Entrevista a FREE RADICAL (Time Splitters)

Extractos interesantes de la entrevista de cube.ign con Free Radical, me han abierto el apetito, con esta entrevista han conseguido convencerme para que compre su juego ;-) .

IGNcube: Let's start from the top. We want the juicy history behind Free Radical. Which members of the company were formerly at Rare? Why did you leave? When and exactly how did Free Radical begin?

Free Radical: The five founders (David Doak, Steve Ellis, Karl Hilton, Graeme Norgate, Lee Ray) formerly worked at the new East Midlands Microsoft Offices. Planning Free Radical began when Steve and I (Dave) left Rare at the end of 1998. The company was up and running in April 1999. We left because we felt we'd accomplished everything we felt we could at Rare ? we were keen to create our own successful development studio.

IGNcube: David Doak, Steve Ellis, and Karl Hilton -- These are names we know. Could you tell us what your former responsibilities were at Rare, and any other companies you've worked at for that matter?

Free Radical: Steve Ellis, Programmer, (once worked for Toys'R'Us); Karl Hilton, Artist; David Doak, Designer/Programmer, (used to be a Research Scientist).

IGNcube: How many people work at Free Radical, and are there any other notable companies in others' history?

Free Radical: Approaching 50 people now. Previous employers include Psygnosis (now SCEE), Codemasters, Eurocom, Gremlin (now Infogrames), Climax.

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IGNcube: At what point was the decision made to bring it to GameCube?

Free Radical: We always wanted to put TS2 on GameCube -- Nintendo platforms are, after all, our spiritual home, but we didn't get access to hardware until very late in 2001.


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IGNcube: Okay, so you guys had a huge part in designing the N64 classics GoldenEye and Perfect Dark. There's no shame in bringing those same ideas into the next-generation. In fact, we're thrilled to see it. Tell us about the parodies, the design choices, and general styles that are clearly influenced by the two shooters. A few times we found ourselves asking, "Is this legal?"

Free Radical: The most obvious GE007 homage is the opening Siberian level in TS2. Many people wanted to compare the original TimeSplitters to Goldeneye. Since people were clearly going to make the same comparisons for TS2 ? we thought it would be helpful to give them a useful benchmark to work from. Although, (and I'm even getting sick of hearing myself say this), the TS2 dam is very different to the one in GE007 ? try actually comparing them side by side ? not just by referring to some rose-tinted memory.

We were very keen to recapture some of the tempo and feel of GE007 in the Story game in TS2. It's hard to define exactly, but the repetitive shooting and moving gameplay in GE007 had a very satisfying rhythm and flow to it. I think we've managed to capture some of that 'now classic' feel.

IGNcube: Having said that, would you consider this a semi-sequel to those games, even if not directly related by franchise? Is that what you're aiming for?

Free Radical: The TimeSplitters series clearly builds on the experiences we had working on GE007 and PD. However, you should be reminded that only the 5 Free Radical founders worked on PD (4 on GE007). At its peak the TS2 team was 30 people ? they all brought their own visions and skills to the project.

IGNcube: How much time did you spend tweaking the control, and what are you most proud of in that area? TS2 is very smooth.

Free Radical: The basic controls are an evolution from TS1. There wasn't a particular time set aside for tweaking we just tuned things as we went along. I think the main thing with a console FPS is to have a few solid defaults and comprehensive options for customization so that players can create a personal setting which they can save.

IGNcube: On that subject, which controller between GameCube, PS2, and Xbox do you prefer to play TS2 on? Explain why. Be honest. Our readers have only hung a few men for badmouthing Nintendo's console.

Free Radical: At last E3 we spent some time doing back-to-back demos across all three versions. The consensus opinion was that the best controller was the one that you'd just got used to! Although having said that I think that players won't find much problem adjusting between versions.

Each controller has its own good and bad points:

PS2 has plenty of buttons and a good symmetrical layout. But the sensitivity on the analogs can be poor.

Xbox has great build quality and nice meaty shoulder triggers but some quirky button layout (black / white) which is inconsistent between revs - the original controller was also quite annoyingly bulky.

The GameCube controller has a lovely ergonomic feel (it just seems to have grown onto your hands) with good analog sensitivity. The travel and click on the triggers is nice but it can feel a little loose for a shooter. I have no idea what the thinking behind the Z button was ? it is quite unsatisfying to press. More symmetry would have been nice, the GameCube controller seems to have inherited left handedness from the N64. Other than minor grumbles about thumb slippage on the left analog (especially during critical Monkey Ball maneuvers!) it is a good all rounder and definitely the most comfy between the mitts.

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para leer esta entrevista completa ... : http://cube.ign.com/articles/374/374211p1.html

PD: Esta gente es de la buena, Nintenderos hasta la medula XD.
Escrito originalmente por Skullkid

PD: Esta gente es de la buena, Nintenderos hasta la medula XD.

Psché, recuerdo que en cierta entrevista para una publicación de PS2 decían poco más o menos que PS2 era la mejor máquina... :-| dejémoslo en que les gusta venderse bien.
Ya le vale a Nintendo por no pasarles un kit de linkaje para LAN. No se si existe pero considerando que PSO lo permite...
Escrito originalmente por ourumov
No se si existe pero considerando que PSO lo permite...
Ah si? pues es la primera notica que tengo :-?

De todas formas, existiendo un adaptador de red para GCN como existe, no se porque muchos juegos no permiten multijugador linkando varias consolas :(
Yo lo he dicho basándome en el hecho que en el E3 el PSO se demostró mediante LANs de GCs conectadas entre sí.
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