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It's middle of the summer vacations, so the pace has slowed down a bit. Well, looking at all the promos we're running and the recent releases you can't really say it's "silly season" at GOG.com, but you know what we mean. We decided to take a more in-depth look at the games we've released, especially the ones from Electronic Arts, and chat with some of the developers that made those classics.

Thanks to our own Silencer - Vagabond - we got in touch with Tony Zurovec, the lead designer of Crusader games, and asked him some questions about these awesome classics. As we love getting you involved in pretty much everything we do, we'd like you to ask your questions about Crusader: No Remorse to Tony. We'll pick 5 most interesting ones and forward them to him to get the answers, while the authors of those questions will receive a GOG.com game of their choice(this includes the awesome The Witcher 2: Assassins of Kings!). Post your questions in the comments section until end of Sunday, July 24th.
I remember reading about a Crusader II ( not :No Regret) in a PCG mag in late '97 that hinted at a very different kind of game IIRC. Could you tell me something about it? Or was something like that never planned?
Do you regret (sorry for the pun) not having made a trilogy with the addition of Crusader: No Mercy? Would you like finishing the series?
Post edited July 20, 2011 by Tancredo
Why did you choose to use live actors in cut-scenes?
Is Silencer a cyborg or otherwise augmented human? I remember it was vaguely hinted in No Regret cutscene where some character was wondering if there is actually a human inside that armor.
When developing a ground breaking game like Crusader, what process goes into deciding if you should use a game engine already developed or write one from scratch. I would think during the development time for Crusader an engine would not have existed that could do what you needed. Are there other games that went on to use the Crusader engine that we might recognize?
If you're asked to make a new modern game based on the Crusader IP, which part of the gameplay will you change and which part will stay the same?
My question is twofold. First, where do you stand on the debate over whether video games such as Crusader: No Remorse can be considered art? And since Crusader was one of the first games I remember that caught some flak for the level of its violence (such as setting enemies on fire), does the fact that the game was violent support or weaken the argument that it is art? (For the record, I think your game is a work of art and I hope to see a third Crusader some day!)
Post edited July 20, 2011 by merkuti01
Were you a gamer before you became a developer? Did any specific games,movies,TV inspire your work on this project?
What do you think about single-player games that require online-connections and use any form of DRM?
Since all the cool questions have been asked: When will the "I, Crusader" series, starring Colin Mann as Captain Will Strang premiere? ;)
Tony, do you think games of today are stagnating in terms of gameplay and story?
Crusader is an incredible and fun game for mature audiences, same goes for a game like the witcher, do you think more games should follow this route for the more mature audience, and if so do you have any plans for this type of audience that you could give us a little spoiler?
It's about time for a Crusader sequel/reboot/HD upgrade isn't it? With all these other lesser games getting the treatment why not?
To what extent do the Wing Commander games and the Crusader games overlap?
Is there anything about Crusader you'd have done different, if only you would have had the time / money / authority / whatever to do so? How would you have done it?