Exklusiv intervju med Dylan Cuthbert
Del 3 av 4
Här är den tredje delen av intervjun med Dylan Cuthbert. Här pratas det om deras kommande PixelJunk-släpp, PixelJunk Shooter.When watching gameplay from PixelJunk Shooter I can't help thinking of the classic games Thrust and Gravity Force. Was there any inspiration there? When people looking at shooter you people might think it plays like Thrust, but it's not really like that, it kind of has elements from that but it doesn't have the strong gravity and it's much easier to play than Thrust. But you might feel just a little bit of nostalgia when playing it but it's actually completely different. In the end of the day it's our creation we are trying to give you.One thing I really enjoyed with the previous PixelJunk games is that I can play them remotely on my PSP before going to bed. But after playing PixelJunk Shooter on the PS3 I noticed that it relies heavely on dual analog stick controls. Will there be Remote Play for PixelJunk Shooter? I'm not sure how we are going to pull it of yet, but we do want PixelJunk Shooter to support PSP Remote Play. It might not be as perfect as playing with dual stick but I'm sure we figure something out.
Can you tell us more about the multi player in the game how many players can play at once, is there competitive multi player and will it be online? There won't be any online multi player in the game, only local and only co-op. The problem with online is that it takes a lot of time and resources to do it. Since we are funding these games ourselves it ads a lot to our risk when making a game. It's a great feature to add but also a very complicated one and requires a lot of testing and also changing the focus a lot. It's definitely something we want to do more of in the future but I think we need to sell a few more copies first *laughs*, so it really is a budget thing.We do have some great online features in the PSP version of Monsters though. For example there will be chat rooms with running commentary of the games that are currently being played. So you can have fun entering a chat room and reading live commentary on what's going on in different ongoing games, it also gives a nice community spirit.Music has, for me at least, been a defining factor in the PixelJunk games. Could you tell us more about Dr Alex Paterson's music and how it was working with him for PixelJunk Shooter? He is a cool guy, I've known him for a while now and he frequently comes to Japan to DJ. When he gets here we usually go out for a drink and a few years ago he asked me if there is any game that his music can be used for since he had some cuttings on the floor that might be useful. And with shooter I decided to take up on his offer and the music he provided was a perfect fit for the game, it's has a cool B movie/Sci Fi sound going for it.You should also check out his new band High Frequency Bandwidthhe formed with Dom Beken, they are really cool.Will the trophies be just as hard as in PixelJunk Eden? No we will make them a bit easier. Eden was our first game ever to have trophies and in a way we didn't have any reference how tough they should be. But now we know that people want something that is a little more achievable. So for Shooter they still will be a challenge but not frustrating.You know I have to ask this so, when is it coming out? No date yet, but sometime before the end of the year *laughs*, post Tokyo Game Show we can probably say.Imorgon kommer den fjärde och sista delen av intervjun där det bland annat pratas om PixelJunk Dungeons och ett hemligt projekt för Nintendo.Om man nu missade del 2 av intervjun så kan den hittas via länken nedan.
spel.feber.se
Spel,
Övrigt,
Q-Games,
PixelJunk,
Dylan Cuthbert
37.1°
0Frode Wikesjö
ons. 12 aug 2009, 19:16
1 kommentar till artikeln
Turbo Raketti någon?
av mape78, onsdag 12 augusti 2009 kl 21:44
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