Splatterhouse ps3 reviews8/23/2023 ![]() “That started sending up red flags about ‘gosh, why aren’t you showing us more gameplay progress?’ We would see gameplay along the way, of course, but after so many of those, and it was several of them - other people, not me the people on the business side - began to get nervous. “ Splatterhouse from the BottleRocket side started off showing some really nice progress, and then it started to feel like producers were showing us, ‘Look, we reworked the art on this character - again,’” says Russell Schiffer. “I remember coming in and working on one level, and they never understood how a normal map could make something look good. “I don’t think they produced anything for the PlayStation 3 before,” says Chung. In the art department, Chung came onto the project, joining a team composed mostly of recent graduates. When it comes down to pushing bits around, it was terrible.” “From a technical standpoint, it is a horrible engine in that it’s not fast. “The big decision they made, which was a bad decision, was to use the Gamebryo game engine,” says Michael Seare, who began the project at BottleRocket as a physics programmer and later became lead engineer. In addition to the design not meeting Namco’s specifications, a variety of behind-the-scenes problems at BottleRocket created a development bottleneck. They kept reiterating they did not want Mark of Kri,” says Holty. ![]() “Every single time they’d deliver a milestone, had complaints and issues with it. Right after Bandai Namco staff left their premises, they started doing a different thing, which was ordered by Jay.” ![]() “That part only showed when our staff visited with them. “They were basically supposed to work on Splatterhouse along with a design document of which we mutually agreed,” says Iwai. These ideas strayed from Namco Bandai’s desired path. From a video game perspective, they didn’t really read well. “The new designs were just kind of oddball. It wasn’t very Splatterhouse-like,” says Alvin Chung, brought on as an environment artist at BottleRocket. “There was a guy with a TV set on his head, and it was plugged into his crotch. In their place came designs that some on the art team found strange. “They were really trying to shoehorn that blue/red Mark of Kri targeting system, and that’s not what Namco wanted at all,” says former BottleRocket concept artist Dave Wilkins.Īlong with that, the character designs moved away from Splatterhouse’s typical selection of monsters. Many involved in the project say BottleRocket’s approach resembled its past work a little too closely. They were never in lockstep with what each side wanted with the game.” “Those two things never really coincided. “There was a big pull between what Namco wanted and what Jay Beard wanted,” says Scott Holty, who joined BottleRocket seven months into development as a senior designer. That wasn’t the plan BottleRocket followed, beginning a rift between the developer and publisher. A design document set out development goals for traditional brawler combat and a visual style reminiscent of the old games, along with other nods to the originals. Signed to a deal, BottleRocket put approximately 35 people to work on Splatterhouse. It was one of two projects for the studio, coexisting alongside a game based on DC Comics’ Flash for publisher Brash Entertainment.įor the new game, Namco Bandai stuck to that idea. “There was a strong push from the studio side to use BottleRocket. “I knew Jay Beard, (BottleRocket founder),” says Makoto Iwai. The studio was staffed with many members of the team that had worked on Sony’s PlayStation 2 brawler The Mark of Kri, a critical darling known for an unusual targeting system where button command prompts appeared above enemy heads. To kick off development of the project in 2007, Namco Bandai chose BottleRocket Entertainment. In May 2018, Polygon wrote about BottleRocket’s problematic development of the project: These early screenshots and videos are from the original BottleRocket beta version. It was released in November 2010, and received “mixed” review by the press. This project was in development at BottleRocket Entertainment, but in February 2009, Namco Bandai Games, which was the publisher, decided to pull the game from them and to continue it with an internal team. Splatterhouse for the Xbox 360 and PS3 is a remake of the original Splatterhouse horror beat ’em up released in 1988.
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