
Blade II - Dev Q&A w/ Tom Forsyth and Speedrun Reaction!
Blade II - Dev Q&A w/ Tom Forsyth and Speedrun Reaction!
Watch live at - https://www.twitch.tv/mattmatt
Follow Tom on Twitter - https://twitter.com/tom_forsyth
Tom is so bad at remembering names, so he went back and checked them in Mobygames - noted below:
0:00 - Intro.
1:06 - PC "version" discussion.
3:27 - Urban Chaos. Karl Zielinski.
5:26 - Microprose. Adrian Scotney and Tim Walter.
6:34 - StarTopia and Theme Park, Theme Hospital, Two Point Hospital.
12:40 - Developer lifecycles and the Bullfrog/Guildford scene. Elixir Studios is who Tom was trying to remember that was another Lionhead splinter.
16:35 - speedrunning and QA.
19:08 - bugs in Blade.
23:11 - jumping puzzles.
26:37 - Muckyfoot after Blade. I don't remember if it was Blade we started porting to the GameCube, or some other game.
28:31 - the Blade graphics & asset engine, and the differences between the Xbox and PS2 versions.
32:26 - huge enemy count and Blade's 360-combat design and Robotron. Simon Keating was the designer on Blade 2.
38:16 - peaks and troughs and the sword.
41:07 - the short Blade development and the interaction with the film.
45:05 - why Blade doesn't look like Wesley Snipes.
47:42 - disco vampires.
51:06 - extra buildings, things that were cut, and Martin Oliver's music.
55:49 - things to be proud of in Blade.
58:35 - film tie-in schedules.
1:02:35 - number 1 selling game!
1:06:38 - did Blade kill Muckyfoot? What happened after?
1:16:50 - where did all the assets go?
1:20:43 - PC version of Blade?
1:24:42 - different versions of Blade, and the "censored" mode.
1:31:30 - debug modes and easter eggs.
1:39:03 - Mark Rose's coat and the final level.
1:54:00 - playthrough starts.
1:56:27 - jumping glitches and the different platforms.
1:57:55 - dumber AI is better.
2:00:42 - sidejump into a stair skip.
2:02:43 - sliding through the blast door.
2:08:13 - kicking yourself through a wall and finding secret geometry.
2:09:54 - "Why did you put escort levels in the game?"
2:11:31 - "Why did you add 1:1 kills in the game?"
2:12:05 - the PS2 engine.
2:22:40 - slipping through railings.
2:27:17 - "They just look cool."
2:30:51 - you ain't seen nothing yet.
2:33:56 - walking in the air.
2:38:17 - double-glitch time.
2:39:14 - the final level.
2:40:17 - two subtly different versions of the game.
2:44:07 - Darren and Karl the QA kings.
2:50:57 - lessons learned.
3:01:26 - walls ain't gonna hump themselves.
3:05:41 - where do game ideas come from and go to?
3:09:57 - the 90:90 rule.
3:20:51 - when to ship a game.