Archive for the 'Interview' Category

03
Mar
10

Plus XP Exclusive: Perfect Dark (XBLA) Interview

After the announcement concerning the Xbox Live Arcade port of Perfect Dark, previously on Nintendo 64, I was excited to know more. So with a little bit of work, I managed to score an exclusive Plus XP interview with producer Nick Ferguson, who is involved in it’s port to the re-release on Xbox 360.

Leon: Thank you for taking the time to answer questions with Plus XP, Nick. After seeing the recent news on Perfect Dark on Xbox Live Arcade, we’re excited to know more. So, on with the interview!

The game has been given a fairly big overhaul, looking a lot cleaner than the original. Have there been any modifications to the game’s engine at all, or is it mostly aesthetic changes?

Nick: The original Perfect Dark codebase has been ported over to the Xbox 360, which means that the game benefits from higher resolution textures, geometry and performance whilst retaining the original game’s unique look and feel. Under the hood there have been a lot of changes to the game engine to keep it looking and feeling like Perfect Dark on N64, and the overall effect has been to improve the aesthetic experience to something that looks fantastic in 1080p HD.

Leon: The original Perfect Dark featured bots that would allow players to play deathmatch modes with AI characters to make up numbers and allow solo play on the multiplayer modes – a good feature that is sadly rare nowadays. Will we be seeing a return of this feature in the XBLA version?

Nick: Yes, I am pleased to confirm that the simulants will return in all their glory. Multiplayer games are still capped at 12 entities, but this can now comprise eight human players and four simulants (the original game was capped at four human players and eight simulants). Of course, if you want to play as a single human against 11 DarkSims, be our guest!

Leon: Great to hear that!  Will this option be available in the online mode, or local only?

Nick: Online :)

Leon: With an improved multiplayer engine compatible with online play, I assume this will be a bigger focus than in the original version. Will there be any new features we can look forward to?

Nick: In the original N64 game, the classic weapons (based on GoldenEye guns) could only be used in single player. We’ve brought them into multiplayer as a series of Classic weapon sets, so players can now use the GoldenEye weapons on GoldenEye levels for the first time since, er, GoldenEye.
 
It’s no good supporting LIVE if you can’t find someone to play against, so the game supports a variety of matchmaking scenarios across both Solo and Team modes. In addition, Private Custom Games are supported so you can set up that painfully obscure game scenario you used to play with your friends all those years ago.
 
Aside from the boost to eight players, the game engine now runs at a solid 60 frames per second at 1080p. This makes a big difference, particularly in four-player split-screen where players can now have more resolution in their split-screen game window than they did in the original N64 single player game!

Leon: It has been said that there is to be new support for online co-op and counter operative modes. Can you tell us anything more about this addition?

Nick: The game supports two players over Xbox LIVE, in addition to the classic split-screen experience. Players will be able to search for games on any mission, and we hope it opens up the excellent Co-Op and Counter-Ops modes to many more players.

Leon: I’ve heard that maps from GoldenEye will be included in the game’s multiplayer modes – is this perhaps a sign that we won’t be seeing a similar port of the popular Bond FPS in the near future?

Nick: The Felicity, Temple and Complex maps which were included in the original N64 Perfect Dark are available in the XBLA version. No other maps from GoldenEye have been added to the game, and we have nothing to announce regarding DLC at this time.

Leon: Xbox Live gives us a lot of options for competing aside from online play – are we likely to see any leaderboards or similar features included?

Nick: Yes, the game has full support for Leaderboards on every mission from Agent to Perfect Agent. In addition, there is an Overall Leaderboard based on Percentage Completion. We also have 20 Achievements, which is a first for an XBLA title.

Leon: Another modern feature is the option for DLC to be added to games. Do you know whether it’s likely there will be any additional content available for download at a later date?

Nick: 4J have only just begun to recover from finishing the game, and you’re already asking for DLC? Well, that’s a good sign… but the honest answer is that we are going to wait and see how Perfect Dark performs on Xbox LIVE Marketplace before making any decisions. We should probably wait until at least one person gets 201% complete before making a decision. :)

Leon: Do we have an official release date for the UK? I need to set a date for my calendar!

Nick: Perfect Dark launches in the UK on 17th March 2010 – the same day as the USA. That’s right… no need to import the NTSC version this time around!

Leon: Excellent! Do you have anything else you would like to let us know?

Nick: Everyone involved has been working extremely, EXTREMELY hard to get Perfect Dark for Xbox LIVE Arcade finished and we really hope you enjoy the final result.
 
We know Perfect Dark fans were told the game was coming “this winter” back at E3 in 2009 and didn’t get much more information than that until X10 a few weeks ago. We managed to get some screenshots out in the interim, but for the most part everyone involved has been heads-down for the last six months getting the game done.
 
We appreciate that people wanted to know more about release dates and the like but (contrary to popular belief on t’internet) the game was only finished recently and we didn’t want to pluck a date out of thin air and then miss it.
 
My point being: Sorry for the wait, PD fans – we honestly didn’t have an official date till a few weeks ago!

Leon: Thank you again for your time, Nick. It was a pleasure hearing from you.

So there you have it – it sounds like all good news, with plenty to look forward to. Make a note in your calendars – 17th of March will see the UK release of Perfect Dark on Xbox Live Arcade – definitely something worth getting excited about.

-Leon

Post to Twitter Post to Digg Post to Facebook Post to StumbleUpon

05
Feb
10

Plus XP Interview: David P Gray

Gaming has come a long way in the last few decades – it’s come a long way since the days of TV advertising and the Internet. But like most things, it’s an idea that has evolved, from the minds of individuals who had the will and creativity to create projects of their own before the large companies really took hold of things. One game that was big in my childhood was a clever title called Hugo’s House of Horrors, a sort of point-and-click type adventure, although the actual interactions were performed via text input commands, like “Pick up [X]“, or “Stick head in toilet”, resulting in progression, or a witty response. What a fantastic time that was. So, I was happy to find that David P Gray - creator of the title – would give me a bit of his time to answer some questions about his experiences in the days of early game development.

Leon: Thank you for agreeing to answer these questions, David. Hugo’s House of Horrors was one of my first childhood games, and more than likely influenced my choice of games for the years to come. As game design has changed radically in the last couple of decades, I was wondering if you could tell us more about your personal experiences.

Firstly, I was wondering if you could tell us where you picked up your knack for game design – was it related to your career, or something you picked up on your own?

David: I think it was more a love of mystery and adventure stories. As a youngster I remember being a fan of Agatha Christie (Hercule Poirot, Miss Marple books) and this came out big time in the Hugo Whodunit? episode. Generally the villain was more often than not someone who was mentioned early on and then mostly sidelined until the big denouement and I think I followed this idea. The initial spark for this episode came after finishing Hugo’s House of Horrors and then for the sequel trying to find some clever rhyme or alliteration for the name Hugo and it was a toss up between Hugo Whodunit? and Hugo’s There? I thought that pun was too awful so chose the first. The plot followed from that choice.

In terms of career, although I was working in underwater military defence at the time it’s true to say I saw computers merely as a great way to write games. Games tended to be way more challenging (and therefore more fun) to write than the scientific applications so I think my bosses tended to indulge me, up to a point. Writing a game is also a fantastic way to learn programming as you really stretch the language, the computer and your own abilities.

Leon: Were you a big fan of gaming before you started making HHH?

David: Of course! Although we’re talking 1980’s and it was a tiny fledgling industry compared to today. I was really drawn to the early Sierra graphics adventures which were an inspiration for the Hugo game.

Leon: How many people worked on the first Hugo game? Was it a solo project, or were there any other people involved?

David: Nope, just me. I recall being astounded at the seemingly endless list of credits at the end of Leisure Suit Larry and thinking I could do it all myself. Let’s see, the programming was Microsoft Quick C, the graphics were Z-Soft Paint and the music (well, series of beeps) was transcribed by hand.

Leisure Suit Larry in the land of the Lounge Lizards

Leisure Suit Larry was aimed less at children, though

I also did the second episode (Hugo Whodunit?) myself but after that I realized that I needed help with the graphics. I found Gary Sirois who lived near me in Massachusetts and asked him what he was good at drawing. He said leaves or trees or something so I decided to set the third episode in a jungle. It was supposed to be the Amazon jungle although Gary pointed out some major inconsistencies (something to do with elephants I think). Geography was never my strong point so I wasn’t too bothered.

Leon: How has HHH influenced your life? Did it earn you a living, or was it more of a side-project that earned you a little extra?

David: Utterly changed it. At its peak it was making twice my day job (coding networks) so I quit it and have been self employed ever since. I deliberately started writing games to become self employed. The reason was that in a big company you could be doing a great job and still the whole department could get canned. This lack of control over my own destiny was the driving factor.

Leon: Seeing as the Internet wasn’t a major source of advertising and distribution to the general public at that time, how did you go about getting Hugo seen and played by the masses?

David: I didn’t really do anything other than upload the game to some local bulletin boards, the equivalent of today’s web sites. Then, mail-order catalog companies found it and started selling the games on diskettes. Then other companies sprang up and started selling these games in stores, on diskette and then CD. These distributors basically found the games they wanted to sell.

Leon: I have heard that HHH was largely influenced by the Leisure Suit Larry games, picking up on it’s text based style and humorous feel – however, were there any other games that were particular influences to your game’s design?

David: Yes, Captain Comic by Michael Denio. This was the first computer game I saw with large cartoon like characters that moved fluidly and I tried to emulate it. Prior to this all the computer games seemed to have such tiny sprites. I think having larger characters on the screen helped the original game’s popularity as it appealed more to younger players. When I did the Windows point and click port, I was influenced by Beneath a Steel Sky.

Captain Comic

Captain Comic

Leon: For it’s time, Hugo had quite a lot of possibilities – many a time I found myself typing in strange ideas to see how Hugo would react to my suggestions – and there’s quite a lot of humorous dialogue that isn’t necessary to the game’s progression – how long did it take you to complete every possible response people could possibly find?

David: I don’t remember, I think the whole game took only three months from start to finish. I can tell you that it was the most fun to second guess what people would type in and I really enjoyed that. A big inspiration for this was remembering having played the Adventure and Dungeon games at work, where some of us used to disassemble it and look at all the phrases the designers had put in.

Leon: Out of interest, are there any areas or puzzles in the game that particularly stand out as your favourite, and worst parts?

David: I think some of the bugs stick in my mind. For example, the bat on the opening screen in front of the moon seems to flap its wings but that’s actually a bug, I have no idea why it does that. Inside in the meal room the waiter sometimes gets on top of the table and gets stuck there. That was due to the awful boundary design that tries to keep characters in certain areas. The waiter sometimes finds a way to break through his boundary. I enjoyed the “Throw chop” puzzle where the doggy eats you if you get it wrong. There was another bug there as well. I think if you repeatedly “get chop” “throw chop” you can get infinite points. I also enjoyed setting a trap with the dog whistle. I imagine a lot of people blew the whistle as soon as they got it. The number 333 on the mirror came from our PO Box address. The number was going to be 666 but my neighbor advised me not to use that number in a children’s game. I was very naive then.

Leon: I have already mentioned your personal influences to the original Hugo – but are you aware of your creations influencing any other games in particular?

David: There have been some fan inspired re-writes of both the Hugo and Nitemare games. I request that the developers do not sell them commercially as we are still selling the original games and the re-writes would create confusion. I’m not aware of any influences on mainstream games. I do get a continuous trickle of requests to write more games in both series but my stock answer is that it’s not viable today without a Hollywood budget.

Leon: Aside from your latest project, Jigsaws Galore, do you have any particular gaming interests nowadays? Are there any major titles that you play, or anything you would recommend?

David: I get addicted to games so badly so my policy now is to not allow myself to get hooked into them and use my leisure time otherwise. As a result my influences are now totally driven by my children’s! So my son is into things like Empire Total War, Age of Empires, Imperial Glory on the PC and Call of Duty, Medal of Honor on consoles. My daughter is into The Sims and all kinds of stuff and has recently started taking an interest in game design.

Leon: Thank you for your time, David. It’s been a pleasure talking to you.

David currently hosts a website where he sells his most recent project, Jigsaw’s Galore, and you can try Hugo for yourself if you check out the retro gaming section of his site.

I hope you’ve enjoyed reading, this was somewhat one of those “childhood hero” things for me!

-Leon

Post to Twitter Post to Digg Post to Facebook Post to StumbleUpon

12
Nov
09

Plus XP Exclusive: Aliens Vs Predator Interview

After getting my hands on Aliens Vs Predator at Eurogamer, I was given the opportunity to catch up with AvP developers Rebellion via e-mail. The Head of Art and Design, Tim Jones, took some time out from the game to answer some questions.

avpinterview3

What made you decide to create a new Aliens Vs Predator game?

It was a very simple choice for us. We made the original AVP game on PC in 1999 so we were delighted to get a chance to work on a new AVP game. The Aliens and Predator franchises have a huge following so there’s a lot of pressure in creating a game which will please all the fans, and we’re really enjoying the challenge.

Are you a fan of the previous Aliens Vs Predator games and films?

Of course, we’re all massive fans of everything Aliens and Predator, from the movies to the comic books to the video games. We actually made the first Aliens vs. Predator game for PC in 1999 so we’ve got a lot of history with the franchise and it’s a privilege to come back and work on a new AVP game a whole 10 years after our first game.

Regarding Campaign mode, will this be a totally new storyline? Or rather a follow-on from the previous games/films?

Our game has a brand new story to the Aliens and Predator universes. We worked closely with Fox on the story and they’ve allowed us to even add in some brand new weapons and enemies that you’ve never seen before in any movie or comic book for Aliens or Predator.

In the game, you can play as the Marine, Predator and Alien, and each species has its own separate story driven campaign and right from booting up the game for the first time, the player can choose to play any of the three campaigns. Each campaign’s story interweaves with the stories of the other two species’ campaigns so there will be crossover in the narrative between the three.

avpinterview2

A Predator, From Aliens Vs Predator Back In 1999

Having played the game myself at the Eurogamer Expo I must say the design for each character type is fantastic. How did you go about creating them? Did you have to analyse each film closely to get them just right?

There’s been a huge amount of research done in creating the game and making all of the character types exactly right. We’ve immersed ourselves in everything Aliens and Predator, including the movies, and have also gone back to our original 1999 game to remind ourselves about what elements are key to the AVP experience.

Which of the three character types was the most challenging to create?

Definitely the Alien was the most challenging. The Alien as a playable character is genuinely unique, with its ability to cling to any part of the environment, even tracking its prey as it crawls along the ceiling… We’re working hard to ensure that the Alien character will retain this powerful (and fun!) advantage with a control system that allows gamers of all abilities to scurry over every surface in the game without any difficulty.

With the Alien being able to climb walls and pretty much scale any surface, did you have to take a different approach when it came to designing levels for multi-player?

Yes, it’s true to say we did as each of the three species has different means of traversing the environment. As a Marine you’re pretty much rooted to the ground, as the Predator you can leap onto rooftops or into the trees, and as an Alien you can crawl anywhere – up walls and trees, along the ceiling! So for example, as the Marine you could be walking through a jungle, while a Predator could be tracking you from a tree top and Alien could be scuttling up the tree to attack the Predator. It makes for a pretty unique multiplayer offering, that’s for sure!

Which is your favourite character to play as, out of the three types?

I’d have to say the Predator – he’s got some pretty awesome gadgets and his ability to cloak and hunt his prey from above feels very empowering.

avpinterview1

And finally when is the game due out?

Aliens vs. Predator will be out on Xbox 360, PlayStation 3 and PC in February 2010 so not too long to wait now!

Plus XP would like to thank Tim for taking some time out to answer questions for the site, and I can safely say I am looking forward to this title come February. Now if you will excuse me I am off to watch the first Aliens Vs Predator movie.

Garv

Post to Twitter Post to Digg Post to Facebook Post to StumbleUpon




Search By Category

Facebook Page

Get Adobe Flash playerPlugin by wpburn.com wordpress themes

Content Protected Using Blog Protector By: PcDrome.