Overview
Developer: Phantagram
Publisher: G.O.D.
Kingdom Under Fire official page: http://www.kingdomunderfire.com/
We previewed Kingdom Under Fire way back in March of this year, using an early press beta. Several members of Phantagram, the developer, were visiting G.O.D. down in Texas, and we were offered the opportunity for a quick interview. Note: screenshots are from our earlier preview - ed
FiringSquad: Hey guys, how are you doing? Why don't we start off with an introduction - your names, what you do, and what's your favorite Texas barbeque food so far.
Hello this is Se Jung Kim at Phantagram. I am doing international promotions and I'm vice persident at Phantagram. My boss Sang Youn Lee is right by me. So if you want ask questions to him or to me, I'll answer you. We are from Seoul, Korea, we've never seen such big barbeque steak in Korea before, I think it's nice.
![Kingdom Under Fire Interview [ The starting keep @ 800 x 600 ] > View Full-Size in another window.](images/1-s.jpg) The starting keep
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![Kingdom Under Fire Interview [ Peons at work @ 800 x 600 ] > View Full-Size in another window.](images/2-s.jpg) Peons at work
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FS: Could you tell us a little bit about Phantagram - how it got started, how long it's
been around, any other games you've made or are making?
Se Jung Kim: Phantagram was formed by 5 developers in '94, and the founders have developed many arcade games and MSX games, previous to that, from '87. Under the Phantagram name, we have developed 3 games and one game engine. Zyclunt, Blade Warrior and Forgotten Saga. Among these games only Blade Warrior has been known to American people, because the demo of Blade Warrior was popular in late 95.
MSX is an 8 bit computer, it was popular in Japan and in Korea long before.
![Kingdom Under Fire Interview [ Where's he goin'? @ 800 x 600 ] > View Full-Size in another window.](images/3-s.jpg) Where's he goin'?
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![Kingdom Under Fire Interview [ Doh, built in the wrong place @ 800 x 600 ] > View Full-Size in another window.](images/4-s.jpg) Doh, built in the wrong place
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FS: When you first started, what were you planning with KUF? What was your vision of the game?
Kim: When we first started planning KUF, our goal was to make the most exciting RTS with lots of tension. The goal has remained the same throughout development.
FS: Game development has been described like songwriting - the final product never
sounds quite like it did in your head. How has KUF changed during development,
where has technology allowed new features or forced limitations on you?
Kim: Yes I agree with your opinion. We have made a total change for the graphics 3 times. And we have cut several units(around 30) because it didn't match with the game. But the basic game design has not changed much so far.