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                      <p><b><font face="Arial, Helvetica, sans-serif" color="#0000FF"><i><font color="#904C10" size="3">Not 

                        Just a Passing Wind</font></i></font></b><br>
                      
                      <div align="right"> <font face="Arial, Helvetica, sans-serif" size="-1">By 
                        <a href="mailto:radpipe@loonygames.com">Russell &quot;RadPipe&quot; 
                        Lauzon </a></font></div>
                    </div>
                  </td>
                  <td width="45%" align="right" valign="top"> 
                    <h5 align="right"><b><font face="Arial, Helvetica, sans-serif" color="#00025E">Vol. 
                      2, Issue 13<br>
                      February 22, 2000</font></b></h5>
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              <p><font face="Arial, Helvetica, sans-serif" color="#00025E"><loonystart> 
                </font></p>
              <p>&nbsp;</p>
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                <div align="LEFT"> 
                  <div align="LEFT"> 
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                      <p><b><font face="Arial, Helvetica, sans-serif">So you are 
                        trying to recapture some of that element.</font></b> </p>
                    </div>
                    <div align="LEFT"> 
                      <p> </p>
                    </div>
                    <div align="LEFT"> 
                      <p><font face="Arial, Helvetica, sans-serif"><b>Mills: </b>Yeah 
                        we're doing our best to build up a lot of suspense, but 
                        on the same token, we have to have a payoff because it 
                        is a game. The idea is to actually lead to something so 
                        you will encounter creatures in the woods. Ghosts, etc. 
                        </font></p>
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                            <div align="center"><font face="Arial, Helvetica, sans-serif"><a href="http:/home/loonygames/loony.timedoctor.org/content/cgi/image.pl?image=/content/2.13/feat/images/snarlyyow.jpg&amp;w=735&amp;h=646&amp;back=/content/2.13/feat/index6.php&amp;name=Not Just a Passing Wind"><img src="images/snarlyyow_sml.jpg" width="112" height="98" border="0" alt="click to enlarge!"></a></font></div>
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                            <p align="center"> <i><font face="Arial, Helvetica, sans-serif" size="1" color="#000253"> 
                              <ignoreme>More concept art (85k).</ignoreme></font></i></p>

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                      <p><font face="Arial, Helvetica, sans-serif"><b>Yeah I don't 
                        think you could do a whole game like that and not show 
                        any monsters. Can you tell me about some of the enhancements 
                        you're making to the Nocturne Engine for the Blair Witch?</b> 
                        </font></p>
                    </div>
                    <div align="LEFT"> 
                      <p> </p>
                    </div>
                    <div align="LEFT"> 
                      <p><font face="Arial, Helvetica, sans-serif"><b>Mills:</b> 
                        Yeah we've taken all the feedback we've gotten from the 
                        hundreds of people, a lot of Nocturne fans on the fan 
                        sites have given us good feedback about what they liked 
                        and didn't like about the game. Controls are going to 
                        be a lot friendlier than they were, you'll have those 
                        180-degree turns so you can spin around real quick and 
                        easily. Opening doors, picking up items, climbing ladders, 
                        all the action things that we had a problem with before, 
                        are being fixed now, so that in addition to them working 
                        better, just by default we'll also highlight the item 
                        to show you what you're targeting. So if you walk up to 
                        a door and there's a light switch beside it, if you turn 
                        a little bit to the right, the light switch will light 
                        up. If you turn to the left, the door will light up. So 
                        there's never a question as to what's going to happen 
                        when you complete the action. There are no jumping puzzles 
                        at all. We left the ability to jump in even though you're 
                        not required to jump at all. I hate jumping puzzles. </font></p>
                    </div>
                    <div align="LEFT"> 
                      <p> </p>
                    </div>
                    <div align="LEFT"> 
                      <p><font face="Arial, Helvetica, sans-serif"><b>&#8220;You 
                        must find the red key.&#8221;</b> </font></p>
                    </div>
                    <div align="LEFT"> 
                      <p> </p>
                    </div>
                    <div align="LEFT"> 
                      <p><font face="Arial, Helvetica, sans-serif"><b>Mills:</b> 
                        There are no keys. There's not a key anywhere in the game. 
                        We've got an Automap feature that draws out a map. You'll 
                        be able to enter various field notes. [Doc Holliday] keeps 
                        very detailed field notes that shows every conversation 
                        she's had with people in it, so that if the player forgets 
                        something, they can always go back and review the conversations 
                        that they've had previously. There were some issues in 
                        Nocturne where, if people hit the cinematic at a bad time 
                        or if they just forgot, there was no way to tell what 
                        their goal was at that point in the game if they loaded 
                        a saved game. We've taken care of that. </font></p>
                    </div>
                    <div align="LEFT"> 
                      <p> </p>
                    </div>
                    <div align="LEFT"> 
                      <p><font face="Arial, Helvetica, sans-serif"><b>Good. Can 
                        you tell me about the new monsters that we're going to 
                        face and the weapons we'll get to use?</b> </font></p>
                    </div>
                    <div align="LEFT"> 
                      <p> </p>
                    </div>
                    <div align="LEFT"> 
                      <p><font face="Arial, Helvetica, sans-serif"><b>Mills:</b> 
                        The hero of the game is Doc Holliday. She'll have her 
                        Enhanced Charged Radiance Emitter, which is based on the 
                        original one that was used in Nocturne, but it's a bit 
                        modified, and enhanced to affect more than just the undead 
                        or night-dwelling creatures. The creatures you will encounter 
                        are mostly taken from references made in the movie and 
                        documentaries. There are a lot of ghosts and spectral-type 
                        creatures. Consequently there's a lot less blood in this 
                        game than there was in Nocturne. So hopefully Wal-Mart 
                        will be at peace with our content. </font></p>
                    </div>
                    <div align="LEFT"> 
                      <p> </p>
                    </div>
                    <div align="LEFT"> 
                      <p><font face="Arial, Helvetica, sans-serif"><b>Smith:</b> 
                        Yeah and the ESRB. The ESRB has really fucked up ratings. 
                        It basically comes down to whatever the one person there 
                        that looked at your game gets a gut feeling for it. They 
                        can brand you as an adult rating, or a mature rating, 
                        or a teen, or a kid. And all of which do affect your selling 
                        in retail. It's kind of weird, I mean it's a good rating 
                        and I'm all for it, I just wish it was more clearly understood 
                        to the general public, the buyers, and also to the developers 
                        exactly what the hell they're trying to say an M rating 
                        is. They're still not very clear about that. </font></p>
                    </div>
                    <div align="LEFT"> 
                      <p> </p>
                    </div>
                    <div align="LEFT"> 
                      <p><font face="Arial, Helvetica, sans-serif"><b>Mills:</b> 
                        We're trying to make Blair Witch not as a mature rated 
                        game. What is the next one? There's one between teen and 
                        mature? Because we don't want to be shunned by buyers 
                        like Wal-Mart. But still we're making a game based on 
                        a rated-R movie that the topic of which, is the man who 
                        murdered children. So it will be difficult to keep away 
                        from adult themes when discussing Rustin Parr. </font></p>
                    </div>
                    <div align="LEFT"> 
                      <p> </p>
                    </div>
                    <div align="LEFT"> 
                      <p><font face="Arial, Helvetica, sans-serif"><b>I can understand 
                        that. Another element in the movie that really affected 
                        me was the complete lack of musical score. Somehow it 
                        made the experience more real for me. Are you going to 
                        ignore that and take the same route that you did with 
                        Nocturne with the incredible musical score?</b> </font></p>
                    </div>
                    <div align="LEFT"> 
                      <p> </p>
                    </div>
                    <div align="LEFT"> 
                      <p><font face="Arial, Helvetica, sans-serif"><b>Mills: </b>More 
                        than likely we'll be using the Nocturne-style score which 
                        isn't background music, it's like contextual music. It 
                        shows up at the appropriate moment to build suspense or 
                        to reveal emotion. </font></p>
                    </div>
                    <div align="LEFT"> 
                      <p> </p>
                    </div>
                    <div align="LEFT"> 
                      <p><font face="Arial, Helvetica, sans-serif"><b>Thanks for 
                        your time, guys!</b> </font></p>
                    </div>
                    <p align="right"><font size="2" face="Arial, Helvetica, sans-serif"><i>- 
                      Russell &quot;RadPipe&quot; Lauzon currently holds the world 
                      record for using the word &quot;exhumed&quot; 15 times in 
                      a single sentence.</i></font><font face="Arial, Helvetica, sans-serif"> 
                      </font></p>
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<p><i><font face="Arial, Helvetica, sans-serif" size="-2">Credits: Illustration 
  &copy; 2000 Rowan Crawford. This interview is &copy; 2000 Russell &quot;RadPipe&quot; 
  Lauzon, Jeff Smith, and Jeff Mills. All other content is &copy; 2000 loonyboi 
  productions. Unauthorized reproduction is prohibited. So don't do it, or we'll 
  scare the bejesus out of you.</font></i></p>
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