: Dark Sector Interview: Digital Extremes

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Dark Sector Interview: Digital Extremes

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PSXE: We can't wait to try out all the weapons in the game, but we only have one concern- will the Glaive outshine everything else? Basically, we're just wondering about the balance; we've seen footage for all kinds of sweet firearms, and we just want to make sure each is effective and we're not simply relying on the Glaive all the time.

Sinclair: "Great question, and certainly something we agonized over through development. The Glaive is different from the other weapons in some simple, fundamental ways. Its slower, potentially more deadly (if you master the throwing of it), it has some interesting evolutions that allow you to compromise cover. You can bank it off of walls and make with the chopping. But we had this fundamental problem where people would just sit in one configuration: all Glaive or all guns. The solution to that was simple (although somewhat painful): Dual-Wield. With pistols, you can throw the Glaive out and while you’re waiting for it to return you can be shooting the next guy. You can combo a stun with the Glaive and cap the guy in the head or move in for a gruesome finisher. The Dual-Wield fixed that ‘either/or’ problem and made the game flow 10x better. So we went back and re-spec’d all of our pistols in the game to accommodate play styles..."

PSXE: We're sure you've heard it before, but we want to clarify one last time: what are the differences between the PS3 and 360 versions, if any?

Sinclair: "Under the hood, tons of differences... as far as how it looks and runs... pretty much identical. We didn’t gimp texture resolutions on PS3 like I see a lot of games doing. We didn’t turn off shadows on one platform and not the other like I see tons of times. Both versions look great now – it wasn’t always that way and I have the ulcers to prove it... we had these roller coasters during development where all I would rant about was frame-rate or resolution on one of the platforms – obsessive ‘Rain Man’ styles. And we’d beat it into submission. Screen tearing was the final thing we fixed days before gold and now I can safely say the game runs and looks great."

PSXE: Where does Digital Extremes go from here? Do you currently have more next-gen projects in the hopper, and if so, could you tell us a bit about one of them? Oh, and can we expect a Dark Sector sequel?

Sinclair: "We’re keeping busy... I guess we’re not supposed to talk about future projects because PR people like to make announcements. As far as a sequel to Dark Sector – it’s just a common sense thing: if it does well, like it ought to, there will be a tremendous pull towards doing one..."

We'd like to thank Steve Sinclair for taking the time to answer our questions, and we're already getting familiar with the game. Our in-depth review is headed your way very soon, and in the meantime, be sure to check out our first impressions...as you can see, we can't wait to get back to playing!

3/24/2008 Ben Dutka

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