Akui to Higeki
07/12/2007, 16:01
Por fin un juego de DS que me llama. He resaltado en negrita por qué.
Here at the comfy 4cr newsroom, we’ve been watching Insecticide pretty closely. It’s a stylish noir adventure game for the DS, how could we not be interested? Luckily, the fine folks at Crackpot found the time to do a quick Q&A with us. Join us as we sit down with Mike Levine, president of Crackpot Entertainment. We also have the newest trailer for the game, a trailer that you get to see before most of those other users of the internets.
4 Color Rebellion: Tell us a little about the gameplay of Insecticide. How will it use the DS’s unique hardware features?
Mike Levine: The DS is a great platform because it combines analog and digital controls in one compact little package. It’s great for our purposes because it gives you some real freedom when it comes to playing.
Given that members of your team worked at LucasArts during the golden age of the adventure game, one would expect Insecticide to fit firmly in the genre. However, the shooting elements make this sound more like an action game. About how much of the game is pure old-fashioned adventure, and how much is in the fast action-based style?
We had little interest in making a “classic” adventure title. In fact if you look at the history of games we worked on – Sam and Max, Full Throttle and Monkey Island – I would argue they were also not “pure” adventure games. The latest tech was always being used to add different forms of game play from mini games, to more action-y parts. This is the natural extension of that.
With so many DS titles being released, how do you plan to make your game stand out from the crowd?
We think we have created something very original, from the story and characters, to the new blending of gameplay elements and this will make us stick out from so many “me too” games that just copy other genres and stick to the tried and true (and boring) formulas.
How do the PC and DS versions differ? Is the storyline the same in both games?
The DS and PC versions are almost exactly the same. Obviously the PC offers us more flexibility when it comes to programming and design, but essentially they are the same. The PC has more cinematics as well.
How has the hardware limitations of the DS affected the development process?
The hardware limitations were an interesting threshold to cross, but once we found the happy medium it was a dream. We all know that the DS isn’t a graphical powerhouse, but that’s not why people are developing games for it. The bottom line is that the DS has amazing possibilities and potential because of it’s unique interface. Overall, I think working on the DS has been a really positive and fun experience.
Insecticide’s art style reminds us of Psychonauts and the game has been soaked in film noir, what were some of your influences in making Insecticide?
We love Psychonauts. Peter Chan, who worked on it, also worked heavily on Insecticide. But if you look beyond Chrys (the lead character) there is little to no comparison. Psychonauts takes place in a (albeit weird) summer camp – our game is in a dirty, crime ridden city made from evolved insects. When people take a close look at our game and locations, they will see Insecticide really has its own look and feel.
Do you have any plans for a Wii version of Insecticide?
Not at the moment, we’re really focused on the DS and PC versions right now. Keep asking our publisher and maybe it could happen someday.
What has it been like working with Gamecock?
The folks at Gamecock have been incredibly supportive while being very hands off. If you want advice, they’re there to help you out however they can but at the end of the day its your game (as they say). I cant think of another publisher who would have let us make this game, the way we wanted to make it. They have been great.
What have been some of the ups and downs of the development process? Any cool stories that you’d like to share with us?
“It’s a long way, to the top if you want to rock and roll.”
Thanks for the interview Mike! Insecticide hits stores January 8th. We will cover the game regularly up until then. We’re all huge adventure fans here at 4cr, and this looks like it’ll be a pretty exciting addition to the genre. Check out the newest trailer for the game:
http://www.insecticidethegame.com/
(Link a la entrevista en 4colorrebellion (http://www.4colorrebellion.com/archives/2007/12/07/4cr-interview-crackpot-entertainment/))
Here at the comfy 4cr newsroom, we’ve been watching Insecticide pretty closely. It’s a stylish noir adventure game for the DS, how could we not be interested? Luckily, the fine folks at Crackpot found the time to do a quick Q&A with us. Join us as we sit down with Mike Levine, president of Crackpot Entertainment. We also have the newest trailer for the game, a trailer that you get to see before most of those other users of the internets.
4 Color Rebellion: Tell us a little about the gameplay of Insecticide. How will it use the DS’s unique hardware features?
Mike Levine: The DS is a great platform because it combines analog and digital controls in one compact little package. It’s great for our purposes because it gives you some real freedom when it comes to playing.
Given that members of your team worked at LucasArts during the golden age of the adventure game, one would expect Insecticide to fit firmly in the genre. However, the shooting elements make this sound more like an action game. About how much of the game is pure old-fashioned adventure, and how much is in the fast action-based style?
We had little interest in making a “classic” adventure title. In fact if you look at the history of games we worked on – Sam and Max, Full Throttle and Monkey Island – I would argue they were also not “pure” adventure games. The latest tech was always being used to add different forms of game play from mini games, to more action-y parts. This is the natural extension of that.
With so many DS titles being released, how do you plan to make your game stand out from the crowd?
We think we have created something very original, from the story and characters, to the new blending of gameplay elements and this will make us stick out from so many “me too” games that just copy other genres and stick to the tried and true (and boring) formulas.
How do the PC and DS versions differ? Is the storyline the same in both games?
The DS and PC versions are almost exactly the same. Obviously the PC offers us more flexibility when it comes to programming and design, but essentially they are the same. The PC has more cinematics as well.
How has the hardware limitations of the DS affected the development process?
The hardware limitations were an interesting threshold to cross, but once we found the happy medium it was a dream. We all know that the DS isn’t a graphical powerhouse, but that’s not why people are developing games for it. The bottom line is that the DS has amazing possibilities and potential because of it’s unique interface. Overall, I think working on the DS has been a really positive and fun experience.
Insecticide’s art style reminds us of Psychonauts and the game has been soaked in film noir, what were some of your influences in making Insecticide?
We love Psychonauts. Peter Chan, who worked on it, also worked heavily on Insecticide. But if you look beyond Chrys (the lead character) there is little to no comparison. Psychonauts takes place in a (albeit weird) summer camp – our game is in a dirty, crime ridden city made from evolved insects. When people take a close look at our game and locations, they will see Insecticide really has its own look and feel.
Do you have any plans for a Wii version of Insecticide?
Not at the moment, we’re really focused on the DS and PC versions right now. Keep asking our publisher and maybe it could happen someday.
What has it been like working with Gamecock?
The folks at Gamecock have been incredibly supportive while being very hands off. If you want advice, they’re there to help you out however they can but at the end of the day its your game (as they say). I cant think of another publisher who would have let us make this game, the way we wanted to make it. They have been great.
What have been some of the ups and downs of the development process? Any cool stories that you’d like to share with us?
“It’s a long way, to the top if you want to rock and roll.”
Thanks for the interview Mike! Insecticide hits stores January 8th. We will cover the game regularly up until then. We’re all huge adventure fans here at 4cr, and this looks like it’ll be a pretty exciting addition to the genre. Check out the newest trailer for the game:
http://www.insecticidethegame.com/
(Link a la entrevista en 4colorrebellion (http://www.4colorrebellion.com/archives/2007/12/07/4cr-interview-crackpot-entertainment/))