indyjones2131 said:
1.)What does the magazine say for 2010 in the timeline on the bottom of the page? Anything about next gen?
2.) Any new gameplay elements revealed?
3.) Is the bloom that bad because of the flash on your camera or is that really how this game looks?
I do have to say (maybe its just the small size) that some of these screens look better...
Also, I LOVE seeing the whip wrapped around that guys leg! Reminds me of the 2006 vid.
1) It's just tattle about what could be next in the Indy universe. It says "What does the future hold? A new movie rather not, but certainly new games."
2) Nope.
3) The camera and the scanner only gave the screenshots more contrast but the bloom is the way the screenshots really look.
Bad screenshots always look good in smaller versions.
I tried to translate the interview with the A2M lead designer Stephane Brochu. Sorry for possible bad grammar and typos, for english is not my mother language:
Q: Your studio already dealt with license products. Is the new game something different nevertheless?
A: Yes and no. Actually it's not that different to other licenses, on the other hand this license is so huge! I mean, even my mother knows Indy! When you are working on such a big thing you know it and you feel it. Everyone in the team feels that way and everyone is very proud being able to work on this game.
Q: There certainly is a big pressure working with this big name. Are you aware of that every day or are you trying to push that aside?
A: You are aware of it, sure. But you try to forget about it. In the end every game you are working on is an important one. Otherwise it's certainly great that people talk about our game and are anticipating it.
Q: How is LucasArts involved?
A: We are working together very closely concerning all aspects of the game. From the storyline to the design of the game. The most important thing for everyone is to give the player the feeling of being in a brand new Indy movie. Thus it was very important to have the people on board that know the movies the best. In our opinion it's the odds and ends that matter. They way Indy would say something, the clothing or situations where the quality determines whether the player gets kicked out of the movie-illusion or is very enthused. And it is important to us, that our game becomes part of the great Indiana-Jones-myth. That's why we are working together with the specialists at LucasArts as close as possible.
Q: Have you invited the whole team to long Indy-nights in the cinema or where there meetings at home or was none of that necessary? How was the exposure to the films?
A: We did both. The whole team saw the new film together in the cinema and argued about it afterwards. Many of the team members watched the films at home again, some of them maybe for the hundredth time. But we also watched all of the films here at the office and regularly we are watching certain scenes to assure we did everything the right way.
Q: What is the biggest difficulty making this game?
A: Certainly what also is the most satisfying: giving people who are playing it the constant Indy-cinema-feeling. When we are satisfied with one scene, got the right tone and the right pace this really brings happiness.
Q: How long did you work on the development of the the Wii controls until you where satisfied?
A: Let me say it this way: It was fairly the first thing we did after the contract was signed. The controls where our top priority until we where top satisfied.
Q: What's your favorite Indy movie?
A: That's a hard question, because I like them all. But if I had to decide, it would be the first, because 'Raiders of the lost Ark' started everything.
Q: Have you met one of the three big makers (Spielberg, Lucas, Ford) personally during hitherto development?
A: No, unfortunately not. But we heard George Lucas looked at the game and had much fun with it.
(tocksic: NOOOOOOOOOOOOO! ) Needless to say that we were very pleased about that.