The Moon Interview: Renegade Kid’s Jools Watsham
We’d like to thank Jools Watsham of Renegade Kid, who was kind enough to take the time to have another interview with Aeropause. The interview covers their impressive Renegade Engine, the great RAD elements in the game, storytelling elements, digital distribution and more. Read our recent review of Moon for some background, and head on below for the goods.
Q: Can you explain some of the key differences between the Renegade Engine as it appears in Dementium and as it appears in Moon? Can you explain some of the things that were improved?
A: Our main goal with Moon was to focus on game content rather than the engine. However, that didn’t stop us from adding some substantial improvements to the Renegade Engine. In addition to adding many optimizations that enable us to display large complex levels and increased numbers of enemies simultaneously, we added a complete driving package to facilitate the LOLA buggy. This is a little off topic, but I also think the addition of multiple difficulty settings and an episodic structure that can be accessed through Quickplay adds a lot to the overall gaming experience.
Q: That worked out very well. I noticed that difference in the attack mechanics, as Moon’s enemies would fire on me from a greater distance and in greater numbers. One of the most alarming enemies I found were the crawling spiders in the tunnels, because if you missed a shot they would charge you. I also found that driving the LOLA gave the game’s environments a great sense of scope. Speaking of driving, I really enjoyed the RAD elements of the game. While looking at the game before it was released, I expected that to work a lot like the morph ball in Metroid games, but it turned out very differently. What inspired this idea?
A: That’s great, I’m happy to hear you enjoyed the mechanical spiders found in the tunnels. I think they turned out well. Some of the inspiration for the RAD obviously came from Metroid’s morph ball, but like you say it feels very different in Moon. Our approach was to provide the player with a small scout unit that can be sent out to explore areas that the player can’t otherwise. I suppose radio controlled cars are also a contributing inspiration in the RAD’s design. Due to the RAD’s size it feels as though you’re in a different world when viewing it through the RAD’s eyes.
Q: I agree that the RAD’s view makes the levels seem pretty different. I think the constant rumble while the RAD was moving helped with that. I enjoyed driving it around and then returning. It was eerie to see the main character crouching there, controlling the RAD, and seeing it from the RAD’s perspective.
Moving on to the story part of this, I have to pick my words carefully in order to avoid spoiling the game for future players. Did you feel that, after Dementium’s surprise ending, there was something of a pressure or expectation to do the same kind of thing with Moon? When I was partway through the game and thought I had everything figured out, I found myself waiting for the big twist to happen, simply because that happened in Dementium. Again, I’m trying not to give anything away one way or the other.
A: Yeah, when I first experienced the RAD’s view of Major Kane controlling the RAD, it was a pretty special moment. It really solidified the context of the situation. Regarding the story, I didn’t feel there was any pressure or expectations based on what we did with Dementium’s story. However, I am a fan of having my expectations of a story be shattered with a good twist.
Q: Along with a good twist, another compelling device your team seems fond of is open endings and matters of unfinished business. I think it’s a great idea to keep things free like that so the opportunity for sequels remains.
A: Yes, I agree.
Q: We heard some time ago that Renegade Kid was going to be working with Southpeak to produce a game, possibly for Wii, called Son of the Dragon. As a big fan of the Dracula myth, I was very excited to see what was going to come of this. Was the project not coming together quite as planned? My understanding is that the game has been cancelled. Can you comment on this, or on the other unnamed project I’ve heard of that’s in the works?
A: Unfortunately, I cannot comment on the details of the cancellation. I should stress that it was not related to the quality of the title.
Q: I’m going to assume the same goes for the “in the works” game, but I had to ask.
A: Some information on our new game will be announced this E3.
Q: With the recent launch of DSiWare, have your publishers considered offering your games via that distribution channel? I understand that launch day sales for Moon were not phenomenal, and it seems like dropping the costs associated with manufacturing might benefit smaller developers like yourselves a great deal.
A: Personally, I am very excited about DSiWare. I think it is a great outlet for innovative games at a very affordable price that are easily accessed. A game the size of Moon would not fit within the size requirements of DSiWare titles, but we do have some DSiWare plans in the works.
Q: Looking forward to it! Is there anything else you’d like to say to those who are looking at all the information about Moon, and who might still be on the fence about whether to buy the game?
A: If you’re looking for an action-adventure FPS on your DS then Moon fills that need nicely.
Q: Thanks so much for taking the time to talk with us about this great game!
A: Thanks Stephen.










