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Cliff Bleszinski on Dark Corners SP and Project Natal

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269w ago - Gears of War 2 designer Cliff Bleszinski has shed some light on the single-player/co-op campaign element of the upcoming Dark Corners expansion, revealing that it's a 90-minute section that sees Marcus and Dom play dress-up.

To quote: "It's a 90-minute section that was actually snipped out of Gears of War 2, where Marcus and Dom are actually going to the Locust homeworld and they're basically suited up in Locust armour and have a choice - because they knocked out a couple of Therons - they can go in guns-blazing as they always do, Rambo-style, or they can go with a more stealth approach, so it's a little bit of stealth in the Gears universe," Bleszinski told Major Nelson's [Register or Login to view links].

"You get Achievements for playing the mode either way and it kind of plugs right into the main game. It's actually the first time we've done any sort of single-player DLC. It's kind of a test to see whether people dig it."

Bleszinski also clarified his recent comments on Project Natal, in which he suggested Epic would stick with traditional controls but might consider merging the two interfaces if something compelling game to mind.

"If there's any future Gears products [coughs elaborately],...
 

EA Exec Talks Dead Space, Dishes on Cliff Bleszinski

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318w ago - EA executive producer Glen Schofield says that Cliff Bleszinski told him Dead Space "looks great" on the Unreal Engine. One problem, the game uses EA's own graphical engine. It's one highlight in a very revealing video interview that Planet Xbox 360 had with Schofield at EA's Redwood Shores location about Dead Space.

The entire video (.mpg) is on Planet Xbox 360's site. Camera work's a little shaky, but all you need is the audio. Schofield, with little prompting, talks very candidly about the game's design, how it compares with other familiar titles, and how it all came to be.

Schofield himself visited with horror directors Wes Craven and Eli Roth, and writer Warren Ellis, to inform EA's perspective on horror and how it will translate into the gameplay. Craven had a "really deep philosophy" about horror, getting downright creepy because it involves a family aspect. Roth "was little more about torture porn than the horror," Schofield says with a laugh.

But what really gets my hopes up about this game is when he talks about the reason it exists: "We wanted to make a game for us," he said. A game the small-but-passionate dev team wanted to play itself. Every gamer wishes he or she had that kind of creative outlet, and the resources to fill it, and if we had that kind of access we...
 
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