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Interviews
Vohaul
Strikes Back
INTERVIEW
WITH
Frederik Olsen, Project Founder & Co-Lead
Andres Kalle, Lead Writer
CONDUCTED
BY
Ryan P. Casey, November 2004
JA: Welcome, and
thanks for taking the time to introduce your new game to our readers!
JA: Tell us about
Vohaul Strikes Back.
Frederik: The
basic plot (from our website) is this: With Space Quest 7 behind
his back, Roger Wilco needs a little break, so he and his true love,
ambassador Beatrice Wankmeister, decide to spend some quality time
on the most romantic planet in the known universe - Romanticon 7.
As they are in the middle of a lovely meal at Pie-ery, the only
restaurant where every single meal is made of pie, they get interrupted
by an apeman. Using sophisticated interrogation methods involving
a banana, they find out that the apeman was sent by Vohaul in order
to capture Roger. But wait, isn't Vohaul dead? Only physically.
A pair of apemen rummaging through the fortress ruins shortly after
Space Quest 12 found the disk with Vohaul's mind on it and brought
it back to the Space Quest 7 era. With the help of that disk, they
resurrected Vohaul in the form of a sentient robot. Before the apeman
draws his final breath, they also realise that capturing Roger was
only necessary in order to prevent him from ruining a much larger
evil plot by Vohaul which, if successful, would once again result
in the destruction of the entire universe. Naturally, being the
only one to know about it, Roger must now defeat his arch-nemesis
once again. And so, his next adventure begins...

JA: What are some
the features of Vohaul that you’re proud of?
Frederik: Well,
I'm pretty much proud of everything. Being able to help putting
such a big game together is pretty cool. But if I have to pick out
anything specifically, it has to be the background art. Martin,
our background artist, is certainly very talented!
Andres: I agree
with Frederik on the background art. Additionally, I’ve also
always been quite fond of the story – the locations, the dialogues,
the puzzles, the plot twists, etc. It’s great to be able to
work with and improve upon all these excellent materials I was given
when I joined.
JA: Where did
the idea for Vohaul sprout?
Frederik: When
I was 14 and a newbie in SQ community. I was into the Terminator
movies as well, so I just got this idea of a robot Vohaul. It's
pretty much a rip-off, but it allows the return of Vohaul and the
apemen. Making up a new villain that the gamers would hate/like
as much would've been quite hard, I think.
Andres: I joined
the team much later when the basic plot had already been laid down,
so I didn’t have much input on this.

JA: What has been
difficult for you as an independent developer?
Frederik: The
most difficult has been keeping the team together. We're spread
all over the globe. For instance, I'm Danish, Andres is Estonian,
Pcj is American, Martin is Australian, etc. So it's quite hard maintaining
communication and working this way.
Andres: Apart
from the communication problems that Frederik mentioned, another
difficult thing is getting the team members to carry out their tasks,
as well as ensuring that they always have something to do. Not that
they should be slaving away all the time, but just so that they
wouldn't be sitting idly, not knowing what needs to be done next.
This had been the main reason why the production had come to a halt
by early 2004. But after I joined and Pcj was elected as the new
teamlead, we gave the project a thorough overhaul and things have
been pretty much going uphill since then.
JA: What have been
some of the best parts of creating the game?
Frederik: It's
always been nice to finish something you've been putting a lot of
work in. I think all of us feel that, whether it's a script, a background,
a piece of music or a string of code.
Andres: I'd
say it would have to be the feeling that you get when looking back
at the state of the project over half a year ago and seeing the
progress we've made since then, having built it into a neatly organized
and well-functioning game structure that it is today.

JA: When should
we expect to be playing Vohaul Strikes Back?
Frederik: Hard
to tell. We've been shifting the release date constantly because
of delays. If everything goes well, 2005 is probably a realistic
guess, but I can't really say exactly when.
Andres: I’m
almost certain it will be somewhere between 2004 and 2057. Almost.
JA: Thanks for
talking with Just Adventure!
Frederik: No
problem. I just hope that people will like playing the game, because
I've enjoyed the 2 years I've been working on it.
Andres: You’re
welcome. And to all the readers: Don’t forget to visit our
website at http://www.vohaulstrikesback.com
and sign up for the mailing list!
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