Salutations!
Nov 12, 2008 // Shana
Hey, guys,
Looks like Morgan’s too lame to keep up with this thing, so I guess it’s time for me to pop in and introduce myself. I’m Shana T Bryant, Associate Producer on Dark Void. I’m ex-Midway and ex-EA SPORTS’ and just landed at Capcom this year. For fun trivia, I also happen to be the only person in Capcom PD without a y-chromosome (i.e., I’m female).
Nice to meet y’all.
So to establish my gamer cred with the gaming community at large, let me list what’s currently on my playlist:
Note: I wanted to include pix in sort of a name-that-game sorta vibe, but something about advertising competitor titles on our site didn’t sit well. So instead, I present…
Fun With Anagrams!’
dlowr fo ogo
eadd scape
aaasiecltnv droer of cecelias
on roem oehers
iiw tif
Dark Void
You can now test your gaming cred by identifying the 6 games above (shouldn’t be too hard).
Oh, what? That last one’s not scrambled. Oh, well, that’s cuz that last one’s Dark Void. I expect you all already know that one.
So what’s been going on in the Void, you ask? Tons.
Now what’s been going on that can I talk about? Now, that’s a different question altogether. ^_~
Hmm, well, for starters, we’re teaming with some BIG talent on the game’s musical composition. “Who?” you ask. All in due time. Let’s just say he’s no stranger to fantastic voyages and their mechanized denizens.
We’re also working with one of the best dev teams on the planet – Airtight Games, whom I’m sure you remember from Crimson Skies fame? Perfect for a game about a guy with a jetpack.
So as Morgan mentioned, the E3 demo showed off a rather linear progression and segmented gameplay (i.e. here’s the shooting part, here’s the vertical combat part, here’s the flying part, rinse and repeat). It was great for showing off the gameplay features, but it doesn’t truly show off the game. We’re still finalizing our level design and art assets, and a good portion of the stuff we’re working on includes integration of those features (on-foot, vertical cover, and flight) into a single, cohesive experience.
What do I mean by this?
Well, do you want to run and gun your way through alien hordes? Done.
Want to duck behind cover to engage the enemy in a more tactical experience? Also done.
Maybe jet up the side of some cliff face and take the high ground in the fight? Sure, done.
How about highjack a UFO and run air raids? Hmm…done.
We want to give players the freedom to choose (not open world freedom, mind you), but it is possible to come into an area and easily find half a dozen ways to play through a battle. I think that’s pretty darn cool.
I personally prefer the run-and-gun with just a touch of jetpack, which kinda looks something like this:

Incidentally, the dudes over at GamePro stopped by the studio just last month for an exclusive peek at the game. If you want to see what they saw, check out the January issue of GamePro (hitting December 1) for more screens and more DV-coolness. /marketing_plug
So that’s it!
I know this was more style than substance, but what did you expect? It’s an introduction!
Alright, alright…let me see if I can dig up something else cool to accompany this post…

Here we have our protagonist Will. Will’s got the helmet, he’s got the jetpack, and he’s got weapons out the wazoo, but he is not just another faceless hero. Much to the contrary, we wanted a face to go with all that gear. Will’s just a regular joe who, when thrust into extraordinary circumstance, became himself extraordinary.
Well, anyhow, I’ll be posting cool stuff here from time to time, so check back soon for all the darkness your void can handle.
Peace.
-=Shana=-
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