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How Does It Feel? Needless to say, everyone who worked on Centipede 3D grew stronger as game developers from the experience. I know that I’ve come to understand a lot about balancing game difficulty and the importance of an up-to-date design document in a project of this size. Leaping Lizard Software has since moved all its console development in-house, and its current project has simultaneous development on multiple platforms working painlessly. Remakes themselves are tricky propositions, especially of much-loved pieces of art. Often it means that people are expecting you to screw it up and to have defiled a classic in the process. But when remakes work out well, they can take the strength of the original work and add to it their own interpretation. Think of the Jimi Hendrix Experience covering "Like a Rolling Stone"or "Day Tripper;" great songs before, great songs after (though very different in each rendition). Whether or not Centipede 3D succeeded in its aspirations to rework a classic into a fun, new experience is not something I can judge fairly from my perspective, though its development was a very stimulating creative endeavor. But of course, I never did see the new Psycho.
Richard Rouse III was Lead Designer and AI Programmer on Centipede 3D for both the PC and Playstation. Before that, he created the games Damage Incorporated and Odyssey - The Legend of Nemesis under the Paranoid Productions banner. Since working at Leaping Lizard Software, Richard has moved on to Surreal Software, where he is glad to be working on neither a remake nor a sequel. Feedback and other musings are encouraged at paranoid@panix.com. |
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