MediEvil: Resurrection: Difference between revisions
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==Development== | ==Development== | ||
Development of ''MediEvil: Resurrection'' began in June of 2003. Despite the success of the original game, the reimagining was not created by Chris Sorrell or the original PS1 team. Instead, Sorrell was instructed by his studio management to work on a different Sony project, which became 24: The Game. Since the release of the MediEvil reimagining, Sorrell has expressed disappointment with the changes | Development of ''MediEvil: Resurrection'' began in June of 2003. Despite the success of the original game, the reimagining was not created by Chris Sorrell or the original PS1 team. Instead, Sorrell was instructed by his studio management to work on a different Sony project, which became 24: The Game. Since the release of the MediEvil reimagining, Sorrell has expressed disappointment with the changes and the fact that his superiors did not allow him do direct the game. | ||
Dominic Cahalin was instead appointed as lead designer of the MediEvil reimagining. Mitch Phillips, who was the character animator and a texture artist for the previous two ''MediEvil'' games, was appointed as lead artist for'' Resurrection.'' He was also the only core member from the original team to return. According to producer Piers Jackson, the thrust of the design was to make ''MediEvil: Resurrection'' completely different from the original game. Jackson stated that everything had been created from scratch, and ideas that they thought worked well in the original were altered or repositioned to keep the game fresh, even to those who had played the original. The addition of the Anubis Stone sub-plot was to strengthen the story arc and the creation of Al-Zalam was to act as Dan's internal monologue and the player's guide. | Dominic Cahalin was instead appointed as lead designer of the MediEvil reimagining. Mitch Phillips, who was the character animator and a texture artist for the previous two ''MediEvil'' games, was appointed as lead artist for'' Resurrection.'' He was also the only core member from the original team to return. According to producer Piers Jackson, the thrust of the design was to make ''MediEvil: Resurrection'' completely different from the original game. Jackson stated that everything had been created from scratch, and ideas that they thought worked well in the original were altered or repositioned to keep the game fresh, even to those who had played the original. The addition of the Anubis Stone sub-plot was to strengthen the story arc and the creation of Al-Zalam was to act as Dan's internal monologue and the player's guide. |