
A portion of a Joystiq interview with Treyarch’s Jeremy Luyties, design director…
J: The gold standard for movie video games is still GoldenEye, and that wasn’t because it looked like the film, but because of the gameplay. Do you guys feel pressure to live up to that?
JL: Well, there’s two ways to look at it. One way is to see it as pressure, and the other way is to look at it like… what other video game could you ever work on that people have been playing for more than 10 years, and use that to learn from? I think it’s a huge advantage.
Is the pressure there? Sure. That’s cool. I mean, we’re very influenced by GoldenEye, and we’re also very thankful that a game like that came out that we can learn from. You’ll see a lot of little homages in the game, like when you bring up the map, you’ll see your hand come up, almost like the watch in GoldenEye. There are a lot of little hidden things like that in the game. They’re like little messages from us as a developer, saying “Thank you guys for creating such a great game. Here’s our respectful take on that experience.” What a huge opportunity.
Full interview here
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