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It's middle of the summer vacations, so the pace has slowed down a bit. Well, looking at all the promos we're running and the recent releases you can't really say it's "silly season" at GOG.com, but you know what we mean. We decided to take a more in-depth look at the games we've released, especially the ones from Electronic Arts, and chat with some of the developers that made those classics.

Thanks to our own Silencer - Vagabond - we got in touch with Tony Zurovec, the lead designer of Crusader games, and asked him some questions about these awesome classics. As we love getting you involved in pretty much everything we do, we'd like you to ask your questions about Crusader: No Remorse to Tony. We'll pick 5 most interesting ones and forward them to him to get the answers, while the authors of those questions will receive a GOG.com game of their choice(this includes the awesome The Witcher 2: Assassins of Kings!). Post your questions in the comments section until end of Sunday, July 24th.
Any future for this franchise?

I personally am nearly always lamenting the lack of a really GOOD sci-fi dungeon crawler, a la Torchlight or Titan Quest. I think a 4-8 player squad-themed Crusader crawler would be absolutely awesome, especially with modern graphics and physics-based animations.
Hi Tony Zurovec!

How many people was involved in the making of Crusader: No Remorse and what was the most memorable moment in the making of Crusader: No Remorse?

I ask this question because I have always wanted to make a computer game and be a part of a development team, and I wonder what it is like!

Thanks for reading!
Did you ever consider making Crusader a turn-based game, and if so, why did you choose real-time instead?
Hi Tony,

What do you think about the digital distribution of so many games these days? Do you think it'll become the standard way of releasing games? What do you believe to be the pros and cons of digital distribution?
How influential was Boba Fett in your design of the Crusader armor outfits?
Mr. Tony Zurovec -

I love the crusader games. I thought the games were really well put together and they played great! What design features did you want to include in the game but you were not able to, either due to time or technology?
Hello Mr.Zurovec,


I was just wondering what your thoughts were on the use of FMV for the game.Would it have affected sales if FMV wasn't used?Did you highly approve of the decision to use it?Was bigger plans involving FMV originally in place to give it even more of a cinematic feel.During the time period I know it was all the rage.I personally think it gave it a nice feel that can't be reproduced.Thank you for your awesome work.
This game is strange, yet very.. interesting. It feels almost like an amalgamation of some of the best ideas of many others that came before it. One thing I've always wondered - what were your major influences in the development of this game? Books? Movies? Other games? Peyote-fueled vision quests?
The main character: Why red? Seems like a poor color choice for a commando-type character.

The control scheme: Why fixed? Any changes to the controls that, in retrospect, you wish you'd made?
Hey, loved these games when I was little, still have both of them and the boxes and stuff.

What game(s) inspired you to make the Crusader series, and what modern game(s) do you feel used the Crusader series for inspiration?
Tony,

what do you feel are the main things that you think separate successful "fun" or 'addictive' games like Crusader from their competition?

On that same point, when looking back, what were do you feel were the main strengths of the Crusader series' gameplay, and what do you wish you and your team could have done differently?
Mr. Zurovec,

Mr. Crusader: No Remorse marked a departure from the linear action games of its day in that there were often multiple solutions to the challenges the players faced (ie, a forcefield might have a computer nearby that could be accessed to shut it off or the generator could be blown up if you missed the key, etc). Very few action games followed suit (with the notable exclusion of the Thief titles and System Shock 2) and 15 years later we are left with the current spate of shooters and action games that have gotten prettier over the years, but not a whole lot smarter as far as level and game design concerned.

Do you think that this is the result of lazy designers or lazy fans and in what current or coming soon games do you see that spirit of freedom reemerging?
Hi Tony,

Wow! There are lots of great questions on here! Mine likely has little chance next to them all, but it's something I'm wondering, so I'll ask it anyway.

Different times I've seen a documentary about a game and the developer explained how he envisioned the game ahead of time and what he cared most about when making the game. Often these crucial points are what determines the difference between a poor, good, or awesome game.

So my question is: What were your main concerns/crucial ideas that you worked hardest to maintain throughout the game, be it storyline, gameplay, whatever?
As a combination of body-armored badass and silent hero, the Silencer is like some kind of hybrid Master Chief/Gordon Freeman, though obviously pre-dating both.

Do you have any insights to share about how the iconic hero of the Crusader games came to be?
Post edited July 21, 2011 by SeekerAAC
Why does the Silencer look a lot like Boba Fett from Star Wars? It's cool, since I love that title, too, but that's one thing I always wanted to know.