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The Darkness Interview - interview|
| (hx) 12:47 AM CET - Jan,03 2007 |  
Computer
& Video Games has conducted an interview with Starbreeze Studios'designers
Mikael Saker and Tommy Tordsson, lead level designer Jerk Gustafsson and art
director Jens Matthies as they talked about
The
Darkness, their upcoming supernatural cross-platform action/horror game.
Here's a taster:
Do you find while developing The Darkness you can employ unused ideas from
the Riddick project as you're still using your own custom Starbreeze graphics
engine?
MS: We had a prototype up and running pretty early on the Riddick engine,
and so this gave us a starting point. As both games use a first-person
perspective, we could use animations from Riddick to test out the engine and get
things going, steadily progressing towards what you are seeing now. It looks and
plays a lot differently from Riddick, but there are common elements that we have
been able to use so development can progress more quickly.
JM: But there are some things you really can't take from Riddick, even
though we and other people really liked them - like the melee attacks.
JM: In Riddick we had this guy in prison and it didn't seem realistic
that he was carrying guns. But being a hitman for the Mafia, you're going to
have access to weaponry, that's just the way it is. So if you have access to
guns all the time, you don't just walk up and punch people in the face.
MS: We also have some storytelling ideas that we developed during the
Riddick production that we pushed further. Because in Riddick we wanted to limit
the number of cinematic cutscenes and bring as much as possible into the actual
gameplay. In The Darkness we've gone even further. There are cinematic cut
scenes, but all of them bar one are in the first-person. It's in the style of
Half-Life, but far more dramatic.
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