"Removed planetary battles and battles in black holes" - 1C about the new "Space Rangers"
Last week, the Russian company 1C announced the mobile game “Space Rangers: Legacy”. We talked about the new project with the company’s producer Denis Maltsev.
Hi! The other day, the Russian press received a press release, which, I am sure, caused many a storm of positive emotions, but at the same time, a decent number of questions. The first, and the main: what will the “Legacy” be? Is it a remake of the first or second part, a stripped-down version for mobile with new graphics or something completely new, unique? Can you tell us about it in detail?
Denis MaltsevHi !
These are redesigned “Dominators”, with new graphics, a new interface and with an eye to further development.
I suggest a little deeper “dig the topic”. What has the development team removed from the “Legacy”, if compared with the classic dilogy, and what has it added fundamentally new? I’m sure there are a lot of new features, but it would be great if you noted the most fundamental ones.
Removed planetary fights and fights in black holes. We have reduced the variability of the cases (most of them have never been used by anyone anyway). Added, for example, the ability to influence the speed of development of the technical level of the galaxy (the level of equipment and weapons available to the player depends on it). Initially, the technical level of the galaxy is growing very slowly, but now the player will be able to force it through the construction of special space stations.
Let’s go back a bit to the beginning. Who and in what composition is working on a new game now? Is this a completely new team, the authors of the original or the developers of other, perhaps, known to us mobile domestic titles?
This is a completely new team within the 1C gaming studio. Everyone has experience in both mobile projects and computer games.
Can you tell us a little about the history of development? When and why did the work on the project start? Is there any story behind this?
We started working at the end of 2015, because the time has come. There is a cult title, there is a professional team – that’s the whole story.
Were there any things that they initially wanted to add to the project, and then decided not to add (or, on the contrary, they did not plan something, but it appeared)?
The development is proceeding in full accordance with the plans.
By the way, I was surprised that they decided to release only on mobile. Why, because the third part is very much expected on the PC. By the way, is it worth “believing and hoping” for those who are having trouble with mobile devices?
It is not very clear how players on PC will accept the shareware game, so they decided to start with mobile platforms. Of course, we do not exclude access to the PC in one form or another.
The first screenshots look great. I think that it was about returning in this form that many fans dreamed of. And what did you do the project on – your own engine or a third-party ready-made solution?
The game is created on Unity.
Why did you decide to make the game a frituplein?
The game is shareware (“fritupleynaya”). This model has many advantages over the premium one, for example, a deliberately large audience. Many years have passed since the release of the last CD, players who are not familiar with the series have grown up, and they are already used to the fact that the game can be simply downloaded. We also want to attract them.
And the last question. You have announced that “Heritage” will appear this year. That is, it won’t be long to wait. At the same time, it is not entirely clear why the discreetly accepted “Quest” was launched? What was the point in releasing a project of one franchise with a minimum time difference?
I do not agree with the assessment of “discreetly accepted”, look at the ratings and reviews in the stores. “Quest” was made specifically for fans of text quests, and he got into his audience. At the same time, it became obvious that not all KR fans like text quests.
Thanks for the interview!