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THE ULTIMATE PLAYSTATION OFFICIAL MAGAZINE INTERVIEW BOOK<br />

22<br />

<br />

OPM: Did you anticipate that?<br />

DG: I didn’t anticipate it - but in hindsight, now I’ve<br />

seen why, it’s kind of super obvious. People don’t grasp<br />

that they’ve got to get the Kraken out of the air. And<br />

LITTLEBIGthey<br />

can’t really do really effective damage at height:<br />

PLANET 3<br />

flamethrower is the way you’re going to really fry the<br />

Kraken and it’s got quite a short range. When you get the<br />

Kraken on the ground using the harpoon traps then you<br />

really do damage really, really quickly because it’s just<br />

not as strong. It’s just not as strong a monster. Whereas<br />

Goliath’s right there in front of you, in your face, and<br />

DAMIAN HOSEN<br />

you’re just like, ‘holy sh*t man!’ So it’s very different and<br />

you’re spending your whole time just trying to get away<br />

DESIGN DIRECTOR<br />

and swarm around him, but with the Kraken it’s like four<br />

of you on a ledge all trying to spray bullets and trying<br />

to pull it out of the sky. So yeah, in hindsight I think it’s<br />

super obvious.<br />

OPM: Out of all the characters and monsters, which are<br />

your favourites?<br />

DG: My personal favourites… I have two. I like [Assault<br />

class] Hyde because of the sweary Britishness, which is<br />

always a good thing. And he’s got a massive flamethrower<br />

as well so it’s a lot of fun to play as Hyde, just to run<br />

into the monster, pop your personal shield and just<br />

standing there frying him. And he has some really cool<br />

toxic grenades as well, which if you use effectively can<br />

really push the monster round the map. When you work<br />

properly as a team some of you will flank him, then you’ll<br />

use toxic grenades to flush him into a set of harpoon<br />

traps with sentry guns and all sorts of stuff. I’m really<br />

enjoying Hyde and the new things he’s got.<br />

And then previously, Val as the Medic. For me Val had<br />

a really – and she still does – good set of three different<br />

phases for the game. She has specific weapon supports,<br />

which are really cool to just be cycling through. Early in<br />

the game you’re using your tranquilizer darts to help the<br />

team. Then you’ve got obviously your med ray: you’re<br />

running around quickly medding everyone, making sure<br />

everyone’s healthy. And then you’ve got the anti-material<br />

rifle [for destroying armour]. I think Val was the first<br />

one I picked up and I could immediately understand her<br />

because I played a lot of Team Fortress, so she translated<br />

real well.<br />

There’s some stuff we’ve not announced that I’m<br />

playing as well, but I can’t really talk about that. There’s<br />

another character that I know that I’m really having a<br />

blast playing as. That’s the really cool thing: I’ve gone<br />

deep on just three of the characters. Some of the guys<br />

just know them all inside out, and some of the guys just<br />

play the monster. That’s part of the appeal of Evolve: it’s<br />

a co-operative game and a solo player experience – a<br />

lone-wolf sort of experience where you just go in and eat<br />

hunters and it’s just rad for that reason.<br />

THAT’S THE APPEAL OF<br />

EVOLVE: IT’S A CO-OPERATIVE<br />

GAME AND IT’S A SINGLE-<br />

PLAYER EXPERIENCE ALL<br />

ROLLED INTO ONE.<br />

<br />

JONATHAN<br />

CHRISTIAN<br />

LEAD DESIGNER<br />

OPM: What proportion of development time has been<br />

devoted to the creation tools alone? Presumably that’s<br />

the biggest job given that it’s also how you populate the<br />

game with levels?<br />

Damian Hosen: I guess we had a view of the type of<br />

adventure we wanted to make. This being LittleBigPlanet,<br />

in order to deliver a great adventure full of variety, more<br />

rich 3D experiences, more playable characters, more<br />

exploration and all these different play styles, that meant<br />

we had to develop a large number of new tools that<br />

allowed us to make that. So we really started with what<br />

we wanted the game to be, then what tools we needed to<br />

deliver that.<br />

Jonathan Christian: It was all about building upon LBP<br />

2 stuff as well. It’s like a big jigsaw puzzle – everything<br />

combines together. So it was really important that all the<br />

new tools not only worked with the old tools but really<br />

enhanced them. A good example is the Sack Pocket,<br />

which is a new inventory system. All the old powers from<br />

LBP1 and 2 can also be put in the Sack Pocket, so you can<br />

create an experience where a player has the jetpack and<br />

grappling hook, and can switch between them at will.

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