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Interview – Team 17 Head of Design, John Dennis

 The Worms franchise has been a gaming staple since the little invertebrates first crawled onto our screens in 1995, got their disembodied hands on a sheep and a banana and decided to kill each other with them. I got to sit down (virtually, through the magic of the Internet) with John Dennis, Head of Design at Worms developer Team 17, to discuss the series’ origins, development, transition into 3D, relapse back to 2D, and a few exciting Worms projects in the coming months.

 

Capsule Computers: How did the original Worms concept come into being? What influenced its design?

John Dennis: The game was brought to Team 17 as a demo. An extremely clever young chap named Andy Davidson had developed the game himself for a competition run by a games magazine. While there had been other “artillery” type games before “Worms™”, Andy had added a whole heap of character and a little bit of magic to the formula, with the titular worms as the main characters and a host of bizarre additions such as the Concrete Donkey. When we saw it, we knew it had something special… and the rest is well… history!

 

CC: Were there any particularly interesting elements that were left out or removed from the final product?

JD: Hmmm… there’s normally features that don’t make the final cut. I don’t remember for the original “Worms™” game, but there’s a number of “Worms™” concepts we’ve worked on that never saw the light of day, such as the board-game and collectible card game. If something gets left out and it’s worth including, it’ll often find its way into another, later version of the game.

 

CC: The very first game alluded to the zany personality of the characters, but didn’t communicate it as clearly as later games. Was this due to technological restrictions, or did the character, environment and weapon designs take a zanier turn for Worms 2?

JD: I think when you look at any game that has a history as long as that of “Worms™”, there’s always progression from one title to the next. The characters, environment and weapons have all evolved and continue to do so, with newer, more powerful gaming platforms always offering more play possibilities and the graphical power to make it look ever more attractive. 

 

CC: What processes go into deciding which weapons are included in each iteration of the series?

JD: We have a number of ways of new weapons finding their way into games. Sometimes we finish a game and have a number of ideas for new weapons left over, sometimes when a game comes out people want to see a particular weapon added, and sometimes people write to us or contact us via our Facebook page with ideas for weapons they’d like to see. It’s important to us that whatever weapons we add to each new title don’t disrupt the balance of the game while adding something a little bit different. We’ve had a lot of suggestions over the years for weapons that “unleash massive destruction on the enemy”, but while they’re satisfying, they don’t always make for the most balanced gameplay.  

A poster design, from the upcoming merchandise range

 

CC: What difficulties were faced in the series’ transition into 3D?

JD: Taking the game into 3D was a massive challenge. There were many hurdles to overcome, the largest of which was probably being able to create a completely deformable 3D landscape. It hadn’t been done before, and without it the concept kind of falls down, so the first question was “can we create a completely deformable terrain in 3D?” Once we had a technical solution for that, there was still a whole lot of work to do in making the game play well, but it very much felt like things were easy after the challenge of the landscape.

 

CC: How were these difficulties addressed in later 3D games?

JD: When we followed the first 3D game “Worms™3D”with “Worms™4: Mayhem”. Our focus for that game was to improve on every aspect, and as a result the single player experience is far superior, there are many more multiplayer modes, better and more varied customisation, the addition of a weapons factory and Wormpot (our very own fruit machine for customising the game rules) as well as a narrative and story sequences at the beginning of each mission, improved visuals, easier to navigate menu system and better audio throughout. 

 

CC: What brought about the return to 2D gameplay in the last few years?

JD: For quite a long time Team17 worked with 3rd party publishers to bring games to market, and when you work like that, you have to pitch a concept for a game to the publisher: if they like it you get to make it and have it published. If they don’t like it, that’s the end of it. During the 1990’s, most publishers were having great success with the first wave of 3D games, games like “Tomb Raider”, and as a consequence, it became very hard to interest publishers in 2D games like “Worms™”. Consequently, we did a couple of 3D versions on console and the 2D version of the game moved onto handheld platforms (like PSP and DS) with the very successful “Open Warfare” series.

Things changed with the advent of digital channels such as Xbox Live Arcade, PlayStation Network, the App Store and Steam though. For the first time, developers had a way of developing games independently of publishers, and bringing them directly to the people who wanted to play them. Obviously, the first game we wanted to arrive was a 2D version of “Worms™”, and when it hit Xbox Live Arcade in 2007, we were very pleased to discover just how many people there were out there waiting to play it. In the years since then, the game’s been massively successful on all digital platforms, and we’ve been joined by many other small independent developers bringing original titles that probably wouldn’t have made it to market via the traditional way of publishing boxed games, which is great for creative, original games, and also for gamers who have more games to choose from than ever before.      

 

CC: How was the reception to the 2D games, such as Space Oddity, Open Warfare 1 & 2, Battle Islands and Reloaded?

JD: Very positive on the whole. There’s some very good versions of the 2D game right there.

 

CC: What can we expect from the upcoming Worms: Ultimate Mayhem?

JD: The game is a “best of” compilation of the content of both “Worms™3D” and “Worms™4: Mayhem”, so it’s got all 40 weapons from both those games, all the customization options plus a selection of new ones making for 115 individual customisation elements in total, and has all 60 single player missions from both as well, making it a just massive game. 

We’ve also taken the opportunity to improve on what was there already too.  It’s not often you’ve get the chance to revisit titles that you remember fondly, so our starting point was wanting to do the games justice. This meant going back to consumer reviews and seeing what people liked and where they felt improvements could be made. The main bugbear seemed to be the camera, so this is where we started… we made a number of improvements, from making it less interfering to adding a picture-in-picture function that means you can both retreat your worm and see where your shot lands at the same time without ever losing sight of either! We also set about making the game more approachable, and to this end we added a new utility (the Binoculars) that helps you aim, an introduction sequence to guide you through the menu system and an automatic shot assist mechanic that helps your shots find their targets in easy mode. It all adds up to making the game feel much friendlier and more approachable for players who’ve never had the “Worms™” experience in 3D.

In terms of visual improvements, we’ve brought the game up-to-date with a raft of enhancements. New water effects, up-scaled textures and fonts, higher polygon counts, specular materials, real-time lighting and dynamic shadows all add to the game looking a little more modern while still retaining its attractive cartoon style visuals. Oh, and I shouldn’t forget the audio improvements either… we’ve a whole bunch of new music in the game, or all of the cut-scenes have been re-edited, voice-acted and lip-synched, which makes a massive difference!

It should be arriving on Xbox Live Arcade, PlayStation Network and Steam some time later this year. 

 

CC: Can you explain the premise of the upcoming Worms Crazy Golf?

JD: I can have a go… If I could sum it up, I’d say “Worms™ Crazy Golf” is an irreverent mash-up of our own turn-based strategy game “Worms™” and everyone’s favourite turn-based game of ‘hitting little balls with sticks’ (Golf!)

But anyone expecting a straight Golf game will be in for a bit of a shock… it’s got many of the favourites from “Worms™”, including sheep, old women, moles, magnets, mines  and crazy chain reactions. It’s set across three surreal 18-hole golf courses plus a diverse range of skill-based challenge modes, with each hole being more like a puzzle than a traditional Golf course. Completing each hole in par or under unlocks the next one, but there’s a bunch of things standing in your way, including  increasingly puzzling hole design and an array of obstacles; from castles that teleport your ball, cannons that shoot it across the landscape and even obstructive comedy bats!

Based on the “Worms™” gameplay mechanic of choosing shot power and trajectory, you also have a number of special powers such as the parachute ball, the ability to reverse gravity, or the ability to slow time down to maximise the effects of top-spin or back-spin. It’s pretty funny, and with four-player social multiplayer support, it has all the hallmarks of the “Worms™” brand: the trash-talking, pressure to make the shot, terribly unhelpful ‘advice’ from opponents, and often hilarious consequences when that risky shot that could have won the game goes terribly wrong.

It should be arriving on PlayStation Network, iPhone / iPad and Steam some time later this year.

 

CC: What does the future hold for the series? Will it primarily keep to the classic 2D gameplay, will 3D gameplay continue to be tweaked, will there be more experimental games like Forts Under Siege and Crazy Golf?

JD: Who knows? We’ve got some *very* cool things in development at the moment… some things that I think will really surprise people, but we can’t really talk about them just yet. Watch this space though! 

 

CC: What other genres have been discussed as possible future ventures for our little invertebrate friends?

JD: Over the history of the brand we’ve pretty much discussed the possibility of every genre. Except football. Because they don’t have feet.

 

CC: A few months ago we received news that a deal had been made to license Worms merchandise. What’s the status on the development or production of this line? Can you give us any indication of what Worms items we can look forward to?

JD: Just this week we’ve taken delivery of the first batch of Super Sheep plush toys. They look great, and should be in the shops some time later this year.  There’s a whole collection of new things coming too, including posters, apparel, action figures and key-chains… it’s an exciting time to be at Team17! 

 

Looks like it’s an exciting time to be a Team 17 fan, as well! We’ll keep you up to date with any news on Crazy Golf, Ultimate Mayhem and the merchandise line, and keep an eye out for our reviews when the games are released.

Of course, you could go straight to the source; check out Team 17’s website, or stalk them on Facebook and Twitter.

Politics Spark Viral Game

Starvingeyes Advergaming developed a first person shooter that will attract attention from any political party. In Tea Party Zombies Must Die, the player must destroy all of the opposing zombies or else die – without health insurance. Additionally, the death screen prompts you with the message: “YOU GOT TEABAGGED!”

The zombies are presented as confederate racists that rank U.S. President Barack Obama next to Adolf Hitler. This is a pretty strong statement for anyone to swallow. Through the game you meet new foes that resemble leaders of the Tea Party. Glenn Beck and Sarah Palin are only a couple of leaders that bolster the zombie ranks. Posters and billboards represent a current fascist government and Obama as the Joker in The Dark Knight.

I am certain everyone will have their own opinion on this viral game, but let’s remember to keep an open mind. I took the comedy route and said to myself: “Politics, WHY SO SERIOUS?!”

Take a stab at the game (HERE). And remember to play nice – easy on the mudslinging.

(Tour through our media section)

Gears 3 Soundtrack Available At Game Launch

What is that perfect companion that helps covey tone and creates atmosphere? Music, of course. Now, if you really enjoy a series of scores in a game, you will try to buy the soundtrack. Through their licensing relationship with Epic Games, Sumthing Else Music Works, Inc. is releasing Gears of War 3 The Soundtrack for retail and digital release of the 20th of September, simultaneous with the release of the game.

Gears of War 3 The Soundtrack features the original music score by Steve Jablonsky who also wrote the music for Gears of War 2, Michael Bay’s The Island, The Texas Chainsaw Massacre and Transformers movies. The veteran film composer created nearly 80 minutes of new music for the latest installment of the Gears of War franchise. The score is an impressive organic and electronic hybrid mix featuring live orchestra and choir performed by the Northwest Sinfonia and mixed by Remote Control Productions.

Steve Jablonsky had this to say about the Gears of War 3 soundtrack:

“Gears of War 3 is huge. It was like scoring a summer blockbuster. I love the guys at Epic because to them, the characters and the story are just as important as the gameplay. Yes, the gameplay is awesome and badass, but there is a ton of depth to these characters, and I think that’s a big part of why so many people love this franchise. Epic’s commitment to story allows me to dig deeper musically and really have some fun with the score.”

Gears of War 3 heads into stores in 20th of September and is only available on Xbox 360.

Drake of Arabia!

Ladies and gentlemen, I shall conduct a history lesson. Uncharted 3: Drake’s Deceptions hits our stores in November as one of the most anticipated titles this year. Now, it seems Drake is going to follow a famous British officer. From the streets of London to the Arab desert, Drake is going to follow the footsteps of T.E. Lawrence, also known as Lawrence of Arabia. Lawrence helped in the Arab Revolt in 1916-18 against the Ottoman Turks. It seems that before he enlisted, Lawrence was an archaeologist in the Middle East, having studied history at Oxford.

Below, Lawrence’s authorised biographer Jeremy Wilson looks at T.E Lawrence:

T. E. Lawrence (1888-1935) became famous after the First World War because of the remarkable role he had played while serving as a British liaison officer during the Arab Revolt of 1916-18. After the war ended an American journalist, Lowell Thomas, toured Britain and the Empire giving an outstandingly successful slide-show about Lawrence’s achievements. The romantic story of Lawrence’s campaigns in Arabia and General Allenby’s in the Holy Land appealed strongly to a British public sated with horrific accounts of trench warfare on the Western Front. From this beginning grew the legend of ‘Lawrence of Arabia’.

Thereafter, the facts of Lawrence’s war-adventures were often obscured by myth. Even today, his reputation is a favourite target for popular controversialists. Nevertheless, when the secret British archives of the Middle East campaigns were released in the 1960s and ’70s, they showed that Lawrence’s service with the Arabs had been no less remarkable than the legend.

Lawrence himself had little wish to be remembered as a war hero: he could hardly bear to think about his wartime role. His enduring ambition was to be a writer. He once confessed his hope that, “in the distant future, if the distant future deigns to consider my insignificance, I shall be appraised rather as a man of letters than a man of action.”*

His literary reputation rests on a body of writing which is almost entirely autobiographical. It includes at least 6,000 letters written between 1906 and his death in 1935, and two autobiographical books. The first, Seven Pillars of Wisdom, is an account of his service with the Arab Revolt. The second, The Mint, is centred on his experiences as an anonymous recruit in the ranks of the RAF. It was there, to the astonishment and distress of many of his friends, that he chose to spend his life after 1922.

Both in his books and letters, Lawrence was an acute observer of people, places, and events. Among the most memorable passages in Seven Pillars are the vivid descriptions of desert landscapes and of the Bedouin irregulars whose life he shared. The Mint, written in a very different style to Seven Pillars, is, like Solzenitsyn’s One Day in the Life of Ivan Denisovich, a work of observation written by a highly intelligent man who found himself effectively imprisoned. Lawrence distilled its spare descriptions from events that he had witnessed over and over again. Both Seven Pillars and The Mint ranked among Penguin’s ‘Modern Classics’.
Lawrence’s letters are no less remarkable. His friendships ranged from fellow-servicemen in the ranks to leading figures in the worlds of literature, art, and politics. In many cases, letters were almost the only vehicle for these relationships, since the circumstances of his life meant that he could rarely meet his friends.

Should he be appraised as a writer or a man of action? At the close of the twentieth century the verdict remained open. Other men of action marked history more deeply; other writers earned higher acclaim; yet few of his contemporaries combined both practical and intellectual achievements to the degree that Lawrence did. That intriguing combination has helped to sustain the public’s fascination with his life, as has the deeply introspective personality revealed in his writings.

* T. E. Lawrence to Edward Garnett, 23 December 1927 (Malcolm Brown, ed., Letters of T. E. Lawrence, 1988, p. 361)

Don’t forget, Uncharted 3: Drake’s Deception heads into stores in early November exclusively for the Playstation 3

Australia’s Mindscape Promotes Playrix Titles

Mindscape Asia Pacific Pty Ltd announced Playrix has four new titles for gamers to enjoy. A favorite amongst casual gamers, Playrix offers fulfilling storylines and interesting puzzles. To continue their success, Playrix brings to you Fishdom, Fishdom H2O: Hidden Odyssey, 4 Elements, and Rise of Atlantis.

Fishdom

Use money to buy unique pieces and fish for your own aquarium. By completing puzzles, the player can gain more cash to buy more items. Once players have finished the objectives, they can take their aquarium and utilize it as a screensavor.

Fishdom H2O: Hidden Odyssey

Like Fishdom, this version bases its gameplay on finding hidden items in the depths of the ocean. While acting as a simulation for creating your own personal fish tank, Hidden Odyssey offers the enjoyment of finding new items by searching detailed environments.

4 Elements

In a time of a devastated world with the loss of magic, a fairy comes to you. The only hope to rejuvenate the world is to attain the four books of magic and discover 16 mysterious cards. Face dragons, knights, elementals, and other mystic beings to find the lost magic to save a dying world.

Rise of Atlantis

You have discovered the lost city of Atlantis, but you cannot take it out of the depths without some extraordinary powers. By acquiring one of the seven artifacts of the Posiedon, the player may be a step closer to bringing the long lost city back to life. With 77 levels, Rise of Atlantis will keep you on your toes and enjoying every moment. If you didn’t think raising Atlantis is enough, you will receive a neat 3D screensavor upon game completion.

Games are available for PC and Mac now for a low price! (HERE)

Sonic Generations’ European Collector’s Edition is a thing of beauty

Sonic fans have most likely kept quite a close eye on what Sega will be doing with Sonic Generations. If they have then they may have noticed that earlier today Sega announced a collector’s edition for Sonic Generations that is exclusive to Europe and Australia. The news may disappoint a number of fans in North America such as myself, but let us see what everyone else will be able to pick up when the title is released.

The whole collector’s edition will come in a lentigular packaging and will contain a statue of new and old Sonic, a “Gold Ring” similar to those seen in the game, a 20 years of Sonic art book, a soundtrack, a bonus documentary named “History of Sonic: Birth of an Icon” as well as a DLC voucher and the game itself.

Robot wrestling movie Reel Steel to receive PSN & XBLA game in October

Well, if you thought that a movie involving robots wrestling would get a game then you are certainly a unique person. Of course the idea that anyone is even making a movie like this is ridiculous in the first place but I digress. Siliconera reports that Japanese developer Yuke’s (the team behind the yearly iterations of WWE wrestling titles for THQ) will be behind the development of a Reel Steel video game.

The title will have players controlling robotic wrestlers and will apparently be based on the movie starring Hugh Jackman. The game will cost 1200 MSP or $15 depending on whichever console you buy it on when it is released sometime in early October.

Devil May Cry HD Collection outed by ESRB

It has been a few weeks without something being outed by any ratings board so it is only natural that today they would end up leaking quite a popular title. Or should I say a collection of popular titles? The Entertainment Software Ratings Board (ESRB) has updated the rating for Devil May Cry, Devil May Cry 2 and Devil May Cry 3: Dante’s Awakening.

The update now lists all the games for the PlayStation 3 and Xbox 360 which means that Capcom has been sitting on a bit of a secret for awhile. The ten year anniversary for the first game is this year so the release of a collection sounds about right. With Tokyo Game Show just a couple of weeks away, perhaps Capcom wanted to keep this one under wraps just a little bit longer. Expect a full announcement within the next few days or at least at TGS from Capcom.

Rollercoaster Tycoon 3D announced for 3DS in 2012

If you haven’t played a Rollercoaster Tycoon game in your whole life then you must not have played too many PC games when you were growing up. The series has let players manage their own amusement park and create some of the craziest vomit inducing roller coasters that they could possibly imagine. Those hoping to get another taste of amusement park management will be happy to know that n-Space and Atari are going to be bringing the series to the 3DS.

Rollercoaster Tycoon 3D will have everything that players loved including a Coaster Creator and a Coaster Story mode which will provide players with some challenges. Also included is the favorite mode for some people, Park Sandbox which will let players do everything that they can imagine within the game’s capabilities. The game will be released sometime next year and you can catch the trailer below.

Little Dreamer Giveaway

Little Dreamer for the iOS has quickly become a iOS classic, after it’s release back in July. If you haven’t yet heard of Little Dreamer, you can check out our review here. If that looks enticing to you, then I have good news for you.

Althi Inc. has teamed up with Capsule Computers and we will be giving away 20 copies of the brilliant jumping iOS game, Little Dreamer. All you have to do is following these two simple steps below and you are in the running to win:

1. Like Althi Inc. and Capsule Computers Facebook pages.

2. Tell us in 25 words or less, “What is the wildest dream you’ve ever had?”

If you want a taste of what Little Dreamer is like, you could always check out Little Dreamer LITE which is available for free, however it is not the full game. Also if you just want to purchase the full game, Althi Inc. have lowered the price from $1.99 to $0.99.

The competition ends on the 18th of September when winners will be announced. So be sure to get in quick, before time runs out, for your chance to win a copy of Little Dreamer!