FS: What about the game play? Is it safe to say that there's going to be more run and gun action than in the original HL since the main character is a soldier? How will you be expanding on the revolutionary gameplay in the original Half-Life?
LM: There are definitely scenarios and areas that will feel like all out war at times because of the squad battles, but we've been very careful in retaining the puzzle and exploratory aspects of the original as well. I think the inclusion of the soldiers who fight with you as a unit brings a wholly unique angle to the HL experience that people will really enjoy.
FS: Any vehicle or turret use in this game? Being a gunner in one of those chopper gunships would kick ass!
LM: There will be vehicle use, perhaps not in the most traditional sense, but I'm not about to spill the beans on that just yet! The surprise element of discovering that facet is just too cool to disclose right now.
What are you looking at?
FS: Speaking of turrets and such, what kind of custom/original scripting are you implementing into OF?
LM: We're doing everything possible to maintain the interactive element set forth in HL. The custom scripting you'll encounter ranges from the cool animation scripts that progress the story and add richness to the environment to the various useable world objects that allow you to directly affect that environment. We've done a great job at forgetting that we're working on an expansion pack and not a complete game and it's done wonders for the completeness of this title.
FS: Will interaction with Gordon Freeman be limited to cameo appearances, or will there be some way to work with him?
LM: Without giving too much away, there will be appearances made by Gordon and because everyone knows how HL eventually completed, your interactivity with Freeman is limited. In other words, we're not creating a paradoxical occurrence in OpFor.
FS: What sorts of cool multiplayer mods can we play with Opp For?
LM: We debated long and hard early on about where we wanted to focus our attention on this title. Obviously, HL has set a new precedence for the single player experience and a set percentage of our time was going straight into maintaining that gameplay. The multiplayer All-Star concept was something we really wanted do and we knew that was going to balance the overall package. We had a concept for multiplayer that played off of the strengths of CTF with alien and human classes but we sidelined that early on. As of right now, our primary multiplayer aspect is the incredible collection of maps from industry all stars.