Let’s say we were really artistically expressive, maybe we had a really good writer, then we’d maybe look to make a game like Journey. Resogun was made by five or six people, so we need to find game types that go along with that. With our expertise and the size of our teams these games make sense,” Haveri says. This – in part – is down to the resources available to the company. To us it’s always been about gameplay so that’s something that we hold dear.”Īnd the studio has earned a reputation for seemingly simple, yet deep frantic and addictive titles. We still have our own tech that we’ve been churning out since the dawn of time. That background is still a major factor in the way we look at titles. Housemarque started from the demo scene, where people got computers to make cool visuals and sounds,” Haveri says. It was formed with the merging of two Finnish developers – Bloodhouse and Terramarque. You’d be forgiven for thinking that Housemarque is a new studio, but in fact the developer has been around since 1995. Originally Resogun was slated for release for PS3 and Vita, then early on we were given more information about the next generation of consoles, so we started developing our engine to the next level.” The PS4 launch that was a very tight deadline to get to because we knew when the game was coming out. That helped us gain this sort of status of slightly niche downloadable titles. We’ve worked with Sony for about seven or eight years, making games like Super Stardust and Dead Nation prior to Resogun. It was a big deal, and the game was well-received, especially for a smaller title.
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