Titan Quest Developer Interview - Part 1


Q1: What sets Titan Quest apart from its predecessors and competition?

A: The biggest difference is our historical/mythological topic. Offhand, I do not know of any notable role playing game with a similar topic. A second difference is the quality of the graphics in the game. The game is stunningly beautiful when played, even more so than you can see from the screenshots. Another difference is our editor, which allows you to create incredible looking levels with minimal effort.

Q2: Were there any games that served as inspiration for Titan Quest?

A: I think of Titan Quest roughly as a cross between Diablo and Age of Empires. We get the genre and fast-action gameplay from Diablo, and the historical topic, gorgeous graphics, and high production values from Age of Empires.

Q3: Both this game and God Of War for PS2 are based on the mythological world of Greece. Are there any other similarities that Titan Quest will share with God of War?

A: Despite the topic, these are very different games, being in different genres and on different platforms. We hope, in addition to the mythological topic, we will have similar game review scores!

Q4: A game such as this will require an epic soundtrack, who will be the composer(s) and will there be a soundtrack released?

A: The score for Titan Quest is comprised of music written by Iron Lore’s Scott Morton and Mike Verrette. Instead of being completely linear, however, the music tends to be broken up into snippets (or “stingers”) and played at key points during the game, or when the player has reached interesting locations. Our ambient music system also supports variation to a certain degree by stitching together melodies and drones to make musical tapestries. These dynamically-built pieces accompany the player on their general explorations and monster-hacking. The historically-influenced score combined with these music playback methods in the game make for a very fresh and immersive experience, aurally-speaking. There is a possibility of a soundtrack release on a later date, after the game has shipped.