Hunted: The Demon's Forge Interview
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VGD: Can you talk me through the mindset that took you from spoofing the role-playing genre to Hunted, which seems to be much less ironic?
Findley: We'd been involved with, I'd been involved with serious RPGs my whole life. So that was really us just feeling cheeky, but on this it was like '˜OK, let's get back to the classic stuff that we like to do'. And then also with this particular one, we really looked at the Unreal Engine. Well, first we said let's do a product that the engine does exactly what it's supposed to do, so that we can spend 100 per cent of our time on the graphic fidelity and the gameplay.
That's what this is about. Because if you try to use the Unreal Engine to make a certain kind of game if you want to make a car racing game out of it, good luck! You can do it but it's not really set for that. But for this kind of third-person experience, it's perfect. So right off the bat we got to start in a place where we could focus on the important things.
Graphically it shows, I think, and hopefully you get a sense of our thinking things through, what we're doing from a gameplay philosophy perspective, that we've been able to focus on just those things. So it was really getting back to our roots.