Cipher Complex Interview
QJ recently got to do an interview with Edge of Reality, the developers behind Xbox 360 and PS3 game: Cipher Complex. Figured I'd post part of it here for you guys. Click here to read the rest.
Edge of Reality has been flying under the radar recently regarding their Cipher Complex title, even as they provided occasional snippets of info just to keep us perked.
Now, with 2007 just starting up, they're stoking our adrenaline meters again as creative director Thomas Coles steps into the light for more details regarding the game. In a word, expect the game to be gritty - with none of the stylized, clean-cut kills we've grown accustomed to in titles like MGS or Splinter Cell.
Then there's the pacing. When we talk stealth, it's often implied that we simply wait it out in the shadows, just biding our time until we can strike. Given Cipher's use of the adrenaline meter, expect a far more aggressive take on stealth, with players actively hunting down their targets under the cover of shadow.
Fair enough - we never did like the idea of out-waiting the other guy, and real-life Special Ops teams do utilize a high degree of brutality in quiet take-downs. Think of how predators hunt - aggressively stalking before the kill - which definitely beats waiting under a cardboard box.
Up ahead is the full interview with Mr. Coles, which covers more info on James Sullivan, the "adrenaline meter," and a host of other topics we're sure most of you will be interested in.
1. Just how far back has Edge of Reality's dev team been working on this project?
We’ve been working directly on the game for almost two years now, but really, the technology within the game we’ve been working with and molding over the last 9 years.
2. In relation to question 1, was there any particular event that sparked this title's conception?
Everyone here enjoys military games, but for the most part we just weren’t getting everything we hoped for in the current games, which was what really got us started on Cipher. We’ve developed a lot of games from the ground up, but this is the first game where we were able to take an original idea of our own and flesh it out. Overall I think it was a combination of the fact thatwe’ve been looking to move towards working on our own IP and when we decided on this genre and the eventual storyline we knew it was a go. It was really a case of good timing for both the development team and Edge of Reality as a company, plus its something we all really believe in.
3. What were the most memorable development hurdles the team experienced?
The trickiest bit was answering the question of how to incorporate action into a stealth game. The answer turned out to be really straightforward, but it took some iteration to figure it out. We’ve had some small issues, but most of them revolve around the story and how we want to fit some of this stuff into the game. Many people ask us how we feel about the whole next-gen development, but honestly the two years we’ve been working on the game gave us a real head start in creating our own engines and tools. I attribute the smooth development to the work we put in early on when most other people were still working on the previous platforms.
Read the rest here.