I’ve been playing a bit of the game and will put together my thoughts on it as well as those of some of our other reviewers. But for now, here’s the first part of a two-part interview with Firesky.

[GDN] When StarGate Resistance was first released, how was it received by the gaming community?

[Jim] Stargate Resistance had a soft launch in the gaming community as a whole, meaning that almost no one knew we existed. Due to the rapid development schedule and challenges at Cheyenne, the original developer, no real pre-release marketing was done. We immediately gained a loyal playerbase that appreciate the game, but the challenge has been to get the word out that Stargate Resistance, as an exciting shooter, is out there.

[GDN] What were the major good/bad points that the community commented on in the first couple months?

[ Jonathan] The community loved the wormhole travel on the SGC map and the look and feel of the maps themselves. The weapons took the community, who mostly wanted to play the MMO, a little time to figure out, but they seem to be pretty competent with them now. They also thought our player models were not up to the latest shooter standards, which is why we’ve been replacing them with new, higher resolution models, now.

[GDN] Taking a major license like that and turning it into a game has to be troublesome, what were some of the major obstacles?

[Jonathan] We wanted to stick to the canon of the show and not impede on anything the show had already established, rules such as how ring transporters and the Stargate function are not exactly good for the flow of a shooter game, it creates too much of a bottleneck. On top of that some weapons in the show are far too powerful and need a lot of work before we consider them to be balanced.