Loke
Tank
- Joined
- Jul 18, 2003
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More.
Dayum! I'm so pumped for this.
IGN UK: When I first saw the demo of MotorStorm at E3 '05 I never thought you'd manage to get close to it with the actual game, yet you have…
Martin Kenwright: I don't think anyone thought we could do it! But I've been in the industry for 20 years and nothing we included in the trailer was implausible, which is why I always knew it was possible. Besides, if there's something in the trailer that isn't in this game you can bet it will be in the next one! As for last E3, it was almost like the best and the worst for us. We were killing ourselves to create a great demo, especially after setting the benchmark so high the year before and, for technical reasons, the week before, we missed the deadline for the [Sony pre-E3] presentation. We hold our hands up for that. But we got it on the show floor and the irony was the excitement went from zero to hero - when everyone saw it they thought it was great.
We thought let's do something we enjoy, to create something memorable and make a game the likes of which people had never seen before. That was the whole ethos behind MotorStorm, to create the superlatives: the best, the biggest, the widest and the deepest. We wanted to create tracks that were on top of giant mesas two miles up, but also in the mud at the bottom of the deepest canyons.
The way the team has pulled the game together in the last six months is incredible - it's better than Liverpool's comeback in Istanbul [when the Reds came back from 3-0 down to beat AC Milan on penalties in the 2005 Champions' League Final]. But at the end of the day we've tried our best to create the best we can so now's it's up to the marketplace.
[...]
IGN UK: Do you think MotorStorm has set the bar for other developers to match, especially because you managed to create a game that looked exactly like the early demos? That Killzone trailer look pretty special but…
Martin Kenwright: There are some world class developers out there and there are some great technologies that are in development - because we're already working on some of them. In the next few years I think you're going to see an amazing change in terms of plausibility and believability, with amazing technologies introduced, incredible examples of cause and effect, brilliant AI… Within five to ten years will be competing directly with the movie industry in terms of visual fidelity, except we'll have the edge because our medium is interactive. I think games like Killzone will start setting the bar for what is possible.
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