Tag Archives: N64

Super Smash Bros (Nintendo 64)

Developer(s) – HAL Laboratory

Publisher(s) – Nintendo

Director(s) – Masahiro Sakurai

Producer(s) – Hiroaki Suga, Satoru Iwata, Kenji Miki & Shigeru Miyamoto

PEGI – 7

 

Released in 1999, following a long and lucrative development cycle, Super Smash Bros went on to become one of the most beloved games on the Nintendo 64 selling the best part of 5 million copies after other fighting games old poorly on the system and later spawned into one of the company’s flagship franchises that today acts as one of Nintendo’s biggest system-selling series’ upon release. However, the original game had far more humble origins and as such, started out as an idea that would later be built upon to an astronomical extent. It’s a very enjoyable game considered a classic by many Nintendo fans.

 

Graphics – 7/10

The game takes place among various different stages based on beloved Nintendo franchises such as Donkey Kong, Super Mario, Star Fox, and The Legend of Zelda. Namely, with some of the lesser-known franchises at the time, which were EarthBound, F-Zero, and Metroid, it’s impressive how the developers envisioned how these series’ would look in 3D despite the lack of source material at the time compared to the more well-known Nintendo series’ that was much more established, but besides which, every stage and every character looked brilliant for the time and hardware available, and it was all complete with the iconic opening cinematic that has since become synonymous with the franchise. 

 

Gameplay – 7/10

Super Smash Bros was the fighting game that every Nintendo fan growing had long dreamed up since the game was ever created, featuring a selection of some of Nintendo’s most beloved characters hashing out with fists, iconic weapons, and other weapons or objects that can be used to the player’s advantage. In terms of the core gameplay, there was a great deal to keep players coming back for more, and continuing to do so even over 30 years on. Although the variety in gameplay would be improved upon massively (with it actually being shocking how few unlockables there are in the original game compared to future entries in the series), the first game offers more than enough incentive to last for hours upon hours. 

 

Controls – 9/10

For a completely new franchise, the game’s control scheme works out well enough. There are only a few minor nitpicks I have about it such as the need to use the C-buttons for things like jumping, whereas later entries in the series would go on to improve on this. It’s kind of like the transition between Goldeneye and Perfect Dark in that respect, which is part of the reason why I ended up enjoying later Super Smash Bros games far more than the first, but for the most part, the controls are fine. 

 

Originality – 7/10

What made this game as original as it is is not the general concept of including Nintendo characters in a fighting game, because at the time it seemed like an obvious idea that Nintendo had astonishingly not undertaken themselves before Masahiro Sakurai showed them the initial demo he had worked on in secret. But what made this game truly stand out among other fighting titles is the way in which it plays out; not with health meters that need to be depleted, but rather a health meter that needs to be racked up to a high enough percentage that the opposition can be knocked out of the stage itself. It was a really unique idea and it’s a system that has been adopted and modified by several other developers throughout the years. It would’ve been more influential if original ideas like the final smash moves were implemented (which wouldn’t be until Super Smash Bros Brawl), but on its own merits, it turned a niche gaming genre on the Nintendo 64 into a beloved one. 

 

Happii

Overall, the original Super Smash Bros has remained, and always will remain, a classic game with a lot to play for. Other Smash Bros games would come along and blow this game out of the water in my opinion, but the original game was certainly a more than adequate starting point. 

Score

30/60

7/10 (Good)

Scouse Gamer 88 Mario Golf Header

Mario Golf (Nintendo 64)

Developer(s) – Camelot Software Planning

Publisher(s) – Nintendo

Director(s) – Haruki Kodera (N64)

Producer(s) – Shinji Hatano, Hiroyuki Takahashi, Shugo Takahashi & Hidetoshi Endo

PEGI – 3

 

Released back in 1999, with a separate port finding its way onto the Game Boy Colour. Mario Golf was met with an overwhelmingly positive response on release and would then go on to spawn a whole new series in the Super Mario franchise, garnishing even more critical and commercial acclaim. A vast majority of spin-off Super Mario series’ historically start as well as what could be expected, such as Mario Kart, Luigi’s Mansion, and Captain Toad: Treasure Tracker. There are some, however, that in my opinion, started off with evident flaws, but then later go on to have games developed that are far better than the original. Super Smash Bros. is probably the best example of this, but the way I see it, Mario Golf under Camelot started the same way as well.

 

Graphics – 6/10

The visuals of the game, as what any fan of the series would’ve come to expect at the time, fit in well with the tableau of the Super Mario mythos; the courses are extremely reminiscent of parts of the Mushroom Kingdom as seen in previous Mario titles, and the developers did relatively well to diversify each tournament’s settings in that respect. When comparing it on a technical level to previous Super Mario games ported to the Nintendo 64, players will find that the level of detail is also on par with many of them; arguably even better than some too. The biggest problem I had with this game, in terms of both graphics and gameplay, is the character roster. Of course, you have classic Mario characters, such as Mario himself, Luigi, Donkey Kong Peach, and Bowser among others, but as well as that, there are also a lot of generic characters included alongside them, like Plum, Harry, Sonny, and Charlie; the majority of which have never been seen in a Mario game again, and for good reason.

 

Gameplay – 6/10

The game has several different modes to choose from, such as playing 18-hole tournaments, speed golf, ring shot, and the head-to-head mode that pits you against other characters to unlock. The game has a lot to offer in terms of variety, but with the get-character mode, it’s a mixed bag due to how equally exciting and boring it can feel to unlock certain characters. It’s also not the most accessible game in terms of difficulty too. I remember playing this game when I was growing up, and even unlocking Luigi seemed like an endurance test; and I still find it to be the case now, even after playing other games in the series. 

 

Controls – 7/10

Probably the worst thing about this game, however, is its control scheme. The heads-up display is not self-explanatory like it is with future Mario golf games; the putting system is unnecessarily complicated, as it becomes almost impossible to determine how much power should be put behind the ball. There were many other 3D golf games even back then that had much better control schemes attached to them, and although this would be improved in later entries, it didn’t start out well in my opinion. 

 

Originality – 6/10

Although this is one of those games that was probably dreamt up by many Nintendo kids before it was even conceived, it does fairly well to keep things unique on its own merits with its diverse settings for different tournaments (again, something which would be improved on further. Again, the thing holding it back most in terms of originality is having so many unoriginal characters included in addition, which by Nintendo’s standards, were profound to me, even at the time. There were so many other characters they could’ve included at this point that it just baffled me to know that they chose to go with Camelot’s idea of including so many generic ones instead. 

 

Niiutral

Overall, Mario Golf is not the best entry in the series; not by a longshot. And later, a plethora of improvements would be made with the likes of Mario Golf: Toadstool Tour and Mario Golf: World Tour. The upcoming Mario Golf: Super Rush also seems set to break new ground with its story mode and additional challenges attached to it, but in terms of the Nintendo 64 game, the developers could’ve done better. 

Score

25/40

6/10 (Average)

Scouse Gamer 88 Goldeneye 007 Header

Goldeneye 007 (Nintendo 64)

Developer(s) – Rare

Publisher(s) – Nintendo

Director(s) – Martin Hollis

Producer(s) – Martin Hollis

ELSPA – 15+

 

Developed by Rare to coincide with the Bond film of the same name starring Pierce Brosnan, and created by a core team of nine people, Goldeneye 007 was received as being on the best games on the system, helping to establish a lot of the standards associated with 3D first-person shooters along with the likes of Quake and Duke Nukem 3D. Although I personally prefer Rare’s spiritual successor Perfect Dark for a number of reasons, there’s no denying that the original Goldeneye is and forever will be a Nintendo 64 classic; certainly one of the best games on the system and probably one of the best first-person shooters of all time. 

 

Graphics – 8.5/10

The game is set across the same locations the film is set in, albeit with a few unique ones added in for good measure, as well as the multiplayer arenas. The graphics for Goldeneye, namely facial textures, have become a meme over the Internet in comparison to today’s graphics, but the fact of the matter is that these visuals were revolutionary at the time, with intricately designed levels that keep faithful to the original film as well as branch out to give players an entirely unique experience at the same time. 

 

Gameplay – 9/10

A traditional 3D first-person shooter, the player is reliant on a range of firearms in order to shoot through hordes of enemies to progress, but it is also objection-based with players having to carry out specific tasks to complete each scenario, which was relatively unique for a game of its kind back then. Doom had features similar to this, but not the same scale. The multiplayer mode has also become insanely popular with gamers over the years with the facility to choose from a range of different Bonds and Bond villains from other Bond films as well as Goldeneye; indeed the character of Oddjob had become synonymous with gaming in general since. It’s a licensed game that not only uses the license but celebrates it in wonderfully extravagant ways. 

 

Controls – 7/10

The biggest problem I had with the game was the controls. Players must rely on the c buttons in order to move the character as opposed to the analog stick, which caused confusion for me at the time and can potentially cause confusion for players looking to try it out for the first time, as FPS games have evolved greatly since the release of this game. It’s an even bigger problem for me, especially when comparing it to Perfect Dark, which posthumously solved this problem by having the analog stick be the means to move around, but that being said, it doesn’t make the game unplayable by any stretch of the imagination. 

 

Lifespan – 7/10

To complete Goldeneye 007 to 100% will take around 20 hours, which for a linear FPS is excellent, especially when comparing it to other games of the genre that would go on to last considerably less time like Halo 4. But beyond that, the multilayer model has provided unlimited playtime to many, many fans of the game over almost 25 years so players looking for a long time will want for nothing where this title is concerned. 

 

Storyline – 8/10

The game simply retells the events of the film, whereby James Bond is tasked with stopping a Russian crime syndicate from recovering and using the secret Goldeneye weapons program. In terms of storytelling in video games, the plot of the film is as well relayed as what could’ve been expected at the time, with much of the film’s dialogue being used and all of the main character’s purposes and personalities intact. In the unique campaign levels, there are certain moments that also add to the overall story in addition, so things are kept relatively fresh in this respect to help it.

 

Originality – 9/10

Speaking of uniqueness, at the time this game was like a breath of fresh air for gamers playing on the Nintendo 64, who at this point would’ve been more used to 3D platforming adventures and quirky racing games. Goldeneye, along with many other future releases on the system like Turok, Jet Force Gemini, or Mortal Kombat 4, would provide players with a multitude of different Gameplay experiences on the system that deviated away from the kind of game that Nintendo would develop internally. The game itself would also go on to become of the most influential games in the genre in addition, with many developers citing it as a major influence on future games. 

 

Happii

Overall, Goldeneye 007 is definitely one of the best first-person shooting games of all time; it’s enjoyable to play, still stands out from many other FPS titles, and as fans patiently wait for the remaster that this game deserves, revisiting this classic still holds up. To this day regardless. 

Score

48.5/60

8/10 (Very Good)

Resident Evil 2 (PC, PlayStation, Nintendo 64, Dreamcast & GameCube)

Developer(s) – Capcom

Publisher(s) – Capcom

Director(s) – Hideki Kamiya

Producer(s) – Shinji Mikami

PEGI – 18

Released in 1998 has generated more revenue than most Hollywood movies at the time, Resident Evil 2 is a continuation of the story of the original with new characters, new setting, and new dangers to overcome besides the zombies littering the mansion on the borders of Raccoon City. For various different reasons, I found the second game, whilst suffering from a few of the same problems as the first, to be a decisive improvement on its predecessor in a number of respects. 

 

Graphics – 9/10

The most notable improvement of which, in my opinion, is in terms of its visual quality, with the player no longer being confined to a single mansion on the outskirts of Raccoon City, but rather in the heart of Raccoon City itself. Locations range from the ruins of Raccoon City streets to the Raccoon Police Department to research facilities and it was a welcome change of scenery at the time that made the franchise a lot more diverse. The quality of the zombie sprites was also a lot more varied than in the original game with different outfits for zombies, zombie policemen, and even female zombies too. There were visible improvements in both the technical and conceptual aspects of the game, which were pleasant to see. 

 

Gameplay – 8/10

In terms of gameplay, it plays out pretty much like an extension to the first game with a couple of added mechanics thrown in for good measure. Like in the first game, there are two scenarios to play through with two different characters, so it almost felt like two different games at the time, especially as it came on two discs.  It also presents more of a challenge in the respect that it has new kinds of puzzles and new enemies to fight that require different strategies to take down, as well as a greater number of boss fights, which would later become a staple of the series. 

 

Controls – 7/10

The game’s control scheme, as such, is also the same as it was in the first game, and therefore, it suffers from very much the same issues as it did in the first game, with movement feeling very stiff and clunky, seemingly needlessly when compared to other games on the system. There had been some minor adjustments made, but enough for the game to deviate away further enough from the problems that came with the first game. The whole formula would go on to be improved with games like Onimusha, but overall, it didn’t make the game unplayable. 

 

Lifespan – 7/10

The game can be made to last the same amount of time as the first game; 15 hours give or take. That’s to play through both scenarios on both discs. There are a few more side quests in comparison to the original game, but overall, it lasts as long as Resident Evil. As a fan of the Onimusha series, I can’t help but think what the game would’ve been like if Capcom had implemented the same kind of ideas they with Onimusha 2 in comparison with the original Onimusha; how even more varied gameplay would’ve been and what different kinds of events could have been made to happen as a result. 

 

Storyline – 7/10

The story takes place around 2 months after the events of the original Resident Evil. It follows the journeys of Leon Kennedy, a STARS officer on his day with the department, and Claire Redfield, the brother of the previous games’ main protagonist Chris Redfield, whom she has come to Raccoon City to try and track down. The two soon become embroiled in a zombie outbreak across Raccoon City and they set out on a journey to discover the source of the outbreak. The quality of the story is much better than in the original game, with a better script and even better voice acting to a certain extent. It still comes across as somewhat corny and cliche at times, but it was certainly an improvement on the quality of writing that the first game had to offer. I’ve yet to come across many bigger memes in gaming than the whole Jill Sandwich thing; thankfully there’s nothing quite as laughable in this game as that. 

 

Originality – 7/10

A common problem I encounter with survival horror sequels is that when the same threat is included as in the original game, it seems far less scary when the player knows what they’re up against. But in Resident Evil 2, there is a new threat added to keep things diverse, which has become another staple within the series. The second game introduces players to the Lickers and other eldritch abominations that spawn from the new G-virus that acts as the main threat of the game, which at the time did relatively well to keep things fresh in comparison to the first game. The zombies didn’t seem as scary anymore, even at the time, but encountering a Licker for the first time most definitely instilled fear in me back in the day. 

 

Happii

Overall, Resident Evil 2 made some very definitive improvements over the original game in almost every respect. I recommend it far more than I do than the first game as even taking the recent remaster into account, the original experience still holds up to this day. 

Score

46/60

7.5/10 (Good)

Scouse Gamer 88 Maximo Header

Maximo: Ghosts to Glory (PlayStation 2)

Developer(s) – Capcom Digital Studios

Publisher(s) – Capcom 

Designer(s) – David Stiller, Scott Rodgers & William Anderson

Producer(s) – Mark Rodgers

ELSPA – 11+

 

Originally intended for release on the Nintendo 64 and eventually ported to the PlayStation 2 back in 2002, Maximo was released to huge critical acclaim, received well by not only the current generation at the time, but also by many old school gamers, as what the developers intended. Drawing inspiration from the Ghosts ‘N Goblins franchise, the aim was to bring the classic style of challenging gameplay to the sixth generation and provide players with a much more stern challenge than what they would’ve been used to at the time. Personally, though I have a few gripes with the game, especially as I don’t think it’s aged as well as other games on the system, I say as a prerequisite that I spent a lot of time playing this game when it was released and for good reason. Overall, it’s one of those Capcom franchises that has sadly been neglected in recent generations along with Breath of Fire and Viewtiful Joe. 

 

Graphics – 7/10

The game takes place in a world partly inspired by Ghosts ‘N Goblins, but the inclusion of other more varied landscapes such as marshes, ice worlds, and even hell itself, makes it do well to stand out from its spiritual predecessor, as well as from many other games of the time. The biggest issue I have with it, however, is as the game was intended originally for release on fifth-generation hardware, it is quite evident that that was the case. Some of the textures in the game are inconsistent with what players would’ve been used to even at this relatively early period within the sixth generation, and it makes the game look even more outdated today as a result. The cutscenes throughout do relatively well to try and supplement that, however, and there were other games released on the PlayStation 2, later on, that looked even more outdated than this, including Malice

 

Gameplay – 8/10

The aspect in which this game truly stands out, however, is in the gameplay. A linear 3D action-adventure platformer, it plays out very much like a 3D version of Ghosts ‘N Goblins with players having to rely on quick wits, revision of enemy attack patterns, and conservation of resources in order to stay alive and grow stronger over time. There is a multitude of abilities to acquire throughout the game as well as power-ups providing perks such as invisibility and elemental sword augmentations. For a game that emphasizes challenge so much, however, it’s remarkable how easy the boss fights are overall. The only exception to that being the game’s end boss, which can feel incredibly tense throughout. 

 

Controls – 10/10

Mercifully, there are no issues with the controls in a game which relies on precise platforming and we’ll-timed attacks to get by. It’s actually quite impressive how well-handled they are for a game that perpetuated such a new idea at the time as if the developers understood what it meant to include the best of the sixth generation as well as the sense of challenge that came with the best games of the kind during the third and fourth generations. 

 

Lifespan – 6/10

As a linear game, Maximo can be made to last about 5 hours, which is okay, but not great, even for a game of the time. In a generation where twenty-plus-hour platformers were being developed on the PlayStation 2 like Jak & Daxter and Ratchet & Clank, this game pales in comparison in terms of lifespan. Though you can appreciate the developers were in a time crunch to get it out as soon as possible since It had been in development hell to an extent, I couldn’t help but think what kind of a game it would’ve been given more time spent on it. 

 

Storyline – 7/10

The story of the game is quite basic, with a few distinct elements thrown in for good measure. It involves a knight named Maximo who resolves to free his love interest, Sophia, from the evil King Achille. At the start, Achille kills Maximo, who is in turn revived by the Grim Reaper, who delegates him the task of stopping Achille from raising the dead to build his army. The Grim Reaper is easily the best character in the game, as he provides the most personality out of any other character by a country mile; similar to how the Genie is the best character in Aladdin. There is a nice twist at the end, which will throw players for a loop, as it did to me, but the developers definitely put more stock in the gameplay, as developers should always do in my opinion. 

 

Originality – 7/10

This game was like a breath of fresh air for many gamers at the time, old and new. It provides a stern challenge for third and fourth-generation veterans alike and still provides a stern challenge for the most part to this day. It’s certainly a must-have for fans of games made on the same ilk in recent years like Dark Souls, Cuphead, and others, but it provides a very different kind of challenge in another respect which, as at the time of its release, can be appreciated by gamers of all different generations. 

 

Happii

In summation, Maximo: Ghosts to Glory is a gaming experience that, whilst may not hold up in terms of visual quality, definitely holds up in terms of gameplay. I recommend it to any player who may be looking for a new kind of challenge that whilst stern, is still not entirely inaccessible. 

Score

45/60

7.5/10 (Good)

The Twelve Tales of Chris Seavor Part I: Early Life

Full Article Here

Disclaimer: This interview contains some strong language. Anyone who is offended by such content is advised against reading this interview.

 

The fifth generation of gaming is one of the most beloved periods in the medium, with consoles such as the Nintendo 64, the original PlayStation, and the Sega Dreamcast going on to become among the most popular and well-received platforms in the history of video games. However, come the end of the fifth generation, as the transition to the sixth was being made, among the last games published by Nintendo for the Nintendo 64 was Conker’s Bad Fur Day; a game which garnished critical acclaim upon release and has since gone on to become a favorite among fans of the console.

I was lucky enough to have an interview this week with the lead programmer of the game; Chris Seavor. Chris joined Rare back in 1994, where he was tasked with developing for the Killer Instinct series initially; he then went on to not only work on many Rare games on the programming side of things but also voice many characters created by Rare, such as Spinal from Killer Instinct, Gruntilda of Banjo Kazooie and Banjo Tooie, and of course several characters in Conker’s Bad Fur Day, including Conker himself.

After having left Rare in 2011, he most recently established Gory Details Ltd with former Rare collaborator Shawn Pile, and together have developed both Parashoot Stan and a dark adventure game named The Unlikely Legend of Rusty Pup, and as of this writing, there is also a new game in development from Gory Details, said to be a twin-stick dungeon-bash title. I had a lot of questions for Chris concerning his early life, his time at Rare, the development of Conker’s Bad Fur Day, as well as the ultimately canceled sequel, and of course, his work at Gory Details Ltd and what gamers can expect from their new project. Here’s our in-depth interview: The Twelve Tales of Chris Seavor:

 

Where did your passion for video games originate from?

Playing them as a kid… That and board games…. A friend had been bought Dungeons and Dragons for Christmas (the pink edition which I still have) and he couldn’t understand it so he gave it to me… It was a revelation. This is where my love of ‘game mechanics’ came from which then evolved into video games when I had access to a BBC Micro and eventually the eponymous Spectrum 48K.

 

What games would you play as a child and how would they go on to influence you as a developer?

Ironically the first game I ever bought was Knightlore. I got it from a mate for half price. 5 quid I think. My favorite game from childhood though is RebelStar Raiders which was a turn-based squad game where you had to infiltrate a base on the Moon. Still holds up. Obviously, Ultimate games were in there, but also John Ritman’s variants on the genre like Head Over Heals, which brilliantly introduced a second character to add a cooperative element to the puzzle solving. Quite groundbreaking. The list is huge though; Elite, Paradroid, Out of the Shadows, The Hobbit, Lords of Midnight, Bards Tale, Chuckie Egg, Monty Mole, etc. Oddly though, I never really liked Manic Miner or Jet Set Willy as I found them too difficult. What a scrub eh?

 

What consoles did you own early on?

None. I was at college when the NES and SNES and Mega Drive came out, so had little money and was too busy drinking and dossing around on the beach (I was at college in Cornwall for 4 years, then Bournemouth for 1). Games kinda left my life for a long time…… Next device I bought after my C64 was a SNES whilst working at Rare just to play Zelda and DKC, so yeah!

 

What is your earliest memory of game design?

I would design whole RPG systems for tabletop gaming. My 2 favorite systems were MERPS and Warhammer Fantasy RPG. MERPS for its crazy crit tables (and the lore) and WHRPG for the gothic world-building. Loved em to bits. I stole from both. I also wrote a Fighting Fantasy novel, but only got as far as about 100 entries before losing track. Those things are hecka-complex to write.

 

Were there any development companies you aspired to work with before you went to work with Rare?

Psygnosis. I didn’t know who Rare were, to be honest… Psygnosis were in Liverpool as well, so I could stay with the parents and save some cash. Lazy fucker I was. I had an interview with a few; EA, Psygnosis, and Rare included. Not sure what happened with Pysg, but EA offered a job eventually but I’d already started at Rare and liked it. Mainly because I’d made some friends and to be honest, that’s always the most stressful part of starting out somewhere new: being alone. The job turned out okay too 😉

 

Where there any other careers you attempted to pursue before going into games design and game voice-over work?

Not attempted, but I’d always planned to go into the film industry. My actual skill set was 3D graphics (a career path very much in its infancy in ‘93, unlike now) so film / TV seemed a natural fit. Games I never considered and in the end just sort of fell into it with a chance conversation with a long time friend Ady Smith (Rare, Eidos). Ironically Ady is teaching game stuff down at my old college in Cornwall now.

 

What was your upbringing like? Did your parents have any positive or negative reaction to your enjoyment of games, or was there even an element of that during your childhood?

I’d have to say it was pretty negative when I was 13 -15. I always like to remind my Mum of a comment she made once after I spent a whole day playing The Hobbit on the big TV.. ‘You’ll never make any money playing games all day…. It’s not a proper job’. She’s right about one thing though… It’s not a ‘proper job’, thank the maker!

 

Did any facet of your childhood go on to influence you as a developer, similar to how traveling through the forests of Kyoto inspired Shigeru Miyamoto to create The Legend of Zelda?

Not directly. I’ve always loved the cinema experience and would watch every movie I could… I guess that helped in later life. I read a lot of Horror and SciFi, not so much fantasies apart from Prof T the bulk of it back then was, to be blunt: Shit. I read a lot of Fantasy today though, the grim, dark stuff. It’s so much better nowadays.

 

What was it like for you to experience the medium of gaming taking off back in the 70s and 80s?

It just was… You don’t really know you’re IN something when it’s happening around you… Like DKC or the N64 period at Rare. It was just a job, and you were hoping your game would sell more than the other Barns did. Only now looking back do you realize the fondness people have for that time, and the games we’d made as a company… It’s kinda weird as I don’t think of it in those terms.

 

Was the aspiration to become an actor or voice-over artist from an early age as well, or was that something that manifested later on?

Nope. I’m not a voice actor, I’m a 3d Artist / Game Designer. The voice work was a time saver and for practical issues. It seems to be its own thing now in games, with big names getting involved… Fair enough I suppose, but I think it’s a waste of money. Keanu Reeves is a great guy by all accounts but he can’t act for shit. Spend the money on some unknowns who need the break instead…
To be honest, I think the influx of big Hollywood names into the games industry is largely down to the egos of the Production Managers, Execs, and Bosses… It’s the only chance these people will ever get to hang out with the Stars!! Also, BAFTA can try and inject their dull game awards ceremony with a bit of glitz and glamour… Game development has little glitz, even less glamour. And then of course there are Mr. Keighley’s Game Awards… I mean, really? I rest my case, your honor. Here’s the proof it’s a bullshit waste of money .. Name me one person who bought Cyberpunk 2077 because Keanu Reeves was in it? You found one?? They’re a fucking liar.

 

Who were your inspirations where your voice acting was concerned?

Again, no one really. I just did some silly voices based on accents and the range of my voice. Conker’s voice came pretty easily, in fact, I think I just did it instinctively the first time Robin and I were in the studio.

 

Were there any teachers you had at school who would have a lasting impression on you where your career was concerned?

Absolutely not, Fuck those idiots.

 

My teachers tried to tell me that the best years of my life would be my school years, but I disagree with them; my best years have been everything that came afterward. But did you enjoy school when you were a kid?

Absolutely not. Fuck those idiots even more… School was shit. Sadists and morons. I fucking hated it with a vengeance. Imagine trying to encourage 14-year-old lads to enjoy reading then dumping Jane Austin’s Mansfield Park in their lap. WTF!? Stephen King, Tolkien, Sven Hassel first… THEN Jane Austin, in later life, when you have enough life experience to relish in its satire.

 

What was the best piece of advice you were given as a child?

That kind of thing only happens in YA fiction… I never much paid any attention to adults as a kid. I think I became aware of how flawed they all were at a very young age. The one bit of advice I do remember was from my Nan: ‘Christ lad, don’t get old…’

 

Rare had been renowned for their sense of humor with hidden jokes and Easter eggs in their games and Conker was no different. But where did your sense of humor stem from early on?

I wasn’t particularly funny as a kid. In fact, I was and still am almost terminally shy. I still find it stressful to group up with people in games and be expected to have a conversation, even in chat. (except when I’m shouting abuse 😉 I think my humor stems from looking at life’s absurdity and just laughing at it all. People can be so fucking dumb, so finding comedy gold in the actions and words of others is a never-ending resource. I’m a pessimist and a cynic. That’s where my humor comes from I think….. Plus I’m a bit weird and apparently lacking intact (although I am usually told this after the fact…)

 

Part II: Rare

The Twelve Tales of Chris Seavor Part II: Rare

Full article here

Disclaimer: This interview contains some strong language. Anyone who is offended by such content is advised against reading this interview.

How did the opportunity to work for Rare first come about?

Shared petrol money and a day out from Uni. I just turned up and they offered me a job. That’s it really. What was your first day at Rare like and what were you tasked with working on initially? It was fine… I was pretty nervous but that went very quickly…. I shared a room with Kev Bayliss, and we got on fine. Still do (which is amazing for me 😉 ) My first job was to sketch out and start building the environment for Sabrewulf in Killer Instinct.

 

In terms of working on the Killer Instinct series, what are you most proud of?

Killer Gold I reckon… Just because it was my first experience with actual polygons in a game, rather than pre-rendered. A whole other kettle of fish. I had to convert my original Nurbs Models from KI2 to work in the new engine. First game out from Rare with actual live 3D models… Quite proud of that. And they look okay I reckon, particularly Spinal’s Slave Galley…. (Early nods to Sea of Thieves there ;)) joke.

 

Did you ever come up with any ideas for any additional characters for Killer Instinct or Diddy Kong Racing?

I did a couple of characters for Killer Instinct 2 (arcade) which were not used. Fully modeled one of them, a Vampire Prince with long white hair. Even did a set of animations. I wish I still had the frames but nope… All gone.

 

How rewarding was it seeing your work come to fruition with the release of a game at Rare?

Best thing ever… Really, everyone should try it.

 

Are there any interesting stories about how the voice of Spinal first came about?

Same as Grunty really.. Scream and Cackle. I’m a one-note pony when it comes to baddies.

 

The concept for Gruntilda’s voice, I’d imagine, would’ve been one of the most straightforward ones to have had to come up with, but was that the case? Was there another different approach taken where she was concerned?

I just screamed and cackled… That’s what witches do right? 😉

 

How exhilarating was it knowing you had just voiced a major Nintendo villain at the time?

It was 10 minutes of work, and the tight arses didn’t even give me a free copy of the game… To this day I have never owned a copy of Banjo. Not sure but think it’s probably the same sample they use in the new Smash?? Maybe?

 

Who was your favorite character to have voiced before Conker?

The ones that didn’t have me coughing my guts up and no voice for 2 days. Conker. it has to be him really… Death, Conkula, Frankie, any with interesting dialogue and motivations.

 

Which additional character in Diddy Kong Racing (with the exception of Conker) do you feel would’ve been worthy of a spin-off series?

I don’t care enough about Diddy Kong Racing to be honest. Wasn’t there a Tiger? The Tiger then.

 

What were the Stamper brothers like to work for?

They were great, very hands-on when needed, very hands-off when we were getting on with it. I mean, things could from time to time get fractious but it was usually just clashing egos (mine mainly) Tim’s passion for games when I first joined Rare was in his very being. All he cared about was the game/games. Chris, I saw less of because he tended to be the business side of things, and was a software guy anyway. They had a certain dynamic as brothers, sort of like a video game boss ironically. The whole was greater than the sum of its parts… (hmm, sounds like shade, but I don’t mean it in that way)

 

Were there any Rare games that you would’ve liked to work on, but never got the opportunity to?

From a purely mercenary cash standpoint? Oh DK 64 and DK Racer. They made fucking TONS of cash for the teams. But creatively? Nah, I’m happy the way things were. But what about Goldeneye, You say!? Cashwise? Nah… old deal. Creatively?? I think I would have done things to stop it from being the game it is now. Not good things… I was still in a DOOM 2 mindset at the time.

 

Were you scheduled to work in some capacity on Rare’s canceled game Project Dream before it later became Banjo-Kazooie?

Nope. Definitely nope…

 

If you could’ve voiced any other Nintendo character (or Rare character) at the time, who would it have been and what approach would you have taken to do it?

Never really thought of it. The only character I would love to have voiced which Rare (almost) got to do was Harry Potter. It would have meant I’d have been the first person to perform that character in media. A good one for the CV. Plus I think I’d have made a decent enough game out of the books (only 3 were out at the time) as I was already a big fan, had I been asked… Nevermind.

 

Who were the funniest people in the Rare office to work with?

That’s a tough one. Everyone pretty much made me laugh, sometimes unintentionally… Grant Kirkhope has ‘funny bones’ just because of his outlook on life and his rock ‘n’ roll stories. Robin’s funny as well, particularly when he’s drunk……. Martin Hollis has a very dry sense of humor and Noz always made me laugh at his various woes over the years…Doaky though, he’s just sick that man.

 

What was your reaction when you first heard about Microsoft buying out Rare?

Yay!! EA and Activision were the 2 other main contenders. Whatever criticisms people have for MS, I have no doubts whatsoever Rare as a studio would not exist now if they’d succeeded. Nintendo though? They made a great off by all accounts, and already owned nearly half the company… I don’t even want to think about that.

 

What made you come to the decision to leave Rare back in 2011?

I didn’t. I was happy to stay but things were, shall we say, engineered to make sure I didn’t….. Long story, not a pleasant experience, and some of the people involved, one in particular can go fuck themselves. They know who they are; not that things didn’t turn out well in the end… I got a nice fat cheque to send me on my way and here we are.

 

What is your opinion on the current state of Rare?

At the time I left it was not very good, what with a combination of Don Mattrick and his cronies not to mention that Kinect abomination. I was 90% sure we would be shut down within a few years… Since then though, along came Sea of Thieves .. Amazing what can happen when you just let a team get on with things and stop fucking them about. I think they’re in a very strong position now, although they really do need to mine that IP goldmine a bit more … Baffles me that they don’t.

 

Part III: Conker’s Bad Fur Day

The Twelve Tales of Chris Seavor Part III: Conker’s Bad Fur Day

Full article here

Disclaimer: This interview contains some strong language. Anyone who is offended by such content is advised against reading this interview.

 

What was the developmental process like early on during when the game was supposed to be either Twelve Tales or Conker 64?

I was only doing art at that point, and the direction the game was taking design-wise was not something I could influence. We were essentially trying to make a Mario 64 type platformer. It was…. Fractious.

 

How did you initially feel after being moved up to the project’s leader by the Stampers?

They knew it was what I wanted so they gave me a chance. Seemed to work out, although I think I was expected to fail.

 

What was it like working with Robin Beanland?

Yeah, okay. We don’t really get along 😉 Nah, he’s always been a talented bastard, unlike me who’s been winging it for years…. I think we get on workwise because we understand what we both want versus the limitations of the medium. It’s important to temper your expectations and ambitions with what’s actually possible. Plus we both like lager and vindaloos. Although age has finally caught up with me on both counts there.

 

What was the feeling across the team following the game’s showcasing at E3 1998?

Was that the BFD first showing? I remember the TT one being a fucking disaster. The BFD one was as good as it got. Great stand by Nintendo, free beer, most of the team was there too so it was a decent crowd. And no interview pools, which I really hate… There’s nothing like a bunch of bored games journos asking tedious questions for 12 hours straight to break your soul.

 

What was the revised pitch to Nintendo like when the intention changed to make the more mature game it turned out to be?

I don’t know. I pitched it to Tim and Chris, not Nintendo. I didn’t work for Nintendo; I worked for Rare, but I’m sure some discussions were had. To be honest, if T+C were happy with what we were doing then Nintendo would have been too. Rare was the golden goose at that point don’t forget, and it gave us a good deal of leverage.

 

What was the feeling across the development team when the project was finally finished after the long development cycle the game had?

We went home for some sleep. Then I went to Edinburgh for the New Year and got completely smashed. I also bought a sword which I then had to carry around all night. There’s a great restaurant on the Royal Mile called The Witchery, it’s basically like something out of Harry Potter. The maitre’de rather than scowl at me and my sword she kindly took it and hung it in the coatroom citing an old rule of no swords in the dining area. (I think she might have been joshing me )

 

How rewarding was it to see the game garnish as much critical acclaim as it did?

Validation. And relief. I wish we’d have launched in Japan too… I think they’d have liked a pissing, drunk, cute squirrel.

 

How did the voice for Conker come about?

It was the first voice I did. No process, just came out fully formed on day one…. One of those things I guess, The lisp was to add a curtness that belied the character but apart from that it was spontaneous.

 

Where there any other references to popular culture that were planned to be included in the game, but never made it, apart from the Pokemon reference?

There were a few levels that got cut, but that was for the sake of time rather than censorship. Pokemon is the only really notable one. There are a few easter eggs though… more than a few. Oh, wait there were two scenes cut from L&R for, reasons. And that’s all I’m gonna say about that.

 

What was the feeling about experiencing the game’s ending for the first time, as it provides such a stark contrast to the comedy perpetuated throughout most of the rest of the game?

I had that ending in mind right from the very start. If we were going to subvert the genre then let’s go for it. I don’t think I agree with the premise of the game being a comedy in a light sense. The game is DARK all the way through, and the laughs tend to stem from the misery and bad luck of others and the unintentional actions of the protagonist. I make it clear right in the very first shot of his eyes on the throne that this won’t end well for Conker.

 

What would you change about the game if you had the opportunity?

I’ve thought about this a lot. Maybe pare things back a bit to get a lower rating (which actually wouldn’t be as much as you think) or maybe not… It is what it is. I do regret not doing the fake outtakes after the credits, I had that planned quite early on when we’d started experimenting with 4th wall breaking stuff in the game. Just not enough time, sadly.

 

How satisfying an experience has it been seeing Conker’s Bad Fur Day being updated for new audiences in the form of both Live and Reloaded and Rare Replay?

Yeah, it gave me a chance to make a PVP combat game which is a difficult thing to get right.. I also added a narrative thread through it as an experiment to a further idea (Getting’ Medievil). I think it worked quite well… They shut the servers ages ago though….. Rare Replay I had nothing to do with… It’s a thing I guess. Sold well, so says a lot about there being plenty of old-school Rare fans still out there spending money.

 

As it’s one of the most outlandish stories I’ve heard in all of gaming I have to ask; whose idea was it to come up with the Conker’s Bad Fur Day condoms campaign?

Not me. It’s a bit tacky, literally 😉

 

What new Gameplay elements were planned for inclusion in Conker’s Other Bad Fur Day?

More of the same really…. Who can say? That’s the kind of detail you get to when at the coal face and we didn’t get that far.

 

Early concept art has since been released on the Internet of the Conker sequel, but what other new types of locations and characters were planned to be included?

About half the game was completely new areas and the other half was updated and evolved areas from the original. The structure was pretty much the same, hub world, then smaller story worlds…. Familiar, extended with a fine blend of old and new.

 

Have you further developed the idea of a sequel since leaving Rare?

Nah of course not. No point.

 

If Rare ever called you back to develop the sequel to Conker, would you do it?

Depends on what I’m asked to do. If it’s just to read someone else’s lines then nope. If they want me to write and direct it, then maybe, but it would be a lot of work and cost a lot of money for something so niche. Who can say.. MS have got deep pockets. Risk wise it makes a lot more sense to make BK3 and they haven’t done that either, so go figure.

 

Part IV: Gory Details

 

The Twelve Tales of Chris Seavor Part IV: Gory Details

Full article here

Disclaimer: This interview contains some strong language. Anyone who is offended by such content is advised against reading this interview.

 

How did the idea come about for you and Shawn Pile to establish Gory Detail?

Boredom, plus I knew if I didn’t do something with all the time I suddenly had then I’d go insane. Shawn was the same I think, but you’d have to ask him. We’d actually talked about it long before mainly as a creative outlet, never really thinking it would happen. Then circumstance changed and here we are.

 

What were the influences behind Parashoot Stan and Rusty Pup?

Stan is a cliché, which was the point of the character. The kid pretending to be the hero but actually IS the hero. Rusty Pup is forged from a similar fire influence wise but is a lot more subtle. It’s actually set in the same world as Stan if you look closely but is a lot more tragic. No one has decoded Rusty Pup yet, which I’m fine with but it isn’t some vague metaphor or opaque fable. It’s a series of events, in order, which really happens. The clues are all there.

 

What were the most exciting aspects of developing the games?

‘Exciting’ is not a word I’d use to describe game development. A bunch of execs off to some launch party or awards ceremony to get drunk might disagree but that’s not development.

 

What were the most challenging aspects of developing the games?

Getting past pre-production and into full production. Until your that factory, churning out assets and regular versions there’s always a nagging feeling at the back of your mind this might be canceled any second. Pre-production is nice creatively and full production is a grind, but the security of the product is a huge weight off your mind. (hey, that rhymed!!)

 

How satisfying had it been seeing both these games garnish what commercial and critical acclaim they have?

Commercially? Yeah right, we’re millionaires now Rodders. Critical, well I think they’re great little games (Rusty not so little) Labour of love, both of ’em. I wish more of the mainstream media had bothered to review Rusty. We sent out a ton of codes. They claim they support indies etc, but they don’t really… Not really. I actually had one outlet say they weren’t interested unless I gave them an interview about our next game which I’d pitched as a Conker Spiritual Successor. It was kind of a publicity stunt (though true in essence). Needless to say, we said no. If I was in the games biz to make lots of money I’d have crawled my way up the corporate ladder, squeezed the right prostates, and jumped ship every time I fucked up. I’d rather be poor. I’m fine though but no more Porsche’s. Not this week anyway.

 

Were there any ideas planned for inclusion in either game that were later scrapped or reworked?

Yeah, loads. Rusty had a whole crafting system and twice as many mechanics including mind control baddies, loads more platform types, and a whole extra world… it was just too much, and the crafting would have made testing all the possibilities pretty much impossible. Stan was going to have 2D side-scrolling mini-bosses where he landed on a large Zeppelin and would run through with guns blazing. We just didn’t have the time and I also felt it was a bit jarring with the rest of the mechanics.

 

Is there any DLC planned for Rusty Pup in the future?

I did some stuff, even made some assets. It was an extra chapter, a deeper area with shorter, very difficult one-shot puzzles. A haunted house theme. But it would have taken 6 months to make, largely down to me and was and also totally free. Time is precious, so I decided it was best spent on developing the new IP.

 

What can you tell us about Gory Detail’s third project?

It’s coming on okay. I spent the bulk of last year preparing assets and I’m pretty happy with the tone and look of the game. It’s a typical twin-stick dungeon bash game but with a twist… Fast-paced, silly characters voiced by me and lots and lots of bad language, blood, and guts. COVID didn’t help though. At some point you need to sit with people and point and talk… I’ve not seen Shawn for a year now. Still, we’re not slaves to publishers and huge wage bills so it’s not a problem. You really only want the stress of making the game, which is more than enough.

 

Would you still like to see Urchin be brought to life under Gory Detail?

Yes… But we can’t call it that. Anyway, games aren’t the only medium in which to explore interesting narratives. 😉

 

Have any of the former Rare alumni at Playtonic Games had any advice to share with you and Shawn or has there been any general conversation between you all?

Yeah, we’ve chatted a few times… Gavin has been really helpful and made some gracious offers of help with production but the studio environment isn’t something I find appealing… It’s just me. I’m an old fart. In the future though, who can say? They’ll certainly have first dibs on the next game we do if they want it.

 

What are your opinions of the indie development scene today?

Business-wise, it’s very healthy for a lucky few, but for most I suspect it’s a struggle in a saturated market. Getting eyes on your work is increasingly difficult, and for the very small indies such as Gory, it’s almost impossible. From a gamer’s point of view, it couldn’t be any better. There’s a lot of good stuff out there and with the big boys taking fewer and fewer risks with their products, ironically people are turning away from their games as they tend to be over-produced and under-developed.

 

What genre of game have you and Shawn never undertaken before that you would like to do one day?

I have folders full of stuff. I think the next game though will be our last probably, as its core game is just the beginning. It’s designed around mini self-contained storylines, like the chapters in Conker. So if it’s a success I’ll be happy to just keep making and selling new Chapters as DLC so long as people still keep buying them. That’s the plan anyway.

 

Which pre-existing video game character would you like to see make a cameo in either Parashoot Stan or Rusty Pup?

They’re not that type of game, particularly Rusty. The next one though… I have plans for lots of cameos, although not very complimentary ones. 😉

 

Do you and Shawn find that having creative freedom is one of the best things about developing games for yourselves?

It is. It’s the price you pay for having to fund everything yourself. We’re not averse to having a publisher, just not during development. Finish the game first, then see if anyone fancies tackling all that marketing, support stuff I fucking hate doing.

 

Have Rare since reached out to you following the establishment of Gory Detail or the release of the two games?

Only for Conker stuff. I’m happy to do it although I suspect it was a last resort. I was sent some recordings of a guy they’d hired to mimic Conker and it wasn’t very good. Point is, they tried to do it with someone else and must have realized the fans would not accept a fake Conker. Heh! I also offered to do other voices, for the Young Conker app, but they already had someone for them. Just Conker for me…

 

What have you been most proud of throughout your career?

Rusty Pup… So far. I filled that game with my very soul.

 

Is there any advice you would be able to offer any aspiring developers who may be reading this?

Don’t let anyone tell you you can’t do something.. …. It might be true, but the best way to find out isn’t by shrugging, but by trying to make it work and then finding out they were wrong.

 

I’d like to take the opportunity to thank Chris for agreeing to answer my questions, and for sharing so much about his storied career and what we can expect to see from him and Gory Details Ltd in the future. If you’re interested in what Gory Details has to offer, you can view their steam page via the link below:

https://store.steampowered.com/search/?developer=Gory%20Detail%20Limited

You can also keep up with Chris’s posts on Twitter via his Twitter handle:

@conkerhimself

A full review of The Unlikely Legend of Rusty Pup will be coming to the site very soon but in the meantime, I’d also like to wish Chris, Shawn Pile, and Gory Details the best of luck with their current games as well as their new upcoming project… MARVELLOUS!!

Game on,

Scouse Gamer 88

The Full Twelve Tales of Chris Seavor

Disclaimer: This interview contains some strong language. Anyone who is offended by such content is advised against reading this interview.

 

The fifth generation of gaming is one of the most beloved periods in the medium, with consoles such as the Nintendo 64, the original PlayStation, and the Sega Dreamcast going on to become among the most popular and well-received platforms in the history of video games. However, come the end of the fifth generation, as the transition to the sixth was being made, among the last games published by Nintendo for the Nintendo 64 was Conker’s Bad Fur Day; a game which garnished critical acclaim upon release and has since gone on to become a favorite among fans of the console.

I was lucky enough to have an interview this week with the lead programmer of the game; Chris Seavor. Chris joined Rare back in 1994, where he was tasked with developing for the Killer Instinct series initially; he then went on to not only work on many Rare games on the programming side of things, but also voice many characters created by Rare, such as Spinal from Killer Instinct, Gruntilda of Banjo Kazooie and Banjo Tooie, and of course several characters in Conker’s Bad Fur Day, including Conker himself.

After having left Rare in 2011, he most recently established Gory Details Ltd with former Rare collaborator Shawn Pile, and together have developed both Parashoot Stan and a dark adventure game named The Unlikely Legend of Rusty Pup, and as of this writing, there is also a new game in development from Gory Details, said to be a twin-stick dungeon-bash title. I had a lot of questions for Chris concerning his early life, his time at Rare, the development of Conker’s Bad Fur Day, as well as the ultimately canceled sequel, and of course, his work at Gory Details Ltd and what gamers can expect from their new project. Here’s our in-depth interview: The Twelve Tales of Chris Seavor:

 

Where did your passion for video games originate from?

Playing them as a kid… That and board games…. A friend had been bought Dungeons and Dragons for Christmas (the pink edition which I still have) and he couldn’t understand it so he gave it to me… It was a revelation. This is where my love of ‘game mechanics’ came from which then evolved into video games when I had access to a BBC Micro and eventually the eponymous Spectrum 48K.

 

What games would you play as a child and how would they go on to influence you as a developer?

Ironically the first game I ever bought was Knightlore. I got it from a mate for half price. 5 quid I think. My favorite game from childhood though is RebelStar Raiders which was a turn-based squad game where you had to infiltrate a base on the Moon. Still holds up. Obviously, Ultimate games were in there, but also John Ritman’s variants on the genre like Head Over Heals, which brilliantly introduced a second character to add a cooperative element to the puzzle solving. Quite groundbreaking. The list is huge though; Elite, Paradroid, Out of the Shadows, The Hobbit, Lords of Midnight, Bards Tale, Chuckie Egg, Monty Mole, etc. Oddly though, I never really liked Manic Miner or Jet Set Willy as I found them too difficult. What a scrub eh?

 

What consoles did you own early on?

None. I was at college when the NES and SNES and Mega Drive came out, so had little money and was too busy drinking and dossing around on the beach (I was at college in Cornwall for 4 years, then Bournemouth for 1). Games kinda left my life for a long time…… Next device I bought after my C64 was a SNES whilst working at Rare just to play Zelda and DKC, so yeah!

 

What is your earliest memory of game design?

I would design whole RPG systems for tabletop gaming. My 2 favorite systems were MERPS and Warhammer Fantasy RPG. MERPS for its crazy crit tables (and the lore) and WHRPG for the gothic world-building. Loved em to bits. I stole from both. I also wrote a Fighting Fantasy novel, but only got as far as about 100 entries before losing track. Those things are hecka-complex to write.

 

Were there any development companies you aspired to work with before you went to work with Rare?

Psygnosis. I didn’t know who Rare were, to be honest… Psygnosis were in Liverpool as well, so I could stay with the parents and save some cash. Lazy fucker I was. I had an interview with a few; EA, Psygnosis, and Rare included. Not sure what happened with Pysg, but EA offered a job eventually but I’d already started at Rare and liked it. Mainly because I’d made some friends and to be honest, that’s always the most stressful part of starting out somewhere new: being alone. The job turned out okay too 😉

 

Where there any other careers you attempted to pursue before going into games design and game voice-over work?

Not attempted, but I’d always planned to go into the film industry. My actual skill set was 3D graphics (a career path very much in its infancy in ‘93, unlike now) so film / TV seemed a natural fit. Games I never considered and in the end just sort of fell into it with a chance conversation with a long time friend Ady Smith (Rare, Eidos). Ironically Ady is teaching game stuff down at my old college in Cornwall now.

 

What was your upbringing like? Did your parents have any positive or negative reaction to your enjoyment of games, or was there even an element of that during your childhood?

I’d have to say it was pretty negative when I was 13 -15. I always like to remind my Mum of a comment she made once after I spent a whole day playing The Hobbit on the big TV.. ‘You’ll never make any money playing games all day…. It’s not a proper job’. She’s right about one thing though… It’s not a ‘proper job’, thank the maker!

 

Did any facet of your childhood go on to influence you as a developer, similar to how traveling through the forests of Kyoto inspired Shigeru Miyamoto to create The Legend of Zelda?

Not directly. I’ve always loved the cinema experience and would watch every movie I could… I guess that helped in later life. I read a lot of Horror and SciFi, not so much fantasies apart from Prof T the bulk of it back then was, to be blunt: Shit. I read a lot of Fantasy today though, the grim, dark stuff. It’s so much better nowadays.

 

What was it like for you to experience the medium of gaming taking off back in the 70s and 80s?

It just was… You don’t really know you’re IN something when it’s happening around you… Like DKC or the N64 period at Rare. It was just a job, and you were hoping your game would sell more than the other Barns did. Only now looking back do you realize the fondness people have for that time, and the games we’d made as a company… It’s kinda weird as I don’t think of it in those terms.

 

Was the aspiration to become an actor or voice-over artist from an early age as well, or was that something that manifested later on?

Nope. I’m not a voice actor, I’m a 3d Artist / Game Designer. The voice work was a time saver and for practical issues. It seems to be its own thing now in games, with big names getting involved… Fair enough I suppose, but I think it’s a waste of money. Keanu Reeves is a great guy by all accounts but he can’t act for shit. Spend the money on some unknowns who need the break instead…
To be honest, I think the influx of big Hollywood names into the games industry is largely down to the egos of the Production Managers, Execs, and Bosses… It’s the only chance these people will ever get to hang out with the Stars!! Also, BAFTA can try and inject their dull game awards ceremony with a bit of glitz and glamour… Game development has little glitz, even less glamour. And then of course there are Mr. Keighley’s Game Awards… I mean, really? I rest my case, your honor. Here’s the proof it’s a bullshit waste of money .. Name me one person who bought Cyberpunk 2077 because Keanu Reeves was in it? You found one?? They’re a fucking liar.

 

Who were your inspirations where your voice acting was concerned?

Again, no one really. I just did some silly voices based on accents and the range of my voice. Conker’s voice came pretty easily, in fact, I think I just did it instinctively the first time Robin and I were in the studio.

 

Were there any teachers you had at school who would have a lasting impression on you where your career was concerned?

Absolutely not, Fuck those idiots.

 

My teachers tried to tell me that the best years of my life would be my school years, but I disagree with them; my best years have been everything that came afterward. But did you enjoy school when you were a kid?

Absolutely not. Fuck those idiots even more… School was shit. Sadists and morons. I fucking hated it with a vengeance. Imagine trying to encourage 14-year-old lads to enjoy reading then dumping Jane Austin’s Mansfield Park in their lap. WTF!? Stephen King, Tolkien, Sven Hassel first… THEN Jane Austin, in later life, when you have enough life experience to relish in its satire.

 

What was the best piece of advice you were given as a child?

That kind of thing only happens in YA fiction… I never much paid any attention to adults as a kid. I think I became aware of how flawed they all were at a very young age. The one bit of advice I do remember was from my Nan: ‘Christ lad, don’t get old…’

 

Rare had been renowned for their sense of humor with hidden jokes and Easter eggs in their games and Conker was no different. But where did your sense of humor stem from early on?

I wasn’t particularly funny as a kid. In fact, I was and still am almost terminally shy. I still find it stressful to group up with people in games and be expected to have a conversation, even in chat. (except when I’m shouting abuse 😉 I think my humor stems from looking at life’s absurdity and just laughing at it all. People can be so fucking dumb, so finding comedy gold in the actions and words of others is a never-ending resource. I’m a pessimist and a cynic. That’s where my humor comes from I think….. Plus I’m a bit weird and apparently lacking intact (although I am usually told this after the fact…)

 

How did the opportunity to work for Rare first come about?

Shared petrol money and a day out from Uni. I just turned up and they offered me a job. That’s it really.

 

What was your first day at Rare like and what were you tasked with working on initially?

It was fine… I was pretty nervous but that went very quickly…. I shared a room with Kev Bayliss, and we got on fine. Still do (which is amazing for me 😉 ) My first job was to sketch out and start building the environment for Sabrewulf in Killer Instinct.

 

In terms of working on the Killer Instinct series, what are you most proud of?

Killer Gold I reckon… Just because it was my first experience with actual polygons in a game, rather than pre-rendered. A whole other kettle of fish. I had to convert my original Nurbs Models from KI2 to work in the new engine. First game out from Rare with actual live 3D models… Quite proud of that. And they look okay I reckon, particularly Spinal’s Slave Galley…. (Early nods to Sea of Thieves there ;)) joke.

 

Did you ever come up with any ideas for any additional characters for Killer Instinct or Diddy Kong Racing?

I did a couple of characters for Killer Instinct 2 (arcade) which were not used. Fully modeled one of them, a Vampire Prince with long white hair. Even did a set of animations. I wish I still had the frames but nope… All gone.

 

How rewarding was it seeing your work come to fruition with the release of a game at Rare?

Best thing ever… Really, everyone should try it.

 

Are there any interesting stories about how the voice of Spinal first came about?

Same as Grunty really.. Scream and Cackle. I’m a one-note pony when it comes to baddies.

 

The concept for Gruntilda’s voice, I’d imagine, would’ve been one of the most straightforward ones to have had to come up with, but was that the case? Was there another different approach taken where she was concerned?

I just screamed and cackled… That’s what witches do right? 😉

 

How exhilarating was it knowing you had just voiced a major Nintendo villain at the time?

It was 10 minutes of work, and the tight arses didn’t even give me a free copy of the game… To this day I have never owned a copy of Banjo. Not sure but think it’s probably the same sample they use in the new Smash?? Maybe?

 

Who was your favorite character to have voiced before Conker?

The ones that didn’t have me coughing my guts up and no voice for 2 days. Conker. it has to be him really… Death, Conkula, Frankie, any with interesting dialogue and motivations.

 

Which additional character in Diddy Kong Racing (with the exception of Conker) do you feel would’ve been worthy of a spin-off series?

I don’t care enough about Diddy Kong Racing to be honest. Wasn’t there a Tiger? The Tiger then.

 

What were the Stamper brothers like to work for?

They were great, very hands-on when needed, very hands-off when we were getting on with it. I mean, things could from time to time get fractious but it was usually just clashing egos (mine mainly) Tim’s passion for games when I first joined Rare was in his very being. All he cared about was the game/games. Chris, I saw less of because he tended to be the business side of things, and was a software guy anyway. They had a certain dynamic as brothers, sort of like a video game boss ironically. The whole was greater than the sum of its parts… (hmm, sounds like shade, but I don’t mean it in that way)

 

Were there any Rare games that you would’ve liked to work on, but never got the opportunity to?

From a purely mercenary cash standpoint? Oh DK 64 and DK Racer. They made fucking TONS of cash for the teams. But creatively? Nah, I’m happy the way things were. But what about Goldeneye, You say!? Cashwise? Nah… old deal. Creatively?? I think I would have done things to stop it from being the game it is now. Not good things… I was still in a DOOM 2 mindset at the time.

 

Were you scheduled to work in some capacity on Rare’s canceled game Project Dream before it later became Banjo-Kazooie?

Nope. Definitely nope…

 

If you could’ve voiced any other Nintendo character (or Rare character) at the time, who would it have been and what approach would you have taken to do it?

Never really thought of it. The only character I would love to have voiced which Rare (almost) got to do was Harry Potter. It would have meant I’d have been the first person to perform that character in media. A good one for the CV. Plus I think I’d have made a decent enough game out of the books (only 3 were out at the time) as I was already a big fan, had I been asked… Nevermind.

 

Who were the funniest people in the Rare office to work with?

That’s a tough one. Everyone pretty much made me laugh, sometimes unintentionally… Grant Kirkhope has ‘funny bones’ just because of his outlook on life and his rock ‘n’ roll stories. Robin’s funny as well, particularly when he’s drunk……. Martin Hollis has a very dry sense of humor and Noz always made me laugh at his various woes over the years…Doaky though, he’s just sick that man.

 

What was your reaction when you first heard about Microsoft buying out Rare?

Yay!! EA and Activision were the 2 other main contenders. Whatever criticisms people have for MS, I have no doubts whatsoever Rare as a studio would not exist now if they’d succeeded. Nintendo though? They made a great off by all accounts, and already owned nearly half the company… I don’t even want to think about that.

 

What made you come to the decision to leave Rare back in 2011?

I didn’t. I was happy to stay but things were, shall we say, engineered to make sure I didn’t….. Long story, not a pleasant experience, and some of the people involved, one in particular can go fuck themselves. They know who they are; not that things didn’t turn out well in the end… I got a nice fat cheque to send me on my way and here we are.

 

What is your opinion on the current state of Rare?

At the time I left it was not very good, what with a combination of Don Mattrick and his cronies not to mention that Kinect abomination. I was 90% sure we would be shut down within a few years… Since then though, along came Sea of Thieves .. Amazing what can happen when you just let a team get on with things and stop fucking them about. I think they’re in a very strong position now, although they really do need to mine that IP goldmine a bit more … Baffles me that they don’t.

 

What was the developmental process like early on during when the game was supposed to be either Twelve Tales or Conker 64?

I was only doing art at that point, and the direction the game was taking design-wise was not something I could influence. We were essentially trying to make a Mario 64 type platformer. It was…. Fractious.

 

How did you initially feel after being moved up to the project’s leader by the Stampers?

They knew it was what I wanted so they gave me a chance. Seemed to work out, although I think I was expected to fail.

 

What was it like working with Robin Beanland?

Yeah, okay. We don’t really get along 😉 Nah, he’s always been a talented bastard, unlike me who’s been winging it for years…. I think we get on workwise because we understand what we both want versus the limitations of the medium. It’s important to temper your expectations and ambitions with what’s actually possible. Plus we both like lager and vindaloos. Although age has finally caught up with me on both counts there.

 

What was the feeling across the team following the game’s showcasing at E3 1998?

Was that the BFD first showing? I remember the TT one being a fucking disaster. The BFD one was as good as it got. Great stand by Nintendo, free beer, most of the team was there too so it was a decent crowd. And no interview pools, which I really hate… There’s nothing like a bunch of bored games journos asking tedious questions for 12 hours straight to break your soul.

 

What was the revised pitch to Nintendo like when the intention changed to make the more mature game it turned out to be?

I don’t know. I pitched it to Tim and Chris, not Nintendo. I didn’t work for Nintendo; I worked for Rare, but I’m sure some discussions were had. To be honest, if T+C were happy with what we were doing then Nintendo would have been too. Rare was the golden goose at that point don’t forget, and it gave us a good deal of leverage.

 

What was the feeling across the development team when the project was finally finished after the long development cycle the game had?

We went home for some sleep. Then I went to Edinburgh for the New Year and got completely smashed. I also bought a sword which I then had to carry around all night. There’s a great restaurant on the Royal Mile called The Witchery, it’s basically like something out of Harry Potter. The maitre’de rather than scowl at me and my sword she kindly took it and hung it in the coatroom citing an old rule of no swords in the dining area. (I think she might have been joshing me )

 

How rewarding was it to see the game garnish as much critical acclaim as it did?

Validation. And relief. I wish we’d have launched in Japan too… I think they’d have liked a pissing, drunk, cute squirrel.

 

How did the voice for Conker come about?

It was the first voice I did. No process, just came out fully formed on day one…. One of those things I guess, The lisp was to add a curtness that belied the character but apart from that it was spontaneous.

 

Where there any other references to popular culture that were planned to be included in the game, but never made it, apart from the Pokemon reference?

There were a few levels that got cut, but that was for the sake of time rather than censorship. Pokemon is the only really notable one. There are a few easter eggs though… more than a few. Oh, wait there were two scenes cut from L&R for, reasons. And that’s all I’m gonna say about that.

 

What was the feeling about experiencing the game’s ending for the first time, as it provides such a stark contrast to the comedy perpetuated throughout most of the rest of the game?

I had that ending in mind right from the very start. If we were going to subvert the genre then let’s go for it. I don’t think I agree with the premise of the game being a comedy in a light sense. The game is DARK all the way through, and the laughs tend to stem from the misery and bad luck of others and the unintentional actions of the protagonist. I make it clear right in the very first shot of his eyes on the throne that this won’t end well for Conker.

 

What would you change about the game if you had the opportunity?

I’ve thought about this a lot. Maybe pare things back a bit to get a lower rating (which actually wouldn’t be as much as you think) or maybe not… It is what it is. I do regret not doing the fake outtakes after the credits, I had that planned quite early on when we’d started experimenting with 4th wall breaking stuff in the game. Just not enough time, sadly.

 

How satisfying an experience has it been seeing Conker’s Bad Fur Day being updated for new audiences in the form of both Live and Reloaded and Rare Replay?

Yeah, it gave me a chance to make a PVP combat game which is a difficult thing to get right.. I also added a narrative thread through it as an experiment to a further idea (Getting’ Medievil). I think it worked quite well… They shut the servers ages ago though….. Rare Replay I had nothing to do with… It’s a thing I guess. Sold well, so says a lot about there being plenty of old-school Rare fans still out there spending money.

 

As it’s one of the most outlandish stories I’ve heard in all of gaming I have to ask; whose idea was it to come up with the Conker’s Bad Fur Day condoms campaign?

Not me. It’s a bit tacky, literally 😉

 

What new Gameplay elements were planned for inclusion in Conker’s Other Bad Fur Day?

More of the same really…. Who can say? That’s the kind of detail you get to when at the coal face and we didn’t get that far.

 

Early concept art has since been released on the Internet of the Conker sequel, but what other new types of locations and characters were planned to be included?

About half the game was completely new areas and the other half was updated and evolved areas from the original. The structure was pretty much the same, hub world, then smaller story worlds…. Familiar, extended with a fine blend of old and new.

 

Have you further developed the idea of a sequel since leaving Rare?

Nah of course not. No point.

 

If Rare ever called you back to develop the sequel to Conker, would you do it?

Depends on what I’m asked to do. If it’s just to read someone else’s lines then nope. If they want me to write and direct it, then maybe, but it would be a lot of work and cost a lot of money for something so niche. Who can say.. MS have got deep pockets. Risk wise it makes a lot more sense to make BK3 and they haven’t done that either, so go figure.

 

How did the idea come about for you and Shawn Pile to establish Gory Detail?

Boredom, plus I knew if I didn’t do something with all the time I suddenly had then I’d go insane. Shawn was the same I think, but you’d have to ask him. We’d actually talked about it long before mainly as a creative outlet, never really thinking it would happen. Then circumstance changed and here we are.

 

What were the influences behind Parashoot Stan and Rusty Pup?

Stan is a cliché, which was the point of the character. The kid pretending to be the hero but actually IS the hero. Rusty Pup is forged from a similar fire influence wise but is a lot more subtle. It’s actually set in the same world as Stan if you look closely but is a lot more tragic. No one has decoded Rusty Pup yet, which I’m fine with but it isn’t some vague metaphor or opaque fable. It’s a series of events, in order, which really happens. The clues are all there.

 

What were the most exciting aspects of developing the games?

‘Exciting’ is not a word I’d use to describe game development. A bunch of execs off to some launch party or awards ceremony to get drunk might disagree but that’s not development.

 

What were the most challenging aspects of developing the games?

Getting past pre-production and into full production. Until your that factory, churning out assets and regular versions there’s always a nagging feeling at the back of your mind this might be canceled any second. Pre-production is nice creatively and full production is a grind, but the security of the product is a huge weight off your mind. (hey, that rhymed!!)

 

How satisfying had it been seeing both these games garnish what commercial and critical acclaim they have?

Commercially? Yeah right, we’re millionaires now Rodders. Critical, well I think they’re great little games (Rusty not so little) Labour of love, both of ’em. I wish more of the mainstream media had bothered to review Rusty. We sent out a ton of codes. They claim they support indies etc, but they don’t really… Not really. I actually had one outlet say they weren’t interested unless I gave them an interview about our next game which I’d pitched as a Conker Spiritual Successor. It was kind of a publicity stunt (though true in essence). Needless to say, we said no. If I was in the games biz to make lots of money I’d have crawled my way up the corporate ladder, squeezed the right prostates, and jumped ship every time I fucked up. I’d rather be poor. I’m fine though but no more Porsche’s. Not this week anyway.

 

Were there any ideas planned for inclusion in either game that were later scrapped or reworked?

Yeah, loads. Rusty had a whole crafting system and twice as many mechanics including mind control baddies, loads more platform types, and a whole extra world… it was just too much, and the crafting would have made testing all the possibilities pretty much impossible. Stan was going to have 2D side-scrolling mini-bosses where he landed on a large Zeppelin and would run through with guns blazing. We just didn’t have the time and I also felt it was a bit jarring with the rest of the mechanics.

 

Is there any DLC planned for Rusty Pup in the future?

I did some stuff, even made some assets. It was an extra chapter, a deeper area with shorter, very difficult one-shot puzzles. A haunted house theme. But it would have taken 6 months to make, largely down to me and was and also totally free. Time is precious, so I decided it was best spent on developing the new IP.

 

What can you tell us about Gory Detail’s third project?

It’s coming on okay. I spent the bulk of last year preparing assets and I’m pretty happy with the tone and look of the game. It’s a typical twin-stick dungeon bash game but with a twist… Fast-paced, silly characters voiced by me and lots and lots of bad language, blood, and guts. COVID didn’t help though. At some point you need to sit with people and point and talk… I’ve not seen Shawn for a year now. Still, we’re not slaves to publishers and huge wage bills so it’s not a problem. You really only want the stress of making the game, which is more than enough.

 

Would you still like to see Urchin be brought to life under Gory Detail?

Yes… But we can’t call it that. Anyway, games aren’t the only medium in which to explore interesting narratives. 😉

 

Have any of the former Rare alumni at Playtonic Games had any advice to share with you and Shawn or has there been any general conversation between you all?

Yeah, we’ve chatted a few times… Gavin has been really helpful and made some gracious offers of help with production but the studio environment isn’t something I find appealing… It’s just me. I’m an old fart. In the future though, who can say? They’ll certainly have first dibs on the next game we do if they want it.

 

What are your opinions of the indie development scene today?

Business-wise, it’s very healthy for a lucky few, but for most I suspect it’s a struggle in a saturated market. Getting eyes on your work is increasingly difficult, and for the very small indies such as Gory, it’s almost impossible. From a gamer’s point of view, it couldn’t be any better. There’s a lot of good stuff out there and with the big boys taking fewer and fewer risks with their products, ironically people are turning away from their games as they tend to be over-produced and under-developed.

 

What genre of game have you and Shawn never undertaken before that you would like to do one day?

I have folders full of stuff. I think the next game though will be our last probably, as its core game is just the beginning. It’s designed around mini self-contained storylines, like the chapters in Conker. So if it’s a success I’ll be happy to just keep making and selling new Chapters as DLC so long as people still keep buying them. That’s the plan anyway.

 

Which pre-existing video game character would you like to see make a cameo in either Parashoot Stan or Rusty Pup?

They’re not that type of game, particularly Rusty. The next one though… I have plans for lots of cameos, although not very complimentary ones. 😉

 

Do you and Shawn find that having creative freedom is one of the best things about developing games for yourselves?

It is. It’s the price you pay for having to fund everything yourself. We’re not averse to having a publisher, just not during development. Finish the game first, then see if anyone fancies tackling all that marketing, support stuff I fucking hate doing.

 

Have Rare since reached out to you following the establishment of Gory Detail or the release of the two games?

Only for Conker stuff. I’m happy to do it although I suspect it was a last resort. I was sent some recordings of a guy they’d hired to mimic Conker and it wasn’t very good. Point is, they tried to do it with someone else and must have realized the fans would not accept a fake Conker. Heh! I also offered to do other voices, for the Young Conker app, but they already had someone for them. Just Conker for me…

 

What have you been most proud of throughout your career?

Rusty Pup… So far. I filled that game with my very soul.

 

Is there any advice you would be able to offer any aspiring developers who may be reading this?

Don’t let anyone tell you you can’t do something.. …. It might be true, but the best way to find out isn’t by shrugging, but by trying to make it work and then finding out they were wrong.

 

I’d like to take the opportunity to thank Chris for agreeing to answer my questions, and for sharing so much about his storied career and what we can expect to see from him and Gory Details Ltd in the future. If you’re interested in what Gory Details has to offer, you can view their steam page via the link below:

https://store.steampowered.com/search/?developer=Gory%20Detail%20Limited

You can also keep up with Chris’s posts on Twitter via his Twitter handle:

@conkerhimself

A full review of The Unlikely Legend of Rusty Pup will be coming to the site very soon but in the meantime, I’d also like to wish Chris, Shawn Pile, and Gory Details the best of luck with their current games as well as their new upcoming project… MARVELLOUS!!

Game on,

Scouse Gamer 88