Gaming Cypher had the pleasure of interviewing with Pierre-Etienne Travers, artist with development team, Ragequit Corp about Strike Vector EX.
- How did you come up with the concept of Strike Vector Ex?
We wanted to create the game we like. After years working in the industry, Strike Vector EX was the opportunity for us to finally work on a game that really fit with our taste in videogaming. There was this void in the aerial arcade combat genre and we were missing this kind of games. So we decided to create a game based on flight, speed and of course a lot of action. We got inspired by lot of games like Quake 3 and Starfox as well as movies like Star Wars.
- What has been your biggest challenge so far with developing Strike Vector Ex?
The toughest thing was to move on consoles. It was a massive challenge to adapt strike vector controls and the gameplay for another type of audience. Developing for PC is already a hard thing, but the quality criteria to reach for a console launch are miles away. We really had to push our limits to reach the level of quality expected. The other thing was the UE4 conversion, we had to rework a lot of things to make it work smoothly. To put it short, using a new engine on a new console is a hard task.
- Is anyone from your team a real pilot? Did you use his/her knowledge to incorporate into the flying mechanics of the game?
No one is a pilot in the team, but our main coder is quite good at kerbal space program! Joke aside, Strike Vector EX is a pure action arcade game, and the game mechanics are focused on fun and speed. It was our main goal to make Strike Vector EX to the wider audience while keeping its hardcore arcade game essence. Anyone can enjoy the Strike Vector EX without being a Maverick!
- What is your favorite part of Strike Vector Ex?
The hectic action and the speed sensations when you fly at high speed in narrow corridors. I feel like Luke Skywalker in the death star trenches! We are really proud to have achieved that in Strike Vector EX. You can literally fly across a map in 15 second with the right equipment. There is a NASA-like rocket solid booster in Strike Vector EX you can attach to your ship to reach insane speed for a moment. I have always been a massive fan of games like F-Zero GX and I’m happy to say that you will get the same sensations in our game.
- We always ask — if you could be any game character ever created, who would you be?
I would be Ashley Riot from Vagrant Story, because I will be able to swordfight like a boss and cast overpowered magic spells at the same time! Pretty useful skills in the public transport. Also I will have a badass tattoo and I will have two to three meters long strand of hairs floating in the air without any reason.
We would like to thank Pierre-Etienne Travers for taking the time to interview with us.
Strike Vector EX uses the Unreal Engine 4 and is slated for takeoff on PS4 and Xbox One in 2016. For more on RageQuit Corporation, like it on Facebook, follow it on Twitter, and check it out on YouTube and Twitch.TV.