Pandora-ing to the masses
We chat to Julien Bares, producer of Splinter Cell: Pandora Tomorrow, about the process of bringing the game to PS2.
We had to split them for memory issues but it is actually making the gameplay better because you have more saving points, because we have watch how people were playing and have changed the location of several checkpoints.
There was no plan but quality, we knew that the best thing we could do was to offer a never seen quality on PS2 - to make such big levels, to have a great rendering for lights, to make the most beautiful water ever seen on PS2 took us some time so that's why we had to release the game later.
No, it was done by Ubisoft Paris Studio and Annecy, Paris for the single player part of the game and Annecy for the multiplayer one. At its maximum, the team reached a hundred people, for some weeks only. For the multiplayer all that was in Xbox is also on PlayStation2.
Yes, a lot, first the game has some new gadgets and features. You can disable the mine by a very simple gameplay, a bit like the lockpick gameplay for instance.
There is a level in the jungle that should fullfill all your expectations. But more than extra content, we have added extra tuning to make the gameplay even better: it means better AI, better multipath, there are a lot of them hidden now.
No comments ;-)
Winking smilies on Eurogamer. Whatever next. Splinter Cell: Pandora Tomorrow is due out on PS2 on June 11th and you can read our review here.