Interview: Francois Bertrand
- The Interview -
...The decision of 'revamping' the product is more a marketing expression than a real decision.What happened is that some people in Atari showed this product way too early (less than 6 months into development) and gave it to some magazine. We recieved a lot of bad reviews at this time (when we should have just seen previews...) and the people who made the mistake decided to say to the press that we were revamping the product, when we were just WORKING on it. So those people covered their asses by blaming our work... Just a normal day at Atari...
...I gave Atari the final version of the game a little bit late. I was suppose to give it to them December 15th,1995, and receive my check at the same time. The check wasn't ready so I didn't give them the game... It took them 4 days to get my check.
- Fight for Life -
Sometime in early April, Atari's entry into the world of 3D fighters, Fight for Life, will hit the shelves. Fight for Life is going to be against some tough competition with the likes of Tekken, Toshinden, and Virtua Fighter 2 already out there. One thing Fight for Life may have had going for it from the beginning, though, is the expertise of it's programmer. Atari worked with Francois Bertrand of Sega's AM2 fame to design and produce this game. Recently, I was given the opportunity to interview Francois concerning the title. - Francois: Before going to Sega in Japan, I was working for a small 'coin-op' company in South of France.During my spare time, I developed a new interface between players and coin-op games. The French company I was working with was too small to handle this project so I did a videotape, then sent to SEGA in Japan. They contacted me soon after and arranged for an interview in Japan. Everything went well, and I began working with them soon after. Over there I developed the camera system and the collision system for the coin-op version of Virtua Fighter and did a little work on Virtua Fighter 2 (ported my collision and camera system to the new board, plus some stuff they didn't include (weapon...)). After 2 years in Japan, I joined Atari.
- Francois: I started working on Fight for Life in May '94 and finished it in December '95. I was Director, Designer and Lead (only) coder of this game. I know that some people were kind of thinking that this project was late and slow to come but I don't.18 months to handle and code such a project on a platform you have never work on before is not bad. (I am sure that it will have been faster for me to have developed a 2D shooter or whatever.)
- Francois: In FFL, the character you are playing is dead, and stuck between hell and Earth. If you win the tournament your character will go back to Earth. If not... directly to hell.
- Francois: The game is a cartridge.
- Francois: 4 Megabytes (32 Megabits.) The latest count I did, after decompression, had a little bit more than 14 megs. of data in the cartridge.
- Francois: The player can choose between 8 different characters.
- Francois: Pog, Muhali, Kara, Jenny, Lun, M.J., Kimura, and Ian.
- Francois: At the beginning of the game, each character gets basic moves and 5 special attacks.
- Francois: There are projectile attacks in the game but no finishing moves.
- Francois: There is a 'morphing' boss that you can play.
- Francois: Whenever you beat one of the computer opponents, you can steal 2 of its special attacks, improving your character fight after fight. You can then use, via a password, your own designed character against the computer or any human player.
- Francois: In FFL the player can side step, giving him more control in the 3D environment.
- Francois: There are no ring-outs in the game, but I'll let you discover what we did instead.
- Francois: You can select your own camera view and customize it. If it's too close for you, just zoom out. If you don't like the angle, modify it
- Francois: The special moves in FFL are done via joystick/button combinations: motion, motion, ..., motion, action. We also do use some of the ProController.
- Francois: Yes, there is a combo system. In order to pull off a combo, you must do a succesfull attack, then link it to another. In easy mode the combos are pulled off by repeating the same joystick combination after each succesful attack of a combo move (there is a maximum of 3 attacks in a combo). The joystick combinations change in regular mode.
- Francois: The resolution in FFL is 320x240 in 65536 colors.
- Francois: It's very difficult to tell you how many polygons there is per frame, because the polygon count is different depending on the fighter. Each fighter is between 600 and 800 polygons.
- Francois: The game runs at up to 25 frames per second.
- Francois: Yes. There is, if I remember well, 19 tunes in the game. You can select the one you like and change it whenever you feel.
- Francois: The 'announcer' is supposed to be the Gatekeeper... very evil.
- Francois: The main disadvantage of FFL, when you compare it to the competition, is the platform it's running on. I think that I really pushed the Jaguar hard with this title, but after just 1 and a half months on the Playstation, I can tell you that the Jaguar cannot compare on the 3D side. There is a lot of cool stuff on the Jaguar, but it's certainly not the 3D. Anyway, I am happy with FFL. From my point of view, I achieved the goal I had at the beginning of development.
- Francois: Fighters are always going to be popular amongst players. I don't know about developers, though, as I am sick of them right now.
- Francois: Activision is a great company. I am working on the PSX, not on a fighter, but still on a 'human being simulation' which is kind of my field now. The game is looking good so far, and should be out in march 1997. More information about that later...