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Summer of Arcade 2011 Trivia
Autor: Marcin Pawłowski   
21.08.2011.


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Bastion

1. Bastion contains nearly 3,000 lines of voiceover narration, the vast majority of which was recorded in a coat closet in a small New York City apartment.
2. Bastion is the first title by Supergiant Games, a seven-person team based out of the living room of a house in San Jose, California.
3. The musical score in Bastion was created by Supergiant Games' audio director, Darren Korb. He started working on the score early in development as the tone and themes of the game took shape.
4. The idea of the world forming up around the player first came from the design goal of providing players with a sense of direction in a gameworld without forcing them to rely on a map.
5. Several members of Supergiant Games met while working together on the Command & Conquer franchise for Electronic Arts. One of the only things Bastion borrows from real-time strategy games is its isometric camera perspective.
6. The Shrine system used to raise game difficulty in exchange for greater rewards was originally planned to be a "Bestiary" that involved researching specific creatures.
7. Bastion's narrator is voiced by Logan Cunningham, an actor who's a childhood friend of Supergiant audio director Darren Korb and studio director Amir Rao. This is Logan's first performance in a video game.
8. Bastion's writer and creative director Greg Kasavin worked for more than a decade in the gaming press. He served as editor-in-chief of the popular web site GameSpot for a number of years until he left in 2007 to pursue his childhood dream of making games.
9. The title "Bastion" was first associated with the project from its earliest stages back in September 2009 when Supergiant Games first formed.
10. Before art director Jen Zee joined the studio and gave Bastion its look, early low-fidelity prototypes of the game used artwork scanned from the pages of old pen-and-paper role-playing game rulebooks.

From Dust

1. The language you hear the tribes speaking in From Dust is a mix of Swahili and Malay languages.
2. The Volcano sounds in the game have been recorded from real, active volcanoes.
3. The Eyjafjöll eruption in 2010 had a serious, but positive impact on From Dust, since it allowed us to hold a meeting with the editorial management who couldn’t leave Paris due to ash cloud. During this meeting an important decision to show the game at GDC and E3 was made.
4. From Dust was not intended to be a god game at the very beginning but more a RTS game.
5. Trekking on erupting volcanoes has been a major influence for Eric Chahi to create From Dust.
6. From Dust received the Best strategy game Award from games critics.
7. The wild environments were inspired by Socotra Island.
8. The game includes some exotic species, it is possible to create water from nothing: putting a fire tree and a water tree close to each other into the game.
9. The games controls were designed from the very beginning to be used with a pad.
10. The musical approach in From Dust is very unique, in that it is played by the tribes and villages directly from inside the game.

Insanely Twisted Shadow Planet

1. ITSP was conceived by Michel Gagne and Joe Olson over Thai food at a Seattle restaurant in October 2006.
2. ITSP's cinematics feature orchestral music by black metal gods, Dimmu Borgir.
3. 37 pieces of concept art by Michel Gagne are hidden within the game.
4. The cinematics and several of the animation assets in the game were created with the Animo software which Michel Gagne helped design in the 90’s, and which was used to create Brad Bird's The Iron Giant.
5. ITSP's art style spawned from a series of interstitials Michel Gagne created in 2005 called, Insanely Twisted Shadow Puppets, which were shown on Nickelodeon on Halloween 2005.
6. Michel Gagne purposely did not look at or play any games during the production of ITSP in order to stay free of influences. The last game he remembers playing was the first version of Doom in 1993.
7. ITSP runs at 60fps for smooth HD graphics and controls.
8. ITSP has no load times due to Fuelcell's proprietary streaming tech.
9. ITSP's sound designer Andrew Scott also created the sounds for the original interstitials.
10. Over 1,000 tacos were consumed by the developers over the course of the development of ITSP.

Fruit Ninja Kinect

1. The development team’s best pomegranate score is 86 hits.
2. There are over 300 fruit facts in the game.
3. The original idea for Fruit Ninja came from watching a late night infomercial for knives.
4. During development we tested the game with people ranging in age from 2 years old to 63!
5. Before the leaderboards worked, we would send each other photos of ourselves standing next to our high scores.
6. We found the ninja for our debut trailer on an Australian kids’ cooking show.
7. Almost 1 billion pieces of fruit are sliced by Fruit Ninja players every day!
8. Sensei is hiding on the leaderboard screen but most people will never see him.
9. Each piece of fruit is made up of approximately 1000 polygons.
10. You can slice fruit with your feet if you have the coordination!


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