmosphere, which I doubt very much it is, surely that story and atmosphere shouldn't be dismissed as if it isn't a big factor.
Each to their own, I suppose.
As to all the Haze features...
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2 minutes 5 seconds...wasn't it?
Invincibility...
Thing was, as soon as he gave you your door decoder you could leg it...He'd continue to talk to air...
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Hoping it's not the generic "oh no I've been brainwashed all this time, I'm now going to fight against the system".
As it's an FPS I'll wait for the pc version.
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I guess it depends what you replace the gun with.
Personally I'd love a First Person Tickler. You could call it Dodd of War. Actually the more I think about this, the more I genuinely start to love the idea..
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I'm not going to buy this just because it spouts the message "War is bad, m'kay".
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"Why would they choose to lead on the PS3 when it's installed base is soooo much smaller than the 360's..."
I don't understand your point. The game is multiformat, it will come out on XBox360 too, just with a touch delay.
"..and if rumours are to be believed it's sooo much more difficult to program for too."
That ain't a rumour, but from article: "and I think we're in terms of development pretty well placed to take advantage of it, because we've got the history on PlayStation 2, so we're not frightened by the things causing people a bit of alarm."
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He's right.
I think Bungie have made a great game with Halo. Halo 2 as a whole (Story too) was hyped, and it ended up sucking heaps, yet it's multi-player was at least better (Meaning, they accomplished one view) ...
Now I feel Bungie are going to have so much expectations from fans from the Halo story, and fans from the Halo 2 multiplayer... they'll crash on both this time.
Haze on the other hand, can do whatever they want, and create something new, there isn't any expectation unless they make them themselves. Which is why I feel Haze is going to be a way LESS of a dissapointment than what Halo 3 is going to deliver later this year.
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Other developers are usually humble, and just try to differentiate themselves and claim there is no competition.
Not Free Radical though. They must have weekly "halo-bashing roundtable" sessions.
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That's part of it. There's more possibility of producing a game that's seen as a hardware-defining FPS on the PS3 (which will lead to a big reputation and future stellar sales) than there is on a platform that has Halo 3 coming out in September.
So it's a smart move.
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"Eurogamer: Do you think there's a concern that the way you've presented Haze might not appeal to American gamers because it's not the flag-waving, heroic sort of indulgence they enjoy?"
I don't think you should tie this game's emotional approach to FPS with pompous, over-generalized national identity insinuations. That's insulting to your audience and dev teams.
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But interested in how Haze will be perceived post release on PS3 itself, if it get to be seen as AAA and inevitablity there will be comparsion between this and other H on X360, just as there was for Resistance and Gears up to last Christmas. Gears won that one easily, so round two and see who will come out on top!
'Course Haze will be on other platforms as well later on but I believed they would have made it exclusive to PS3 if there were much larger install base.
EDIT: My only trouble with this is... will damn Sony release rumble compatible controller and that this will be supported by the game? Otherwise i may just wait for X360 version.
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I don't understand why people here are so cynical about new games!
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However, if sales of the PS3 dont pick up by November where will the market be for Haze? As good as it may or may not be, it isn't a mainstream system seller.
It will also be competing indirecttly against halo 3 as the big GTA4/Halo 3 combo on the 360 may make undecided next gen adopters plump for the microsoft machine.
All good though, everyone will be able to play it soon enough and FPS wise this Winter also has Quake Wars and Half Life 2 Episode 2/TF2 coming to both consoles.
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In the end, that was one of the only two cheats I obtained using the button combinations instead of doing in the "legitimate" way. I feel dirty.
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Of course they are now forced to include those FRD action figures in the pc and 360 version.
/stares @ nekotcha
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"I think Bungie have made a great game with Halo. Halo 2 as a whole (Story too) was hyped, and it ended up sucking heaps, yet it's multi-player was at least better (Meaning, they accomplished one view) ...
Now I feel Bungie are going to have so much expectations from fans from the Halo story, and fans from the Halo 2 multiplayer... they'll crash on both this time.
Haze on the other hand, can do whatever they want, and create something new, there isn't any expectation unless they make them themselves. Which is why I feel Haze is going to be a way LESS of a dissapointment than what Halo 3 is going to deliver later this year.
"
Did you play the Halo 3 beta? I ask becasue I don't think they could have got it any more right, they managed to capture the best parts of the mutliplayer of both games, drop all the not so good stuff, and then top it up with new features.
Peronally I don't see the need to take sides, I want to play both Haze and Halo 3, but I find all the Halo bating that seems to come out from Free Radical a little strange and not very professional. Eurogamer are going to give them both a 9 anyway....
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For the record, I count Deus Ex a RPG..
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Was the sweetest one to get though.
Uh Haze... yeh.
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Don't get me wrong.
I either prefer devs to be humble and avoid comparison, or say huddle together to make some sort of spartan battlecry, as in how they are determined to beat Halo.
But "smiling" making sly digs is not cool. I come here to read about Haze, not to hear some sly halo bashing for the nth time.
It's got nothing to do with halo, I just hate it when devs feel the need to say a popular game is so and so, but they are gonna be far better.
I said the same thing in the Two Worlds thread, where they claim they are gonna be better than Oblivion. Focus on your strengths, not on your competitions weakness is the way I PERSONALLY see things.
I want Haze to stand as it's own game. Constantly commenting on Halo in interviews (or in the EG forums) is just gonna lead to more fanboy battles similar to that seen during the Halo vs Killzone saga.
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Is this simply bad journalism or do you get paid by Microsoft?
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But this constant comparison of H3 to Haze is not good for this site especially. I've lost how many times H3 has come from the lips of a FR developer.
That kind of crap only leads to a more fanboyish mentality in this place. It's bad enough that the word "halo" leads any thread to derailment, but if this continues, that means so too will the word "haze".
I just want to know about of these seperately. I don't see why developers have to down-talk a game from another dev, in public too boot.
Sure you can talk about "crushing" halo in the office to incite group competition and battlecry, but keep it within the confines of the office, please.
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The answer is twice. The second time in direct response to a question about Halo 3.
Back to maths class for you again, eh. Good luck with your GCSEs.