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MediEvil: Resurrection: Difference between revisions

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==Development==
==Development==
<p style="line-height:19.1875px;font-family:sans-serif;">Development of ''MediEvil: Resurrection'' began in 2003. Despite the success of the original, the PSP game 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 [http://en.wikipedia.org/wiki/24_(TV_series) 24 (TV series)] had become available to Sony and he was instead instructed to direct the video-game adaptation ''[http://en.wikipedia.org/wiki/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.</p>


Development of ''MediEvil: Resurrection'' began in 2003. Despite the success of the original game, the reimagining was not created by Chris Sorrell or the original PS1 team. Sorrell had insisted to his studio manager that he would love to direct the PSP game and bring ''MediEvil'' up to date, but he was instead instructed to work on a different Sony project, which became ''[http://en.wikipedia.org/wiki/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.
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<p style="margin-top:0.4em;margin-bottom:0.5em;">Piers Jackson was instead appointed as producer for ''MediEvil: Resurrection''. Mitch Phillips, who was the character animator for the previous two ''MediEvil'' installments, was appointed as lead artist for the game. He was also the only core member from the original team to return. 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. Jackson also stated that everything within the game had been created from scratch, and ideas that they had preserved from the original ''MediEvil'' were 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.</p>
<p style="margin-top:0.4em;margin-bottom:0.5em;line-height:19.1875px;font-family:sans-serif;">Piers Jackson was instead appointed as the director for ''MediEvil: Resurrection''. Mitch Phillips, who was the character animator for the previous two installments, was appointed as lead artist for the game. He and the soundtrack composers, Bob and Barn, were the only people from the original team to return. 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. Jackson also stated 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 preserved ideas that they thought worked well in the original, though their use had been 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.</p>


==Cover art==
==Cover art==
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