Games World
Games World has moved to a new server. You can now find us at

http://bit.ly/gamesworld

Please Register on that server. Thanks

VP


Join the forum, it's quick and easy

Games World
Games World has moved to a new server. You can now find us at

http://bit.ly/gamesworld

Please Register on that server. Thanks

VP
Games World
Would you like to react to this message? Create an account in a few clicks or log in to continue.

House of the Dead: Overkill (Interview) (CVG 10/1/09)

Go down

House of the Dead: Overkill (Interview) (CVG 10/1/09) Empty House of the Dead: Overkill (Interview) (CVG 10/1/09)

Post by VampiricPadraig Sat Jan 10, 2009 6:39 pm

House of the Dead Overkill is one of the top tier Wii games hitting in the first half of 2009. We managed to get a few questions directed at Headstrong's lead designer Alastair Halsby, who kindly took some time out from the development crunch and making zombies to answer them.

Here's what he had to say...


How far through is work on House of the Dead: Overkill?

Al Halsby: We're past gold master, and the game is being manufactured right now. We're all very excited to see what the reception will be.

What elements of the old House of the Deads did you want to keep for Overkill?


Halsby: The fear of being overwhelmed by enemies, the sensation of fast movement and having a split-second to catch small targets for pickups. Also, we thought it was very important to make sure the enemies feel right when shot - so for example, a single headshot will always kill. The trick is pulling off the headshot in the first place.

And what did you want to change about the old formula?

Halsby: We had to expand the scope of the game, to make it appropriate for a console title. Arcade machines are often geared up to squeeze credits out of people (to maximise revenue). We wanted to give the impression that this was an ultra-cool arcade machine that you'd just dropped 40 credits into, and that it was capable of delivering a paced experience - so you get highs and lows, not just constant escalation.

Console light gun games have been near extinct in the last few years. Why do you think that is?

Halsby: I think the control scheme is the basic reason. Light-gun technology simply doesn't work with modern flat-panel TVs, or HDTVs, computer monitors etc. Previously light-guns were relatively cheap to make (a wire, a sensor and some plastic) but for the last few years you've needed much more expensive kit to do the same thing. Fortunately the Wii came along and integrated all of that kit for us.

What attracted you to Wii rather than the other, more powerful consoles? Did negative reviews of Time Crisis 4 on PS3 affect your decision?

Halsby: First and foremost the control scheme, obviously. The two-joystick twelve button console controllers are good for some games, but not for a pick-up-and-play blaster like House Of The Dead. We loved the simplicity of the Wii Remote - just point and shoot. Anyone can play it.

We were well into development when Time Crisis came out, so we followed it with fascination, but I don't think we were worried by any criticisms posed.


Do you think there's room in the Wii audience for a 'mature' game like House of the Dead?

Halsby: Naturally! Didn't Resident Evil IV on the Wii sell over 1.5 million copies? Just because mature gamers enjoy Wii Sports doesn't mean they won't also enjoy blasting zombies in the face.

The game has a very distinct style. How many different art directions did you try before you settled for the current, Grindhouse-esque one?

Halsby: The pulp look was our second style, although I should mention that the majority of characters, locations and enemies were well underway before we did the makeover. Originally we had a 'softened realism' look, with a touch of the usual bright SEGA colours. The pulp theme came through with a confirmation of a solid mature rating, a funk soundtrack and plenty of dismemberment, so I think it was something the whole team leapt at as soon as it was suggested.

Are you interested in incorporating Wii Motion Plus in the game? Or is that something for later projects?

Halsby: We love the idea of the Motion Plus, but sadly it emerged too late in our development cycle for us to include it. We'll definitely be considering it for future work.

What did you think of the House of the Dead movie?

Halsby: It wasn't high up our research list. I think we skimmed it, but I don't recall it particularly well.

What are you looking forward to from Wii this year?

Halsby: I think 2009's going to be a great year for the Wii. Personally, I'm interested in Madworld, Final Fantasy Crystal Chronicles, The Conduit, plus I've heard rumours about Sin & Punishment 2 as well as a new Pikmin.

Can you tell us something about the game that no one know about yet?

Halsby: Has anyone said that using the Hand Cannon it's possible to shoot straight through zombies and kill more than one each shot? We thought that was pretty cool when it went in.
VampiricPadraig
VampiricPadraig

Number of posts : 881
Age : 32
Location : Monaghan, Ireland
My Mood : House of the Dead: Overkill (Interview) (CVG 10/1/09) 1ynybs
Points : 863
Reputation : 9
Registration date : 2008-11-30

http://www.bebo.com/VampiricPadraig

Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum