N'Gai Croal
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Aug 19, 2008 09:38 AM
After the results of the Game Critics Awards were announced two weeks ago, we reached out to several winners for their reactions and some updates about their games in progress. In the portable category, Resistance: Retribution won the award for Best Handheld Game. We emailed some questions to John Garvin, director of development at Sony Bend. Here's what he wrote back:
Resistance: Retribution was up against some distinguished franchises in Castlevania, Chrono Trigger and Puzzle Quest, not to mention a cult favorite in Rhythm Heaven. Did you expect to win?
I did expect to win, actually, mostly because our two previous Syphon PSP games had won so many awards, and we had not shown a game at E3 since The Omega Strain. All those DS franchises are great, but we're pretty unique, I think, in that what we attempt to do, against all odds, and maybe against common sense even, is to create a full-blown AAA console "character action" experience on a handheld. To me, the console experience is all about production values, variety of gameplay, length of game, and just the depth of the experience. It means spending the money on detail, using full, SAG acted voice, high quality rendered sequences; it means having a full size team of engineers working on a large variety of gameplay features so the designers can mix it up each level; it means a schedule with enough time in it to polish everything. Other handhelds tend to go for a more "mini game" experience that can be done with smaller teams, less time, less money.
What do you make of the fact that all of your fellow nominees were on DS, and none on PSP?
I attribute our ability to build this kind of game to Sony's dedication and support for the PSP. As a first party developer, our goal is to showcase what the PSP can do. Sony also makes "handheld style" games like Patapon and Loco Roco, but our studio's job is to push [PlayStation founder Ken] Kutaragi's original vision for the platform: creating games for a console in your hand. Resistance: Retribution could not be done on the DS, just like Dark Mirror and Logan's Shadow could not have been done on the DS. So to get back to your question, I think critics respond to Resistance: Retribution because it is a unique experience on the handheld, something that can't be done on the others--and our game shows a commitment to quality with high production values and polished gameplay.
Describe the aiming/camera system for Resistance: Retribution, and explain the process by which you arrived at it.
To read the rest of John Garvin's responses, click on the link below.
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