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elmagoo is Offline
Senior Member
 
Posts: 457
Join Date: Jan 2002
   
Default 06-25-2001, 11:24 PM

We've been given a lot of freedom from EALA (Dreamworks Inc, who is now a part of EA and therefore, EA regarding what we've been allowed to come up with. Bascially they let us write up a whole new character, gameplay, and story elements for the PC version. Our one main guideline is that we have to stay true to the MoH universe, only modifying certain aspects for PC vs. Console gameplay reasons. They've overlooked everything we've written up, provided good feedback and suggestions, and have helped to make sure we stay within our guideline. Overall it's been a great collaboration between us, and I think some great ideas have come forth. But they do give us a great degree of freedom, which is very nice, and we try our best to make sure we keep the vision straight .

Pretty much all the campaigns were designed on our end (from North Africa, to Omaha . At first we really wanted to stay away from the same types of missions done in the original MoH, but then we realized that this being the PC, a lot of our new audience probably won't have had the chance to experience the origina PSX versions. So we brought back some elements, and revisited some of the original sites (either before, or after Patterson has gotten there). So there's some good cross-over points in there that fans of the original PSX series should catch and enjoy .

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Latuh fuh U,
Benson
benson@2015.com

"We don't introduce or cause bugs in the game, we merely find and bring to light the inadequacies within the code."
-regarding level designers
  
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