![]() Of course, seeing Resogun mentioned from several sides as the best launch game for PS4 … well, that we didn’t expect, actually. So we weren’t afraid it was going to suck. We had a very good feel of their reaction when the game was announced and playable at Gamescom, and even internally we couldn’t get some people to stop playing. HM: To be honest, we were confident people would like it. How tense was the studio on launch day to see the reactions from players and fans? GC: Resogun is a hit with both critics and consumers alike, which must make you all pretty happy. It was cool making a game without the pressure of taking away features to make it run as intended. When it came down to deciding the platform, we realized our vision would reach full expression only on PS4. HM: Resogun started as a platform-agnostic concept. GC: Was creating a launch title for the PlayStation 4 always the plan, or were you approached by Sony with this opportunity? We’ll be able to squeeze more out of it in the long run, but for now, we’re happy with the performances we achieved. PS4 is a very powerful, very straightforward machine. Despite having just the basic documentation, they didn’t have to get mad trying to reverse engineer the hardware. HM: Our tech team was very happy working with PS4. GC: What was it like developing a launch game for a brand new console, especially compared to working on the PlayStation 3 prior? The game is built out of voxels, and the environment is entirely destructible. ![]() The player needs to save humans, prevent them from being abducted, defend himself from enemy waves, keep the multiplier up, manage correctly weapons and power-ups …. The peculiar shape of the level allows for some interesting mechanics, like micromanaging things on all sides trying to not get killed while at it. HM: Resogun is a twin-stick shooter on a cylinder. GC: For those unfamiliar with Resogun, can you provide an overview of the game? We learned some things from our past games, and we are trying to keep them in mind when we are working on something new. As for developing the game itself, I think it’s been more of a natural direction for us to follow. The fact that Resogun has been available at launch to PS Plus subscribers is a direct consequence of that. HM: They helped us establish a close cooperation with Sony. GC: How did working on successful PlayStation 3 titles like Super Stardust HD and Dead Nation help prepare the studio for the PS4 and Resogun? If you want a more personal answer, at the penny arcades, I was really into Bionic Commando, Strider, Ninja Spirit, and pretty much anything else with ninjas in it. We try to keep that immediacy alive today, making sure key aspects of the experience - like super responsive controls - are nailed down to perfection. I think it shows in the games we make now. HM: We have more than 50 employees, so the answer is gonna be really different according to whom you ask, but in general I think we all share an interest and respect for old arcade games where gameplay is central. GC: What games have inspired you and your team growing up? After that, we published other hit games such as Dead Nation, Outland, Super Stardust Delta, and of course Resogun. That was the beginning of our current cycle. Housemarque reached popularity on Amiga at first and then again with the release of Super Stardust HD for PlayStation 3. We’ve been developing for a lot of platforms, including a few weird ones like Nokia N-Gage or the Gizmondo. We went through different developing cycles, and in our catalog you can find even point-and-click adventures and sports games. ![]() The guys previously owned two companies called Terramarque and Bloodhouse, so … well, you can guess how the name Housemarque came up. We were founded in 1995 by Ilari Kuittinen and Harri Tikkanen. Housemarque: Housemarque is the oldest Finnish game company. Who is Housemarque, and how were you founded? Gamer Crash: For those who may not be familiar with your studio, if you wouldn’t mind, please give us a rundown. I really appreciate it guys and I wish you all continued success moving forward. I’d like to take a minute to thank both of them for taking the time out of their busy day to talk to me.
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