Exclusive interview: Red Dead Revolver
We catch up with the game's producer to find out why Rockstar's western-shooter will be worth the wait
It's been years in the making, it's been overseen by two different publishers but, in just over a month, Rockstar's third-person western shooter is finally due to hit PS2 and Xbox. To find out just why the game will be worth the wait, we caught up with the game's producer, Rockstar San Diego's Stewart Spilkin...
When did development start on the original Capcom version of the game?
Around the turn of the century! No, seriously, it's hard to pin down because we made several prototypes for Capcom that were not westerns before we decided to go west.
"Despite having worked on the game for several years, I can still get lost in it and even discover new ways to play"
How near to completion was development of the game when Rockstar picked it up?
Some aspects of the game, like various characters and levels were complete, but a lot of fundamental elements had to be revamped.
In what ways does the Rockstar version of the game differ to what it would have been had the game remained with Capcom?
The story was rewritten, the audio and cinematics were redone, and the cameras, controls, AI, multiplayer, unlockables, weapon tunings, combo system and special moves were revamped to make Red Dead Revolver a Rockstar game.
Why do feel that there have been so few western-based games before?
Because people were afraid to take the risk. The Old West has great atmosphere, style and story possibilities but there's no magic like in a fantasy and there's no plasma cannons, grenade launchers and other hi-tech stuff - so the gameplay has to be great. That's exactly what we've done, and no one has really seen anything like it.
What is it about westerns that appeals to you - and why do they make good source material for a game?
The same reason why westerns make great movies and so many science-fiction stories and games are just westerns in disguise. The combination of lawlessness, making choices about what and who are important, vast open spaces and tiny outposts of humanity, people looking to make their fortunes and others looking to forget their past.
The PS2 version of the game looks superb - how have you managed to attain visuals that are so close to those of the Xbox version?
Hard work. Our artists treat everything like a piece of art that has to stand on its own. They go over every texture and object by hand and paint in the lighting, shadow and atmosphere.
How did you come up with the generous array of weapons?
Weapons were a vital part of people's everyday lives back then, so there is an incredible variety of handmade and factory-made weaponry available at the time. The weapons back then had a sense of style and artistry that is gone today and yet they had to be just as lethal.
Which ones are your favourites?
Well, you can't go wrong with a shotgun and the 'Lion' is the deadliest we have in the game. Shadow Wolf's bow is great fun, especially when you are using fire arrows, but the most satisfying in the end is the classic six-shooter, especially when you finish the game the first time and earn the Scorpion Revolver.
Tell us about the different animals you can ride in the game... Is there a difference between the way in which, say, a horse and a bison will behave when you ride them?
Well, the horse is faster and more manoeuvrable. When you are on a bison or bull, you feel more out-of-control and it's a little harder to target but it's much easier to run people down.
Can you tell us about the special abilities that each of the six characters have?
I'll let you discover most of them on your own but Shadow Wolf's fire arrow and General Diego's artillery-marker flare rifle are two of my faves.
How does the gameplay differ between the different levels and characters?
Every level was hand-built with nothing re-used from level to level, so each is a unique experience. There are lots of straight-up gunfights, there are sniper duels, protection missions, destruction missions, interceptions, one-on-one boss battles, cooperative combat, duelling contests, bounty hunting and more
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Tell us about some of the upgrades and bonus items you can buy/unlock.
Well, for example, most of the weapons can be upgraded. You can upgrade your health and Dead Eye power, buy thrown weapons (like fire bottles, poison bottles, Bowie knives and dynamite), unlock over 40 different multiplayer characters, access over a dozen multiplayer levels and open up info in a journal packed with artwork and biographical information on the characters, story and weapons.
The control system is quite interesting in that the controls differ depending on whether your gun is holstered or not - how did you come up with this system and why do you think it works?
We did it for two reasons: first to give more options to the player on how they interact with the environment. Second, we found that what people want to do when they are in the heat of combat is a little different than what they want to do when their guns are holstered. Ultimately, it allowed us to add some additional gameplay elements that we couldn't have otherwise.
How big a part does the storyline play?
A huge part. It puts the actions of the player characters in a context that allows them to have deeper, more emotional experience than just mashing a button until the credits play. Just like the music, the graphics and the sound effects, it creates a different world that players can lose themselves in.
What aspects of the game give it depth and replay value?
We give the player so many options on how they want to fight - close-up, long distance, using cover, using Dead Eye, duelling. It's easy to just get in there and shoot people but it takes time to master the various techniques we offer the player. Add to that the hundreds of unlockables and the multiplayer modes and I think people are going to be very happy with the amount of gameplay they get.
What's your personal favourite aspect of Red Dead Revolver?
The fact that, despite having worked on the game for several years, I can still fire it up, get lost in it and even discover new ways to play and have fun.
Red Dead Revolver will be released for PS2 and Xbox on 28 May
Quelle: gamesradar