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Combine that with the awesome work of our QA department and their play testers we had the perfect foundation to reach good if not excellent controls and camera on the PSP.
#Total overdose pc controller psp
This in turn meant that we had time to experiment and create many control and camera prototypes trying to home in on the optimal configuration for the “challenging” PSP controller layout. That meant we could basically start game development from day one on the PC instead of having to wait for certain features to be available. Our tech department assured us that the existing feature set would be available on the PSP once they were done porting the tech. Our proprietary Kapow Engine is highly flexible and puts a lot of power in the hands of the designers and not just the programmers. We had a great time blue-skying the game and many design meetings felt more like attending a comedy performance than actually designing a game and it definitely made everyone feel really good about the game we were working on. You can say that we had the rare privilege of “finishing a game instead of shipping it”.Īs you may or may not know Total Overdose and Chili Con Carnage both have their tongues firmly stuck in their cheeks and that just gave us so much leeway in how outrageous and silly we could get. This of course reduced the risk of having to invent a completely new game from scratch as we had our “feature prototype” in the already released game.
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We could basically cherry pick the best features and focus on them instead of trying to cram the entire PS2 game onto the PSP. The original Total Overdose team had so many great ideas and had so much drive to hone them that it made our jobs on Chili so much easier. I really urge anyone who has the possibility of using a QA department in the development process to do so. Last but not least our own QA team was also great help when developing features providing us with feedback and statistics from copious amounts of play tests. This gave the necessary fresh look on the Chili feature set and made it easier to kill any darlings that the old team may have had.Īlthough the majority of the original Total Overdose team were working on their next project they were still so passionate about the old game that they were happy in assisting us whenever we had questions or problems and came with a lot of good advice and ideas that helped make Chili the game it is today. We had a new team leading the project with some Total Overdose “old timers” in supporting roles. It’s a fairly clichéd point to always emphasize the team but we really had a good constellation of guys on the project. I’ll try and emphasize the areas I feel went best. Somehow, most elements just seemed to “click” and it was pretty smooth sailing along the way.
To be honest, there were a lot of things that went really well when developing this title. So on we went, porting our proprietary technology to the PSP while developing the new game in our flexible PC development environment… In essence we felt that we could make a new and fresh game experience re-using many existing Total Overdose assets without compromising the quality or the goal of wanting to create the best action game on PSP. Furthermore we wanted the project to take no longer than a year so decisions were made very early about the ambitions with regards to new graphics, environments, story and music. We decided from the outset that we wanted to focus on the gameplay and create the best action game for the PSP. It was quite important for us that it was an adaptation and not a port as the game had to fit the handheld platform to achieve the greatest play experience. That, combined with the soon to be released Sony PSP, made us decide to make an adaptation of Total Overdose for the PSP.
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The whole premise for making this game was that at the end of Total Overdose (released in fall 2005 for PS2, Xbox and PC) we felt we stood with a game that was fun and filled with good ideas but hadn’t managed to exploit the full potential of the core game mechanics.