We've kept the same eerie vibe and moments of panic as with the original. It's a real blast with two players in co-op or a more nervy-paced narrative with single-player. What do you think are the key elements behind Alien Breed's continuing popularity?Īt it's heart, the game is an arcade-style shooter with atmosphere. We've released titles on both XBLA and PSN before, so we know our way around the libraries - nothing was a huge surprise really. We've used Unreal3 for the new game, which we've had a fair bit of experience on, so that made development reasonably fair. In general, what's it like to work with PSN and Xbox Live? Was the Other than myself being around, that's pretty much it for the old guard, but it was a very small team back in 1991, whereas around 30 people have contributed to the new game. Rico Holmes (original art & design on the Amiga edition) took part in the early pre-production and Allister Brimble has re-mastered a new edition of the original score. Is anyone from the original team involved in the project at all?
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