3DNews.net heeft een interview met Greg MacMartin, Lead Designer van Cavedog's Amen.
Hier een stukkie:
What was your inspiration in the design of Amen and what will make this stand out from the rest of the games in this genre?
Well, the entire foundation of the game is it's storyline, because every single bit of content is derived from the plot somehow. We are trying to create a cool and unique universe to immerse the player into...one that is as convincing as possible. Such novels as "The Stand" and "Lucifer's Hammer" and movies like Star Wars, the Indy movies, the Back to the Future films probably all contributed to the design of the game in some subconcious way. ;) If I had to pick ONE thing that will separate out Amen from the pack of shooters it would be the fact that EVERYTHING is derived from the game's plot. From the player's equipment, the Acts, the combat, the enemies, the characters, even the inventory system and the player himself...ALL of it fits into Amen's universe in a consistant way. Because so much pre-design work has gone into the Acts, they will feel more like Hollywood movie sets, as opposed to arbitrarily designed "levels". We have something cool in store for the player at EVERY location in the game. Games like Half-Life (and Duke Nukem 3D much earlier before) are proving that CONTENT and GAMEPLAY is where the truly great games lie...NOT nifty engine features. I know that many people have been making arguments like this one for a long time now...but I think that the games I mentioned are PROVING the theory to be true.