Hey everybody! Some people are getting tired of hearing this, but back in 2002 I was the technical director on the Spider-Man 2 game, and I was the one who originally prototyped its ground-breaking swinging mechanic. Fast forward several years and I decided to revisit swinging gameplay as an indie dev, creating an all-new swinging […]
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So, what’s Energy Hook? Well, imagine a 3D swinging games like Spider-Man 2 had a love child with “points-for-style” game SSX. You swing from rooftop to rooftop, pull off mid-air tricks, run along walls, and rack up points and energy for doing it. Because: it’s the future. And that’s what the extreme sports of the future look like. You have gravity beams and gravity boots and jetpacks and can do awesome stuff.
Many years ago I quit a pretty sweet job as creative director on Activision’s Spider-Man series in the middle of development on Spider-Man 3. Why did I do such a crazy thing? I’d love to say it was because of the screenplay, but no — a big part of the reason was that even though I had the highfalutin’ title “creative director” I didn’t feel like it was my game. Somehow, not enough of my own creative input and ideas were making it into the thing, and I thought that at a small company I could start making games I could call my own again.
And I’ve been getting my butt kicked ever since! Every mistake you can make as an indie developer… I’ve probably made it twice. We did okay with Schizoid, which made it into the PAX 10, but didn’t bring in enough money to make the next game, and although we managed to hold on for a while longer, doing some contract work here and there, we eventually had to call it quits.
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