Exclusive: The Extra Twisted Interview
PSXE: What kinds of weapons and abilities can we expect? Will we see Specials from the old games?
“Scott- Yeah, we’ve refined old specials from past entries but now there’s also an Alt-Fire to the Special. Every special weapon will have two attacks; one is more strategic-based and the other one requires a little more skill but is – not sure how to say it – a little more aggressive, I guess. Dave- But also, this is the first time cars will have both a driver and a gunner; the gunner actually leans out of the car with a sniper rifle or missile launcher. And you can’t get out of the car like in GTA; we actually tried a version where you could get out of the car, but we just couldn’t reconcile the speeds [between driving and being on foot]. And we really wanted to stay true to vehicle combat. You’re driving a car at 160mph and fighting against a person an foot, and it just never lined up and was never satisfying.
Also, remember that GTA has a little more realistic physics. And that doesn’t work in Twisted Metal; we always go back to more arcade-style physics because it’s really hard to do car combat when you have to wait six seconds to get to a fun speed. We’re still looking at maybe getting out of the car down the road, but that would mean an adjustment to the physics. Oh, and we also added the helicopter so that has opened up a whole new element…lower a magnet and pick up buddies, use the Gatling Gun; you can even do straight-up air combat! Furthermore, because we’re using Factions in this one, characters can use any of the vehicles; the characters and vehicles aren’t linked like they used to be.”
PSXE: Do you think this is a game that caters to both veteran fans and newcomers to the series?
“When we first sat down to talk about what the next TM would be, we didn’t want to only cater to the hardcore gamers. We wanted to create a version that was more accessible to the masses; bring in new players and let them just ‘pick-up-and-play.’ At first, we weren’t sure if we should keep the default control system; so many people are used to the gas being one of the shoulder buttons. And because we use every button on the controller, it’s not like walking into a GameStop kiosk and giving Burnout a try, but the classic control setup makes it significantly better. The pacing is so intense and there’s a lot of firepower so the hardcore can always make those quick decisions, but we spent a lot of time playing around with the controls. We found we can keep that high tempo while keeping it accessible, and we’ve done a lot more with awareness. We’ve added radar, damage indicators (where missiles are coming from); you know, simple FPS stuff we never had.”
The only question is whether or not we can bring all the excitement and fun to everyone…we really don’t know. I guess you never know. But I think we’re confident we’ll deliver a really fun game.”
Again, we want to thank Dave and Scott for remembering us and offering to do this interview; everyone was true to their word throughout this whole secret-keeping process. Wouldn’t it be great if the entire world worked this way…? Well, anyway, we couldn’t possibly be more excited about the new Twisted Metal; some of these details just had me grinning like crazy…a gunner and a driver, characters getting in any of the vehicles, helicopters, new Specials and weapon options, the totally sick multiplayer facet; it all sounds exactly like the next-gen TM we’ve always wanted. It'll be out some time next year.
E3 gameplay video Part I:
And here's Part II:
6/15/2010 Arnold K. and Ben D.