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  A Distinct Vision: Nick Earl And Visceral Games
by Christian Nutt [Business/Marketing, Design, Production, Interview]
10 comments Share on Twitter Share on Facebook RSS
 
 
February 22, 2010 Article Start Previous Page 4 of 4
 

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.

 
Article Start Previous Page 4 of 4
 
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Comments

Wolf Wozniak
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"A Distinct Vision" to make a game worthy of pity.

Wolf Wozniak
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Alright, alright, I'll be honest.

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.)

Stephen Pick
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Did you read the article? This isn't the place for your armchair critique of the Dante's Inferno demo or its main menu.



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.

Christian Nutt
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@Stephen, Yeah, If I have one regret about the interview it's not pressing on what innovations he sees Dante's Inferno as pushing, since based on my playtime with the game (about an hour, so hardly the whole thing) they weren't apparent.



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...

Ted Brown
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I've worked on several console games that started out as "60 FPS OR DIE", but dialed back to 30 when it was clear 60 wasn't going to happen with the design and/or art plan intact. So I have to vouch for the accomplishment of an HD title shipping at 60 FPS. I'd make an educated guess that many design and artistic decisions had to be ... er... sacrificed at the altar of framerate. (speaking of Dante) But with that knowledge intact, they're able to build on it, and possibly extend the engine to bring back some of the design and art that got chopped.

Wolf Wozniak
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@Stephen

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.

Dave Smith
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whats with all the Dante's Inferno/Visceral articles? that game really wasnt interesting enought to merit all this attention.

Brian Yu
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After finishing Dante, this game really doesnt bring anything new to the table. It doesnt surpass GoW1 in anyway or bring new things to the table like Bayonetta. It is like the designers on the team are so fixated on replicate everything in old GoWs. Furthermore, this game features one of the most annoying and cheap final boss I have played in the last couple year.

Aaron Green
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It appears that the "top ten" comment is merely a benchmark of excellence. It's fair enough to shoot at something like this from the hip, but after reading Gamasutra article "Better to be Sexy than Worthy" by Tadhg Kelly (11/27/09), I can't help but feel that Dante's Inferno, along with Earl's vision, is the kind of 'worthy' thinking that suggests they're not on an innovative wave length.



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.

Wolf Wozniak
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"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.


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