I know their team has been deeply involved with the Pogo team, and Bizarre Creations is bringing a great team to the table. GS: Is Geometry Wars creator Stephen Cakebread actually involved in the development of Boom Boom Rocket?ĬL: I actually don’t know off the top of my head. It’s kind of fun to design to that because it makes you design a game that is wonderfully simple but elegantly addictive. GS: Will Boom Boom Rocket fit under Microsoft’s 50MB size limit, or will Microsoft make an exception for it, as it is doing with Castlevania: Symphony of the Night?ĬL: I haven’t heard of any exemption being made we’re designing games to the 50MB spec and we’re happy with the content we’ve been able to get in there. I think there’s enough content in the game right now to keep people banging on this thing for a long time. Certainly this game design lends itself to that type of addition, but we don’t have any plans to announce today on incremental content that goes beyond that. GS: Will EA release new songs, fireworks designs, and other downloadable content for Boom Boom Rocket?ĬL: We haven’t announced anything. From the beginning of design to release, how long are we looking at here? GS: You say the developers had a limited time frame. You had a great design and a great developer, and it really took the game to a whole new level of fun factor. The Bizarre Creations guys felt like they had a good, solid grasp of the fun factor we were after, and they were able to create a development timeline as well as add to the design and the feel of the game that made us feel this was the best path we had to get a game done in a limited timeframe with a high degree of quality. Why go to a developer outside the company for this?ĬL: When the Pogo team, who had the genesis of the idea of Boom Boom Rocket, were looking for a developer who had some experience on the Xbox Arcade got together, it just felt like a good match. GS: EA has plenty of development teams of its own that have produced some pretty successful games. GameSpot (GS): Why did it take so long for Electronic Arts to get onto the Xbox Live Arcade?Ĭhip Lange (CL): We’ve been working on this game for a while, from getting to that fun center and that feel-good place that defines great XBLA games, and then partnering with a world-class developer to take this thing from being a good XBLA game–and I would argue there’s a lot of “good” XBLA games–to being something that’s very special that we can be proud of launching our presence on the Arcade with.
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