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I know this was Tiburon, but Henry
Hatsworth was this really nice experiment in letting a small team break out
within the large studio structure. It came into fruition from a critical
perspective, but I guess it wasn't a tremendous success.
I was wondering if there's a way, in your vision, to make that kind
of thing align more successful both critically and commercially, and if you
think that's a valuable kind of way working.
NE:
Yeah. I think there are lots of different experiments going on. One
of the things that I think is impressive about Visceral is we've got a tech
base that is so strong that we can prototype and make experiments with
relatively small teams and get a sense of what the offering is ultimately going
to be.
I said earlier that when
Jonathan and his team prototyped Dante's
Inferno, with a small amount of spend, and a very quick period, we really
felt that we had something strong.
That gave us the kind of confidence to
support it financially, and bring resources to bear, that the infrastructure
was there to support something that was innovative and creative. And the
ultimate result is a really strong product 25 months later.
We're always going to make
experiments, and some work out more commercially and some work out more
critically than others. For studios like Visceral, and DICE, and BioWare, and
EALA, and some of the big studios, I think it's incumbent upon us to pick the
AAA winners, make sure that they've got the support they need to be successful.
And the way I view the
studio, everyone at the studio works for the executive producer, including me
-- because they're the ones spearheading the effort to bring something to
market [in] a very competitive marketplace.
That leads into two questions, but the first I want to talk about is
your technology internally. Do you guys focus entirely on your own internal
engine technology, primarily?
NE:
Yeah. There's some off-the-shelf tech we use, obviously, including
art packages like Maya. But what we've been investing in the technology here
that has now shipped probably six products -- the six last games out of
Visceral have been on this engine, including Dead Space.
No toolset or pipeline is
perfect. We're constantly working on it. Every time we finish a game, there's a
lot of work to do to kind of bring that into our main line, but this is our
engine, and I believe it's a competitive advantage. Other studios are adopting
it inside of EA, and using it to create the kind of experiences that they sort
of own the franchises they own.
I think the Visceral engine
and Frostbite, which is what we create Battlefield
under, are two engines that really starting to get a lot of play. I believe
they're competitive advantages to the label, and to the company.

Dante's Inferno
You talked just a moment ago also about the strong competition in
the genre, and you guys are bookended by some of the strongest competition in
the genre has seen. Obviously, Bayonetta
came out recently, and that game is excellent.
NE:
Yup.
And God of War III is soon
to follow you guys out of the gate.
NE:
Yup.
How do you feel about the landscape?
NE:
Well, you can spend a lot of time worrying what
other people are doing, what our competitors are doing, or you can accept that
it's going to happen, sort of work around them a bit, and spend a majority of
your time and energy just building what you have as best as you can. I think I
would probably fall into the latter camp.
That's not to say we're
unaware of what's happening, because we knew Bayonetta was coming and we knew God of War obviously was going to be launching in the quarter, but,
you know, we felt like we've got an opportunity to stand out in a crowd.
We've got some strong
innovation. We're at the 60 hertz frame rate, and I think that's very
meaningful for this space. We've got a really interesting world in terms of the
Dante's Inferno and the whole hell
concept.
Ultimately, the
market will decide what they think of it, but we feel pretty confident that
it's going to be a strong offering. We're in this for the long haul, but the
company feels very supportive of Visceral Games going forward. We think we've
found sort of the right methodology in which to develop games. We've got
technology. We've got some great concepts. You know, we feel like we're here to
stay. It's kind of the long haul that really matters.
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I liked the menu in the demo, it really set a tone for a great adventure, and Dante's story.
However, when I was dropped into the game, I could double jump.
Now, I don't mind that, as long as it's explained.
After I got death's scythe, I could understand that.
But not as a regular man.
I also felt like the first "room" was just that. A "room" where mindless enemies stream out of the buildings in Jerusalem. And then a crappy looking ship crashed into the perfectly square room for no reason.
Another failure of consistency was the part after Dante gets home to see it in ruins, and finds Beatrice dead in the garden/cemetary. That was a really effective -cut scene-. I was ready to chase after her into the woods.
When I was dropped back in, I was in the cemetary like before, but now the Devil May Cry walls of "kill all these baddies" were up, ruining the immediacy and just suspending my disbelief.
Sorry, from what I've seen it's a God of War clone with poor team cohesion.
It does make be sad to say that.
The menu, like I said, gave a really different vibe than the actual game. (I guess I was hoping for something dark and scary, like Demon's Souls.)
As for Visceral's approach, while I agree that any developer should be looking at what's going on in their medium, the phrase "We have a really high respect for the the top ten games in all the categories, especially the action category" gives me pause for thought. Top ten by critical reception or sales performance? And shouldn't an innovative studio be looking beyond the top ten for inspiration?
I would also have liked him to indicate what "strong innovation" Dante's Inferno brings to the table. The only concrete thing he could say about Dante's was that it runs at 60hz. Running at 60fps doesn't mean a game can beat competition. Big Rigs runs at well over 100fps.
What I would like to see is more genuine innovation from Visceral. Dead Space was truly innovative with it's UI and dismemberment, and while these are pretty "safe" chances to take, it is still progress. I struggle to see many parallels between that and their latest title.
The 60 FPS thing is really relevant, though, in this genre, so I understand why he's proud of it. Particularly as it's hard to push through production and get buy-in on, in my understanding.
And I have the same exact reactions to the "top ten" comment. For some reason it didn't stick out at me when he said it, but when I was editing the piece...
Well, I was referring to the "Distinct Vision" that the game clearly lacks.
It's all over the place, you can see the failure for the separate teams to communicate.
I totally get what he's saying about "edgy end of the spectrum" though, because looking at the concept videos early on I was disturbed to see how far a developer would go to establish the extremity of a concept. Clearly, they are exploring the idea of Hell, which has every reason to be the 'edgiest' place for innovation, and the imagery depicts that they've done that well. Game play is a lot more than visual impact though and the visceral side of innovation is when the player starts cold-sweating to a raised heart rate from being suspended in constant anticipation. If players are picking out fourth-wall discrepancies, such as 60FPS and double-jumping, then I'd say the play testers are all too happy to be on the tester credits when an honest rant about GoW fever has gone wanting.
/nod
And I was honestly REALLY trying to get into it.
The whole concept is cool, just the ham fisting that happens more often than not is really pretty bad.