Huxley Nexus recently got a chance to interview Kijong Kang, the producer of Huxley. Kijong was able to answer some questions a lot of us were dying to know. Of course we still have many many more things that are unanswered, but there's only so much time. Because hey, if they spend all their time giving us interviews who's going to develop the game right?
Anyways enough of the chit chat, you all know why you're here. Next up is the interview, enjoy!
HXN: What sort of battle areas can we expect to see? Will most of the action take place in an urban setting, or will we see more open areas that are better suited for vehicles?
Kijong Kang: We are preparing Battle areas with many different concepts. Some of them will be outdoor environments like prairies or canyons, so players will not just see urban areas.
We provide many types of vehicles in Huxley, though they are not our only game play focus when it comes to battle areas. For example, to reach the front camp which is located at the corner of a battle area, players are actually required to use a vehicle to travel to that position. However, once they get there, the closely packed building structures will require that the gameplay proceed on foot.
HXN: What kind of role are vehicles going to play in the game?
Kijong Kang: Vehicle usage will be very important in terms of strategy. And vehicle types are divided into three different categories: Assault, Transport and Support. Advanced vehicles might be more multi functional, but we are still investigating the most suitable and attractive form of those. We will be providing a lot more information about this to the public in the future.
HXN: What happens when a player’s character dies inside of the game?
Kijong Kang: When characters die during combat, they will re-spawn after a certain amount of time so they can battle again. Since Huxley is pursuing Hyper-action rather than military action, death during battle will only bring indirect penalties like losing the opportunity for more personal score, and weakening your overall team’s strength because of the re-spawn delay.
HXN: Will damage in Huxley be location based? For example, will a head shot do more damage than a leg shot?
Kijong Kang: This is actually pretty close to Huxley’s combat style. Along with bullet type weapons that give ‘point damage’, we also provide many ‘Splash damage’ weapons such as rocket launchers and other optical weapons. But we decided that it was not really suitable to apply location based damage to these kinds of weapons. However, we are planning to apply location based damage to the head in case of ‘Snipers’ since this could bring more turn over in combat situations.
HXN: Can players augment or boost weapons and armor inside of the game with items? Also, will players be able to craft weapons and items?
Kijong Kang: Character armor contains several slots which can me used for customization. For example, players can enhance the functionality of a defense kit by adding components to the slot – which would enlarge the detecting area for radar. With weapons, we are planning to implement functional enhancements rather than damage upgrades, since that could break the game play balance going forward.



