Hellgate: London is a first-person action RPG for the PC from the mind of Bill Roper the talented folks at Flagship Studios. The game puts players in the midst of a demon-infested London cityscape where they must take up arms and do battle with the denizens of Hell. Among the many innovative aspects introduced by the game, Hellgate: London will feature a completely randomized world that offers a unique experience every time you play. Recently we had the opportunity to speak with Bill Roper regarding his newest creation.
Thank you for taking the time to speak with us regarding Hellgate: London. This is a title that has intrigued us since it was announced, and after going hands on with it at E3 I have to say I was left wanting more. How would you say the game is coming along? Any recent developments you’d like to talk about?
Hellgate: London is coming along great, and the past couple of months have seen a lot of things get into the game. We made a push right before Halloween for a party we were throwing where we let our friends play, so it was important that we have a host of new monsters, items and skills in. Between then and now we’ve added more of everything – monsters, skills, weapons, armor, monster AI, backgrounds – the works. We’re also working on completing the storyline and breaking down the key parts into a quest structure. There are basically a ton of ideas and content flowing into the game right now, so there is literally something new every day.
I know you probably don’t want to set expectations, only to have to disappoint fans, but has the team managed to nail down a delivery date for the game, or perhaps even a window when you expect it to ship?
We have an internal window we are working towards, and while it is looking good at this point, it is still too early to talk about when that is. You hit the nail on the head when you mentioned not wanting to disappoint fans. We know that there is a lot of excitement over the game and that expectations are high – and that goes for both our community and us here at Flagship Studios! We’re definitely playing it on the safe side in regards to the release date because we want to do everything we can to meet and exceed the expectations we set. We’re still far enough out where a release date, or even a window, would be educated guesswork. Trust me – as soon as we have a handle on a date we think we can honestly hit, we’ll announce it.
For those not up to speed on what you and your team are doing with Hellgate: London, can you give us some background as far as where the idea came from and what the game will entail?
The official marketing spiel reads, A