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Interviewed by Ben and Aurora
Creators of Malice


As I understood, Malice was originally an amazing Xbox tech demo, how did it evolve into the multi-platform game it is today?

Originally the game started as a PlayStation title, and made it to about ¾ the way through the production process before it was generally felt that we needed to seize the opportunities that these current (then next gen) consoles had to offer. We were already pushing the PSX well beyond breaking point with this one, so the transition was a natural one.
We first made the switch to PC in anticipation of Xbox hardware and as we had an advanced shadow engine in R&D, and a great deal of art and design… Merging the two has been a difficult but rewarding process.

Why a giant hammer? What functions does it have?

We wanted to get away from the standard weapons that are seen in all of the other games and so came up with some original weapons for Malice to use. The Clockwork Hammer itself is also a programmable weapon. As you gain codes for it, so you can program in increasingly cool new moves as you progress through the game.

What game do you think Malice most resembles gameplay wise?

Ooooh, that's a tough one. There are influences from all types of media that have had their influences on some areas of the game but no specific one. Overall the idea behind Malice was to come up with something that was pretty unique across the board and I think we have managed that. If pushed, Zelda would be one that springs to mind, as it is such a strong title.

What is the main thing you wish to accomplish with Malice?

To produce a product that makes people say, "I really enjoyed playing that game, again." We want something that will appeal to everyone, is easy to pick up and play but challenging enough to provide satisfaction and that will be remembered.

What should the average gamer know about Malice?

1) Nothing is what it seems. 2) Don't lose your head if things have gone wrong. 3) Malice kicks ass.J (Oh and 4) never, ever trust a crow).

How far along in development is the game, and when can we expect to see it on store shelves?

The product is coming to an end. We're in the process of tightening game play and polishing levels. You can visit http://Malice.Sierra.Com for more specific information.

How do the PS2 and Xbox versions differ? Which would you call the definitive version?

The hardware platforms are very different but we have tried to use the strong points of both of the systems to provide an equally enthralling game. Neither version is necessarily definitive; one is PS-2 the other Xbox and we want the players to enjoy a great product.

What are you most proud of in Malice?

Everything about this game is to be proud of from the design and characters through to the team who have worked hard together to made a fantastic game. The Malice World is a surreal and quirky place that we hope everyone will enjoy and play again and again (and we all have a soft spot for Malice herself.)

 

 

 
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