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MediEvil: Resurrection: Difference between revisions

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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 to work on a different Sony project, which became 24: The Game. In an interview with RetroGamer during the franchises tenth anniversary, Sorrell expressed disappointment with the changes done to the characters and the fact that he was not allowed to be involved with the PSP game.
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 to work on a different Sony project, which became 24: The Game. In an interview with RetroGamer during the franchises tenth anniversary, Sorrell expressed disappointment with the changes done to the characters and the fact that he was not allowed to be involved with the PSP game.
Dominic Cahalin was appointed as Lead Designer of the reimagining. Mitch Phillips, who was the Character Animator and a texture artist for the previous 2 games, was appointed as Lead Artist for Resurrection, and he was the only original core member to be directly involved with the game. According to Producer Piers Jackson, the thrust of the design was to make the game completely different from the original. Jackson stated that everything had been created from scratch, and although they preserved ideas that they thought worked well in the original, in many cases their use was altered or repositioned to keep it 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 appointed as Lead Designer of the reimagining. Mitch Phillips, who was the Character Animator and a texture artist for the previous 2 games, was appointed as Lead Artist for Resurrection, and he was the only original core member to be directly involved with the game. According to Producer Piers Jackson, the thrust of the design was to make the game completely different from the original. Jackson stated that everything had been created from scratch, and although they preserved ideas that they thought worked well in the original, in many cases their use was altered or repositioned to keep it 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.


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