

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.)