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#He was a character rooted on the spot who threw bottles at you - i.e. very easy and not very interesting for the player to take out!
#He was a character rooted on the spot who threw bottles at you - i.e. very easy and not very interesting for the player to take out!


===June 24, 2013 - additional Q&A<ref>http://sirdanielfortesque.proboards.com/post/13209</ref>===
===June 24, 2013 - additional Q&A<ref>http://sirdanielfortesque.proboards.com/post/12909</ref>===
'''1)''' There is a level called the "Programmer's Playground" listed among the other levels in the code. What exactly was the purpose of this zone?
'''1)''' There is a level called the "Programmer's Playground" listed among the other levels in the code. What exactly was the purpose of this zone?


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I wouldn't say this was a problem so much with the MediEvil team, but quite often programmers really don't like having to actually 'play' a game in order to test out features that they're working on - having a test environment allows them to jump right to the content they need (quite a time saving when you need to try out something many many times as you're hooking stuff up or trying to recreate a bug).
I wouldn't say this was a problem so much with the MediEvil team, but quite often programmers really don't like having to actually 'play' a game in order to test out features that they're working on - having a test environment allows them to jump right to the content they need (quite a time saving when you need to try out something many many times as you're hooking stuff up or trying to recreate a bug).
===July 24, 2013<ref>http://sirdanielfortesque.proboards.com/post/13209</ref>===
Hey Mr. Sorrell, I have something that I've been hoping for some time to ask; it's about MediEvil 2 and your involvement with the project. I read in the interview with RetorGamer that you had several ideas written down for the MediEvil sequel, one of which involved the game being set in Victorian London.
www.meanmachinesmag.co.uk/upload/media/scans/medievil_retrogamer.pdf
If it's alright, I'd like to ask what other ideas you may have had for MediEvil 2 or, more specifically, what direction you would have taken the game in if you had directed it. Would characters like Kiya and the Professor have existed in your version?
Chris Sorrell - I really only had a few high concept ideas in mind for MediEvil 2. These were: that it could be set in Victorian times, but instead of playing as Sir Dan, you would play as Sir Henry Fortesque, a more recently deceased descendent of Sir Dan's (much like the way they reincarnated the same character in the UK TV show Black Adder). I had a sketch I'd done late one night while working on M1 of Sir Henry wearing a tattered Victorian cape, top-hat and monocle. Also in that sketch was a owl that I had in mind as the game's 'mentor'. …And I had a few random ideas of story/world elements that might be incorporated, a couple that I recall being Jack-the-Ripper and - as an end of game boss - Queen Victoria who, due to some crazy magic had been inflated into a fifty foot tall lumbering giant zombie under the spell of the game's antagonist.
I don't know if every one of those ideas would have stuck had I directed M2 myself, but I passed them all over to James Shepherd during a couple of meetings we had at the start of the project. After the first such meeting a couple of things we'd been discussing clicked together and I went into the second session with a sketch of Dan's head atop one of the severed hands - the basis for Dan-hand.
James ran with the ideas and - of course - introduced many of his own. Jason was involved too, although I don't know how he and James worked together. Overall I liked most of what they came up with for M2, although I disliked the squeaky voiced helper ghost, and definitely in places the game's humour crossed a line for me from the silly/bawdy tone we had in M1 to something a little too puerile for my liking! (I guess the Professor embodied a lot of that.) I would also have definitely kept the Hall of Heroes since I always thought that was one of the more distinctive presentational mechanics we created in M1, oh and Dan's voice was *horrible* - incoherent mumbling was a far better way to go!
On balance I was probably more in tune with what they did in M2 than the changes that were made in MPSP.


==References==
==References==