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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>
              <div align="LEFT">
                <p><b><font face="Arial, Helvetica, sans-serif">Which may not 
                  involve the Spookhouse at all, is what you're saying.</font></b> 
                </p>
              </div>
              <div align="LEFT"> 
                <p> </p>
              </div>
              <div align="LEFT"> 
                <p><font face="Arial, Helvetica, sans-serif"><b>Smith: </b>Maybe 
                  not in a direct method, but more on the fringe. Like we're going 
                  to use Doc Holliday, a main Spookhouse character for us, to 
                  be the hero of the game. Well you should see other Spookhouse 
                  operatives, but I'll leave that to the game and not reveal the 
                  whole thing to you. Because there's some gameplay elements 
                  there. You take lead of Doc, you've got a whole different 
                  set of things to worry about because in Nocturne, the Stranger 
                  was a pretty pimp, buff, badass character who was known for 
                  giving very little time to anybody. He was like, shut up, get 
                  out of my way, or I'm gonna kill you. </font></p>
              </div>
              <div align="LEFT"> 
                <p> </p>
              </div>
              <div align="LEFT"> 
                <p><font face="Arial, Helvetica, sans-serif"><b>Yeah, follow me 
                  or die.</b> </font></p>
              </div>
              <div align="LEFT"> 
                <p> </p>
              </div>
              <div align="LEFT"> 
                <table border="0" align="right" bgcolor="#D7B582" width="92" cellpadding="0" cellspacing="0">
                  <tr> 
                    <td height="43"> 
                      <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/doc.jpg&amp;w=247&amp;h=584&amp;back=/content/2.13/feat/index2.php&amp;name=Not Just a Passing Wind"><img src="images/doc_sml.jpg" width="53" height="124" border="0" alt="click to enlarge!"></a></font></div>
                    </td>
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                    <td height="18"> 
                      <p align="center"> <i><font face="Arial, Helvetica, sans-serif" size="1" color="#000253"> 
                        <ignoreme>An early 3D render of Doc, the star of the BWP 
                        game from TRI (28k).</ignoreme></font></i></p>
                    </td>
                  </tr>
                </table>
                <p><font face="Arial, Helvetica, sans-serif"><b>Smith: </b>Yeah 
                  he had a lot of stamina, and he could wield different weapons 
                  and things like that. Where, Doc is of course, she's not going 
                  to be treated like Lara Croft on steroids. The world that has 
                  been revealed to the players of the Nocturne trilogy, and you 
                  don't have to own Nocturne to enjoy any one of these Blair Witch 
                  stories. These are stories themselves. At least ours is not 
                  going to be as large as our full release. They're not like mini-episodes 
                  or add-on packs, they're stand-alone games. Nocturne, when we 
                  first had the engine, before we even started working on Nocturne 
                  the game, this was back when the engine itself was called Demon. 
                  And there was a trademark conflict there so nocturne the engine 
                  became the name. This is like making a movie! That's where the 
                  heavy cinematic camera angles in Nocturne was used on purpose. 
                  It's because that's what we really wanted to create a dual-reality, 
                  a dual-experience for the palyer to be able to participate in 
                  a visually rich, cinematic feeling, type game. The kind that 
                  kept you on the edge of your seat. And also, never kept you 
                  bored, visually or even with surround sound which you could 
                  take audio clues and get chills and spills. So we didn't make 
                  Nocturne to be like Brrr Scary! But it was eerie. &lt;LAUGHS&gt; 
                  </font></p>
              </div>
              <div align="LEFT"> 
                <p> </p>
              </div>
              <div align="LEFT"> 
                <p><font face="Arial, Helvetica, sans-serif"><b>It was pretty 
                  scary too.</b> </font></p>
              </div>
              <div align="LEFT"> 
                <p> </p>
              </div>
              <div align="LEFT"> 
                <p><font face="Arial, Helvetica, sans-serif"><b>Smith: </b>It 
                  had some scary stuff but for the most part while you played 
                  through it, it was always kind of a itchy nature that anybody 
                  would consider happy or fun like Ha ha ha. So I'm trying to 
                  give yo uthe really broad overview while leaving some of the 
                  specifics to question, as far as what the gameplay is going 
                  to be, but I'm going to let Mills really get you more into that. 
                  </font></p>
                <p><font face="Arial, Helvetica, sans-serif">And as far as any 
                  questions goes about the support of Haxan, or even Artisan, 
                  or anybody like that, it's been very very positive. I'll kind 
                  of start from the beginning: they have some key individuals 
                  outside of Haxan who are the keepers of the mythology and they're 
                  the authors of various documents that involve Blair Witch and 
                  the Blair Witch universe. As far back as it goes and it far 
                  as it might go in the future and yadda yadda. And we've got 
                  a scriptwriter at Gathering named Billy Haskins. Now Jeff Mills 
                  for our story had already written and implemented the majority 
                  of the script but Billy will be way more actively involved with 
                  Human Head and Ritual with going back and cleaning things up, 
                  making sure continuity is there with our script and everything 
                  that will follow. All the stories will have very close ties 
                  and we want people to play through. </font></p>
                <table border="0" align="right" bgcolor="#D7B582" width="92" cellpadding="0" cellspacing="0">
                  <tr> 
                    <td height="43"> 
                      <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/doc_c.jpg&amp;w=435&amp;h=738&amp;back=/content/2.13/feat/index2.php&amp;name=Not Just a Passing Wind"><img src="images/doc_c_sml.jpg" width="97" height="161" border="0" alt="click to enlarge!"></a></font></div>
                    </td>
                  </tr>
                  <tr> 
                    <td height="18"> 
                      <p align="center"> <i><font face="Arial, Helvetica, sans-serif" size="1" color="#000253"> 
                        <ignoreme>Doc concept artwork (79k).</ignoreme></font></i></p>
                    </td>
                  </tr>
                </table>
                <p><font face="Arial, Helvetica, sans-serif">We want people to 
                  get all 3 of them. Because things in Human Head's Blair Witch 
                  will maybe answer some questions, or cover some ground that 
                  wasn't covered in our Blair Witch. So there are advantages to 
                  playing through all 3 of the different titles. You don't have 
                  to, each one of them is going to be cool, fun, exciting, and 
                  captivating. It's going to make for 10's of hours of gameplay, 
                  no doubt about it just to even finish it. Haxan, they've been 
                  looking over our shoulder, we send them all sorts of design 
                  documents, our script, everything, so that we can get the actual 
                  creator's eyes on it even though they are not trying to micromanage 
                  the deal, they love everything we give them, but they also give 
                  us 100% freedom to take their intellectual property in Blair 
                  Witch, this amazing thing they've created, and run with it and 
                  make a game. They acknowledged right from the beginning: we 
                  make games, they make movies. And the two don't necessarily 
                  have a very sweet marriage if you try to do 50/50. </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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