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Also at Ten Ton Hammer, an interview with Auto Assault producer, Steve Snow.TTH: It's a tiresome thing to keep bringing up, but for those of us anxiously awaiting Auto Assault's ship date: could you briefly tell us why Net Devil pushed the game's release back to spring 2006?
Steve Snow: "What making a really good game is polish. It's really hard to do; it's really hard to look at this thing that you've basically poured three years of your life into and say, 'You know what? This thing I thought was good? It's not, it sucks. Then you have to shop it around, all the denial- it takes time. It's a completely different thing to write fun down on a piece of paper so that someone on your team can make something that's fun. It's almost impossible. It's like shooting a movie scene- saying you're going to catch the best sunset ever- and it rains. That's not your fault, it just happens. Scott and everyone's decision to slip AA; it's probably the best thing we could've done. All those things that we were always like 'this could be a little bit better' - well, we got a chance to take a look at them..."
"The art team sat down and spent some time evaluating how the environment is put together and a better way to bring out the visuals, and everything like that, and they did a great job. You can look at the design team in and of themselves... we jettisoned all the intros, all that's gone away now and we try to make the user experience a lot easier to get into. If you're not a vehicle-oriented guy, if you haven't played a game that's very vehicle-centric, the control scheme used to be a little archaic, a little tough to get into. And we've addressed a lot of this already. That's basically why we slipped the game." More... | Source: Ten Ton Hammer |
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