Jump to content

MediEvil (1998): Difference between revisions

No edit summary
Line 78: Line 78:
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 {{w|Windows}} and {{w|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.
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 {{w|Windows}} and {{w|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.


Sorrell said that ''MediEvil'' presented a mountain of challenges due to the fact that, like many other developers at the time, they were still very new to 3D gaming. Things like camera and character control presented many interesting new challenges and required the team to try out a number of approaches before settling on solutions that seemed to work. He said that they spent many long nights without sleeping, trying to finish the game. There were also many levels and ideas from the original concept that they were forced to removed because of time and budget constraints. In most cases, the best of what they had already created for those levels ended up being spliced into the levels that they shipped with. There was also intended to be a platform oriented section of the game where the player would control the worm that lived in Daniel's skull. Concept art and a level ost was created for this section, but it never materialized into the game. Even so, Sorrell said that the game still came very close to the original concept and he was most proud of how the team pulled together to finish the game without compromising on the quirky attention to detail or scope of the game.
Sorrell said that ''MediEvil'' presented a mountain of challenges due to the fact that, like many other developers at the time, they were still very new to 3D gaming. Things like camera and character control presented many interesting new challenges and required the team to try out a number of approaches before settling on solutions that seemed to work. He said that they spent many long nights without sleeping, trying to finish the game. There were also many levels and ideas from the original concept that they were forced to removed because of time and budget constraints. In most cases, the best of what they had already created for those levels ended up being spliced into the levels that they shipped with. There was also intended to be a platform oriented section of the game where the player would control the worm that lived in Daniel's skull. Concept art and a level ost was created for this section, but it never materialized into the game. Even so, Sorrell said that the game still came very close to the original concept and he was most proud of how the team pulled together to finish the game without compromising on the quirky attention to detail or scope of the game.<ref>{{cite web|url=http://blog.us.playstation.com/2012/09/07/behind-the-classics-medievil/|site=PlayStation.Blog|title=Behind the Classics: MediEvil|author=Fred Dutton|published=September 7, 2012}}</ref>


==Cover art and CDs==
==Cover art and CDs==