Jump to content

MediEvil: Resurrection: Difference between revisions

historia>Winston1547
historia>Winston1547
Line 53: Line 53:


==Development==
==Development==
Development of ''MediEvil: Resurrection'' began in 2003. Despite the success of the original game, Resurrection 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.
Development of ''MediEvil: Resurrection'' began in 2003. Despite having been developed within SCE Cambridge Studio, Resurrection 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.


Piers Jackson was instead appointed as the producer 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 Bob and Barn, the soundtrack composers, 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.
Piers Jackson was instead appointed as the producer 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 Bob and Barn, the soundtrack composers, 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.
Anonymous user