Developer: Free Radical
Publisher: Ubisoft
Genre: Shooter
Sub-Genre: First Person Shooter
Release Date: May 20th, 2008
Additonal Info:
Developer: Free Radical
Publisher: Eidos Interactive
Genre: Shooter
Sub-Genre: Sci-Fi
Release Date: Oct 23rd, 2000
Additonal Info:
Developer: Free Radical
Publisher: Eidos Interactive
Genre: Shooter
Sub-Genre: Sci-Fi
Release Date: Oct 9th, 2002
Additonal Info:
(continued from previous page) ...teams going head-to-head, each with their own specific aims and goals.
PSU: Free Radical has been known to add a Map Maker to their FPS games (Timesplitters), will there be one for HAZE?
Rob: We’d love to, but there’s really isn’t the time. We’re throwing ourselves into making an incredibly focussed single-player experience, with top end co-op and multiplayer maps. We want those elements to be perfect, so we need to spend as much time on them as possible.
PSU: What weapons/vehicles/items will you be able to utilize in HAZE?
Rob: I can’t go into detail yet, because I’ll be spanked – in the bad way – but the weapon and vehicle set is based on real-world stuff with a near-future twist. But the really exciting thing about combat in HAZE is the difference in fighting styles between Mantel, who are highly trained military badasses; and The Promise Hand, who really know how to use the terrain and their own ferocity to their advantage.
PSU: What is your favorite weapon as of now?
Rob: Personally, I have a bit of a pistol fetish. It’s got a real snap, so you blink when you fire it. That’s our rule of thumb: if it makes you flinch, it makes it into the game.
About Development
PSU: How many years has HAZE been in the works?
Rob: The engine has been in development for about two years, and the game concept itself has been in the works for about eleven months. Really, HAZE is the accumulation of all the great ideas we haven’t had time to put into other games in the past.
PSU: I've read that Free Radical has built the game engine from the ground up, what new technologies should we see in this new engine?
Rob: Oh, you can be sure to get a plethora of next-gen excellence. HDR, Normal mapping, Depth of Field… The list goes on, but the important thing is this: HAZE will be one of the most visually spectacular games of 2007.
PSU: Any differences between the 3 versions (PS3, Xbox 360, PC)?
Rob: The three versions are planned as the same right now. That said, we are looking into extra content to see what’s going to be feasible.
PSU: Are you using the Blu-ray technology of the PS3 to add additional game material?
Rob: Nope.
PSU: Any difficulties in developing for the PS3 due to new Cell structure?
Rob: We certainly haven’t encountered anything particularly difficult about it so far. It’s a powerful tool, and we’re using it to do some pretty amazing stuff.
PSU: What is the best thing about next gen consoles, more specifically the PS3, that enables great game development?
Rob: Next-gen technology has really opened up the possibility of creating environments that look, feel and behave in a realistic way. Just being able to do post-processing, something that movies have been doing for years, has been making our artists robot dance with glee.
PSU: How would you describe the power of the Cell and RSX?
Rob: There’s a huge amount of potential there, but it’s going to take time to really blossom. Certainly in the next few years, we’re going to see some very special things coming out of it.
PSU: Will HAZE be utilizing the tilt sensors of the PS3 controller?
Rob: We’re looking into it. It’s a possibility.
PSU: Will HAZE be shipped to play in 1080p?
Rob: We’re testing things now. Hopefully, yes.
PSU: What will be the framerate at which HAZE plays in?
Rob: Again, we’re still testing. But you can rest assured that it’ll be the best it can possibly be.
PSU: Is there an official ship date set for HAZE?
Rob: 2007.
PSU: If you would like to add anything else about HAZE that would be great. For example: multiplayer features, how the PS3 and Xbox will run multiplayer, etc.
Rob: Actually, one of the cool features we’re implementing is that all the multiplayer maps and objectives are tied into the single player campaign – events that occur in the main narrative will cause incidents in the multiplayer and vice-versa. If you want the whole experience of the story, ... (continued on next page)

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