May 26, 2006
We Were Superb
I know, I know, I said a couple of days for the Brain Training thing but I just haven't gotten around to it¹.
Anyway, happened upon a brief mention of Jedi Starfighter over at Wired today. I missed this column when it came out, but it popped up in my RSS today and I was pleased to see one of my games mentioned as being a great Star Wars experience.
JSF didn't do tremendously well in the marketplace; it didn't sell nearly as well as the original, which became a Greatest Hit on the PS2 and a Platinum Hit on the Xbox, leading to a long life of sales via the 'long tail'.
Despite the relatively weak sales, I was very proud of our accomplishments in JSF: we improved performance by a factor of 2 to support lots more ships and huge capital ships, we introduced some great new gameplay elements (a tug of war mission by John Drake, a missile command mission by Rich Davis), a couple of big boss battles (Doug Modie, Troy Mashburn, and Rich again), cool new uses of the wingman feature, and a multi-mission arc involving the theft and reconstruction of an enormous space cannon (just about everyone was in on that -- so I'll additionally mention John Feil and Quentin Westcott). Plus we added the Force Powers and additional weapons and all that under Tim Longo's overall design direction -- it was a sequel of which I'm very proud.
I could go on and on about the successes of the team, which was composed probably of 50% new folks and delivered in under 9 months. You should check out the MobyGames page, everyone made great contributions. (A couple more: Lynne's contributions as art lead were great, Rebecca Perez saved our bacon and delivered stunning animations to boot -- plus a whole bunch of extras that late-night contributors like Ryan Hood put together, Greg Land was great at keeping design on track and bringing home the performance and memory savings at the end of the project, god, there's too many to count.)
So, Brain Training, this weekend, really.
¹I'm actually glad I haven't, since I played it all week and have a lot more thoughts than I had last weekend. Anyway².
²Sorry, Nartz, no footnote links -- if this doesn't fit in a single browser window you should stop reading on your cell phone.
May 19, 2006
Administrivia: Podcast & Next Post
So, a couple of things:
1. Welcome to any folks who browsed here from Evil Avatar. A few nights ago I was interviewed by Phil Kollar/Kefkataran for their weekly "Evil Avatar Radio" podcast with my reactions to E³. That was a fun experience and maybe I'll do it again some day -- thanks Phil.
2. Yes, I have a new post coming, which has some of my thoughts about the appeal of Brain Age. I haven't been "playing"¹ that long, really, but I've already formed some early opinions that may be worth sharing. I'm hoping to get to it this evening.
¹I'll admit that in the context of games generally, Brain Age as an experience isn't really play, per se. (back)