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MediEvil (1998): Difference between revisions

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historia>Winston1547
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<p style="line-height:19.1875px;font-family:sans-serif;">Development of ''MediEvil'' started in 1995 at independent developer [http://en.wikipedia.org/wiki/Millennium_Interactive Millennium Interactive]. Chris Sorrell, previously known for the ''[http://en.wikipedia.org/wiki/James_Pond James Pond]'' series, created the original concept for ''MediEvil'' and served as the games creative director. Prior to the development of ''MediEvil'', Sorrell had endured a rather torrid time working on some edutainment products that Millennium Interactive had signed up to create. "Once these products were finally complete, I think management took pity on me and rewarded me with the chance of making my dream game" he recalls. According to Sorrell, the first design proposal for the game had the working title ‘''Dead Man Dan''’ and described a game that was a fusion of [http://en.wikipedia.org/wiki/Capcom Capcom]'s [http://en.wikipedia.org/wiki/Ghost%27n_Goblins Ghost'n Goblins] with the art style of [http://en.wikipedia.org/wiki/Tim_Burton Tim Burton]– especially the look and feel of [http://en.wikipedia.org/wiki/The_Nightmare_Before_Christmas The Nightmare Before Christmas],both of which were things that he was a huge fan of back in the mid ’90s. Lead artist and designer Jason Wilson shared his interest in dark, Gothic influenced artwork and they worked together to define the look and feel of the game. As development progressed, Wilson pushed the game into more of a ''Zelda''-like direction as opposed to the original arcade-style concept. Sorrell approved of the new direction and said that he would liked to have expanded more on it.</p>
<p style="line-height:19.1875px;font-family:sans-serif;">Development of ''MediEvil'' started in 1995 at independent developer [http://en.wikipedia.org/wiki/Millennium_Interactive Millennium Interactive]. Chris Sorrell, previously known for the ''[http://en.wikipedia.org/wiki/James_Pond James Pond]'' series, created the original concept for ''MediEvil'' and served as the games creative director. Prior to the development of ''MediEvil'', Sorrell had endured a rather torrid time working on some edutainment products that Millennium Interactive had signed up to create. "Once these products were finally complete, I think management took pity on me and rewarded me with the chance of making my dream game" he recalls. According to Sorrell, the first design proposal for the game had the working title ‘''Dead Man Dan''’ and described a game that was a fusion of [http://en.wikipedia.org/wiki/Capcom Capcom]'s [http://en.wikipedia.org/wiki/Ghost%27n_Goblins Ghost'n Goblins] with the art style of [http://en.wikipedia.org/wiki/Tim_Burton Tim Burton]– especially the look and feel of [http://en.wikipedia.org/wiki/The_Nightmare_Before_Christmas The Nightmare Before Christmas],both of which were things that he was a huge fan of back in the mid ’90s. Lead artist and designer Jason Wilson shared his interest in dark, Gothic influenced artwork and they worked together to define the look and feel of the game. As development progressed, Wilson pushed the game into more of a ''Zelda''-like direction as opposed to the original arcade-style concept. Sorrell approved of the new direction and said that he would liked to have expanded more on it.</p>


<p style="margin-top:0.4em;margin-bottom:0.5em;line-height:19.1875px;font-family:sans-serif;">From the outset, Sorrell wanted his game to possess a unique lead character. They worked with a script doctor named Martin Pond when looking for more of a backstory for lead protagonist, Sir Daniel Fortesque. Pond came up with the idea that Sir Daniel could have been a pompous failure in life whose reincarnation was his one shot at redemption.</p>
<p style="margin-top:0.4em;margin-bottom:0.5em;line-height:19.1875px;font-family:sans-serif;">From the outset, Sorrell wanted his game to possess a unique lead character. They worked with a script doctor named Martin Pond when looking for more of a backstory for the lead protagonist, Sir Daniel Fortesque. Pond came up with the idea that Sir Daniel could have been a pompous failure in life whose reincarnation was his one shot at redemption.</p>


<p style="margin-top:0.4em;margin-bottom:0.5em;line-height:19.1875px;font-family:sans-serif;">In addition to bringing together a brand new team – none of whom had really made a 3D game of this scale before – they were in ‘sell’ mode almost from day one, with the future of the studio riding on their ability to attract a major publishing deal as quickly as possible. They were initially working on multiple platforms including [http://en.wikipedia.org/wiki/Windows Windows] and [http://en.wikipedia.org/wiki/Sega_Saturn Sega Saturn] as well as PlayStation before finally having the chance to pitch an early demo to Sony, who were so impressed with their work that they bought the whole studio and became Sony's second United Kingdom development studio. Late in the game's development, Sony requested that ''MediEvil'' should support the (then) new PlayStation analogue controller, which Sorrell described as a "particularly fortuitous event" as it allowed them to capture much more fluidity and intuitiveness within the game.</p>
<p style="margin-top:0.4em;margin-bottom:0.5em;line-height:19.1875px;font-family:sans-serif;">In addition to bringing together a brand new team – none of whom had really made a 3D game of this scale before – they were in ‘sell’ mode almost from day one, with the future of the studio riding on their ability to attract a major publishing deal as quickly as possible. They were initially working on multiple platforms including [http://en.wikipedia.org/wiki/Windows Windows] and [http://en.wikipedia.org/wiki/Sega_Saturn Sega Saturn] as well as PlayStation before finally having the chance to pitch an early demo to Sony, who were so impressed with their work that they bought the whole studio and became Sony's second United Kingdom development studio. Late in the game's development, Sony requested that ''MediEvil'' should support the (then) new PlayStation analogue controller, which Sorrell described as a "particularly fortuitous event" as it allowed them to capture much more fluidity and intuitiveness within the game.</p>
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