GripShift
Sidhe's MD talks up the XBLA version.
Mario Wynands is in an enviable position; as head of GripShift developer Sidhe Interactive, he's on the verge of having overseen the development and release of a game for both Sony PlayStation Network and Microsoft Xbox Live Arcade; he lives in fancy old New Zealand; and, most excitingly for him, he gets to read emails from yours truly. Amongst those he's sent back were some exclusive screenshots of GripShift XBLA and the answers to our niggly questions. With GripShift due out next month, now would be a good time to read them.
Sidhe has traditionally worked across multiple platforms, so while we have always enjoyed working on the PlayStation platforms, we have never been exclusive to them. In the case of GripShift for PSN, we had an existing relationship with Sony Online Entertainment via the PSP version so that made getting onto the PS3 a quick process.
An Xbox Live Arcade version has been planned for some time, and we are pleased for the game to be finally appearing on the platform.
Only the Deathmatch mode has been revealed at this stage, but there are other numerous additions and changes. We'll be talking more about the new features closer to release.
All the features and innovations remain from the PSN version, but we have continued to take a lot of feedback from fans and make further enhancements. This has meant some across the board tweaks including handling adjustments, level preview features, and improving the Race Mode along with a host of other enhancements. This is really the crux of why we are calling it the "definitive version", as it's the culmination of a lot of fan feedback and refinement.
Leaderboards are back for the Challenge Mode, as well as for Race Mode and Deathmatch. They work a little differently to the PSN version due to technical differences in the Live infrastructure, but there are still leaderboards for every level which means the competition for the top slot will be as hot as ever.
The diversity of gameplay has given us the opportunity to have fun with the achievements. We have been able to include achievements requiring mental prowess as well as dexterity so, as with the game itself, you'll need to master both in order to get all the achievements.
With achievements like "Big Air", "Mister Trigger", and "Indy 50" we think gamers will have a lot of fun attempting and collecting the full set.
We are big fans of user generated content, and were really excited to see some of the level creations fans came up with on the PSP version. For both PSN and XBLA, there are some infrastructure issues that need to be overcome first before the creation and exchange of levels can become a reality.
Also, we want to make sure that it's done properly from the outset, so a lot of planning and development needs to be undertaken for a successful execution. It is an investment we want to make.
I think both services offer a great opportunity for independent developers to create and distribute games direct to consumers.
I wouldn't classify the process as simple, but there are similarities between handheld gaming and downloadable arcade gaming that make it easier. The pick up and play nature of gameplay as well as the limited scope of content suit both platforms well.
In taking GripShift from PSP to PSN, gameplay was kept relatively intact and the content conversion process wasn't overly painful. Trying to get the best out of the PS3 hardware in the timeframe we had available was certainly the most challenging aspect of the project.
All in all, it's a realistic path for developers to take. There are some great games on PSP that deserve the wider distribution and sales that a PSN version would generate.
From a console standpoint, the XBLA version will be the last. We think we have taken the current iteration as far as we can go, and we'd prefer to end on a high than let the concept get out of date and stale.
We will continue to support the game with new content and updates. The XBLA framework in particular allows us to easily expand the offering over time. Right now though we are concentrating on the base release and making sure that offers great bang for buck.
A sequel is definitely on the cards, and we have a lot of great ideas on where we want to take the franchise. Strong sales of the XBLA version will help make that a reality, and we are confident that we will achieve our projected goals.
In addition to working on the GripShift franchise, we also have other new game concepts in pre-production. With the success that GripShift has had as an IP, we are excited about the potential for these new titles coming through.
Mario Wynands is managing director of Sidhe Interactive.