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  Thank You And Guys, I Love You!! - A SWERY Interview
by Brandon Sheffield [Audio, Design, Production, Interview]
13 comments Share on Twitter Share on Facebook RSS
 
 
June 21, 2010 Article Start Previous Page 3 of 3
 

The combat sequences can be frustrating at times -- I've advised everyone I know to play the game on easy. Did you do much playtesting of the controls?

SWERY: As I said previously, the combat part was the last thing we implemented in the game, even though we did a lot of playtesting.



I reckon that the control is a little bit different from what you have in the current TPS or FPS, but for the game, it works as it is I think.

And as you see, York is more an indoor guy, that's why he can't move faster.

I hope this is not too offensive, but the game struck me as having very forward-thinking world design and character/writing, but being a bit regressive in terms of mechanics and UI design. What would you say to that?

SWERY: The game system was considered many years ago, that's why it may feel a little bit archaic, for this, I can't help it I think.

As for the UI design (including its inconvenient aspect), I wanted the users to feel the atmosphere of the countryside, or maybe a metaphor where good old fashioned countryside is where you find good old fashioned game design.

But, if all the users only felt stressed when playing the game, it's something that I will have to rethink next time.

There are a lot of little extra details in Deadly Premonition, like the ability to shave, or change your suit, or fish. These obviously take a lot of time -- how did you manage to find the resources to implement all these small systems? Why do you feel they are important?

SWERY: For this game, there are three "real" elements that I felt were really important. Real time, real scale, and real life.

I can say with confidence that these three points are something that I can't overlook when making a game and have to be fulfilled to some extent.

Actually, I was considering having the hair grow, and the character putting on or losing weight. Meeting these requirements would have your character a perfect avatar and not just Agent York, and that's what I was aiming for with these features.

How did we manage to implement all these small systems? I would say it's our love to this game that allowed us to do it.

I want to also note that these details make the leaderboards hilarious.

SWERY: That's very good to hear. I am grateful that people have played so much Deadly Premonition.

There are so many interesting and silly events you can make happen in this game -- like being on an "important time-sensitive mission" and then going inside a building, taking a nap for several hours, shaving, and eating a raw onion. How and why did you decide to implement this freedom for the player?

SWERY: Do you remember the character Harry in his wheelchair? He said that what's important is not speed but timing.

That's exactly what I tried to recreate. I wanted the player to play according to his own timing and see the results of his actions. So the timing and when to play is really up to the player.

This game doesn't have multiple endings but I still wanted the player to feel that the story is progressing because of the choices he or she made.

Can you talk about your inspiration for Zach?

SWERY: Agent York arrives in Greenvale to solve a murder case. But, the player lives this scene from his living room in front of the TV.

To fill this gap, I needed something to create the illusion, without turning the character into an avatar, that the user was the main character. Actually, it was a really painful process, but eventually it was a simple response to the question "how to transfer a feeling?" When I saw the response, it was when Zach was born.

Lastly, what, to you, makes a good mystery? How do you like to see that mystery unfold?

SWERY: A good mystery is one in which would be fully satisfied with the explanation at the end.

To put it simply, a book or movie can trick you or make it so you can't see what's coming next but it can't be with a deceitful purpose.

For me, deceiving the player or audience on purpose is just like cheating. As entertainment, this honesty is something fundamental that you can't just dismiss.

Then, as to how a good mystery should unfold, I personally think that you need identify with the protagonists.

It's something that is the same whether you are playing a game, watching a movie or reading a book. It's is an important experience in life. And when it's over, I really like when it leaves something in your heart.

Thank you and guys, I love you!!

 
Article Start Previous Page 3 of 3
 
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Comments

Ujn Hunter
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Amazing game! Thanks for the interview!

Lech Lozny
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SWERY rocks! Deadly Premonition is easily the most fun I've had with a video game in close to a decade.



I played the game on normal, without collecting any special weapons or cars, and had a blast. I never found the map disorienting, or combat frustrating. Driving around the country side, and learning the layout of the town was all part of the charm. My only complaint is about the region locking of the disc, but that's a bone to pick with Ignition and/or Marvelous.

brandon sheffield
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one thing I didn't want to press him on is the GPS thing - if you look in the cars from the 3rd person view, there's *definitely* a screen in each of them that really looks like a GPS unit...

Xander Markham
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Great interview - I wish this game would come out on Wii or PC so I could play it! What is it with Japanese developers adding a number after their name these days though, first Suda 51 and now SWERY 65...

David Riley
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Did he really just evade the Twin Peaks question? Did he really act like "oh, well I couldn't say FOR SERIOUS that it was inspired by Twin Peaks even though half the scenes/locations in are direct homages/ripoffs"

brandon sheffield
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yeahhhhhhhhhh he totally dodged it but it was clear I wasn't going to get any more out of him.

Carlos Mijares
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I really liked Deadly Premonition, despite its flaws (cheap difficulty curve by just increasing an enemy's health, combat pacing, dull enemies).



I enjoyed being able to see what every suspect did throughout the day, where they lived, what their routine was, etc. That's one thing I always hold against open-world games from Rockstar, which I otherwise like: They never let you see the main characters outside of the main missions, so it feels like they're not really part of the world outside the story missions, where most of the player's time is usually spent. Makes the open city and story missions feel disconnected.



I hope we get a sequel, which should maybe involve a different setting and characters, where these flaws can be addressed and its strengths improved. I don't see a Western studio making a weird game like this anyway.

Tomiko Gun
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@David

Who cares? Anyone who gives a crap about Twin Peaks and played this game already knows that. Next time let's ask every game with Space Marines about their homage to Warhammer 40K, and every platformer about the inspiration that they emphatically had with Mario.

brandon sheffield
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Tomiko - it's pretty relevant actually, since the team actually had to change in-game models to be less like Twin Peaks, when you look at the first trailer versus the final game. The Twin Peaks comparison definitely had a huge impact on development, even if only from that aspect.

Shay Pierce
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Wow, reading this was amazingly similar to reading an interview with the creator of a good game.

brandon sheffield
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because it is one.

Lik Chan
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One of the best games of 2010. LOVED IT! Thank you SWERY!

Daniel Boutros
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DP had the most interesting lead character I've experienced in two decades + of games playing. While the 'gameplay' portion is a bit rough, it still manages to have a charm. Love the hell out of it. Myself and the lady were pretty sad when it ended. First time I gave a shit about the characters in a game since I was in my teens and thought FF7 actually had a good story.


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