MediEvil: Resurrection: Difference between revisions

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==Development==
==Development==
Development of ''MediEvil: Resurrection'' began in 2003.<ref>http://www.sofacafe.com/Mitch/node/2</ref> The senior management team at Sony Europe wanted a launch game for the PlayStation Portable and it was decided that a remake or “remix” of the original ''MediEvil'' was the way to go. Part of the reason for this was a very short predicted development time – the development team was given only a year to get the game ready, while an original title would likely have taken considerably longer.<ref>http://www.sirdanielfortesque.proboards.com/thread/775/medievil-developers?page=9</ref>
Development of ''MediEvil: Resurrection'' began in 2003.<ref>http://www.sofacafe.com/Mitch/node/2</ref> The senior management team at Sony Europe wanted a launch game for the PlayStation Portable and it was decided that a remake or “remix” of the original ''MediEvil'' was the way to go. Part of the reason for this was a very short predicted development time – the development team was given only a year to get the game ready, while an original title would likely have taken considerably longer.<ref name="MediEvil Boards">http://sirdanielfortesque.proboards.com/post/13269</ref>


Despite the success of the original, and despite having been developed within SCE Cambridge Studio, ''MediEvil: Resurrection'' was not created by [[Chris Sorrell]] or the original PS1 team. Sorrell had stressed to his studio management that he would love to direct the PSP game and bring ''MediEvil'' up to date, but the license to the ''[[wikipedia:24 (TV series)|24 TV series]]'' had become available to Sony and he was instead instructed to direct the video-game adaptation, ''[[wikipedia:24: The Game|24: The Game]]''. Since the release of ''MediEvil: Resurrection'', Sorrell has expressed disappointment with the changes to the game and the fact that his superiors did not allow him to direct it.<ref>http://www.meanmachinesmag.co.uk/upload/media/scans/medievil_retrogamer.pdf</ref>
Despite the success of the original, and despite having been developed within SCE Cambridge Studio, ''MediEvil: Resurrection'' was not created by [[Chris Sorrell]] or the original PS1 team. Sorrell had stressed to his studio management that he would love to direct the PSP game and bring ''MediEvil'' up to date, but the license to the ''[[wikipedia:24 (TV series)|24 TV series]]'' had become available to Sony and he was instead instructed to direct the video-game adaptation, ''[[wikipedia:24: The Game|24: The Game]]''. Since the release of ''MediEvil: Resurrection'', Sorrell has expressed disappointment with the changes to the game and the fact that his superiors did not allow him to direct it.<ref>http://www.meanmachinesmag.co.uk/upload/media/scans/medievil_retrogamer.pdf</ref>
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[[Piers Jackson]] was instead appointed as the producer for ''MediEvil: Resurrection''. He directed development and project managed the title, working closely with a new design team led by [[Dominic Cahalin]]. Mitch Phillips, who was the character animator for the previous two installments, was appointed as lead artist for the game. He and Bob and Barn, the soundtrack composers, were the only people from the original team to return.
[[Piers Jackson]] was instead appointed as the producer for ''MediEvil: Resurrection''. He directed development and project managed the title, working closely with a new design team led by [[Dominic Cahalin]]. Mitch Phillips, who was the character animator for the previous two installments, was appointed as lead artist for the game. He and Bob and Barn, the soundtrack composers, were the only people from the original team to return.


The game was originally developed on a PS2 and then ported to the PSP - lead designer Dominic Cahalin lamented that the PS2 version was never made available as it was more playable on PS2 than the PSP version, benefiting greatly from the precision of the dedicated PS2 controller.<ref>http://www.sirdanielfortesque.proboards.com/thread/775?page=9</ref>
The game was originally developed on a PS2 and then ported to the PSP - lead designer Dominic Cahalin lamented that the PS2 version was never made available as it was more playable on PS2 than the PSP version, benefiting greatly from the precision of the dedicated PS2 controller.<ref name="MediEvil Boards">http://sirdanielfortesque.proboards.com/post/13269</ref>


According to Piers Jackson, the thrust of the design was to produce a title that could showcase the full abilities of the PSP, including its built-in Wi-Fi capabilities.<ref>http://connection.ebscohost.com/c/articles/18330002/medievil-never-dies-cambridge-studios-revivers-ghastly-gothic-favorite-sonys-psp</ref> He also said that everything about the game was different from the original ''MediEvil''. Whilst they had taken the basic story and some of the locations from the original game, all the code, graphics and voices were different and they expanded the plot, added mini-games, multiplayer facilities and a PSP-friendly save anywhere function. He also said that they had tried to preserve ideas that they thought worked well in the original, though their use was 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.<ref>http://www.ign.com/articles/2004/12/10/developer-profile-medievil</ref>
According to Piers Jackson, the thrust of the design was to produce a title that could showcase the full abilities of the PSP, including its built-in Wi-Fi capabilities.<ref>http://connection.ebscohost.com/c/articles/18330002/medievil-never-dies-cambridge-studios-revivers-ghastly-gothic-favorite-sonys-psp</ref> He also said that everything about the game was different from the original ''MediEvil''. Whilst they had taken the basic story and some of the locations from the original game, all the code, graphics and voices were different and they expanded the plot, added mini-games, multiplayer facilities and a PSP-friendly save anywhere function. He also said that they had tried to preserve ideas that they thought worked well in the original, though their use was 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.<ref>http://www.ign.com/articles/2004/12/10/developer-profile-medievil</ref>