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Silicon Knights' Denis Dyack

Taking on Epic, reviewers and the internet.

EurogamerWhen was the last time you spoke to [Epic boss] Mark Rein?
Denis Dyack

[Long pause] It's been a while.

EurogamerGiven how the issue has been played out in the press, has it for you become a personal thing?
Denis Dyack

We had no intentions of playing it out in the press, and Epic was the one who brought it to the press. We were quite happy with it not being brought up in the press at all: it's a thing for the courts we think needs to be held separately. It's publicly available and there are documents that you can check out.

EurogamerEven though the project's now finished, it must have cast a shadow over it - how difficult is it to put that to the back of your mind and just get on with it?
Denis Dyack

[Pause] Well, I think it certainly was a very difficult hurdle to overcome. Having to rewrite the engine wasn't something we wanted to do, nor something we planned on doing and is something no developer should have to do, so certainly there's a litigation that really speaks out to what we say and how we feel about what happened there.

But it's something that through sheer tenacity and devotion to the project our team overcame. And we feel really good about the end result - we feel the game is excellent, it's one of the best games we've made, and hopefully from that standpoint gamers will enjoy it for what it is.

EurogamerGiven the game's long development across several platforms, can you give us an insight into how you keep a project going as a coherent creative entity when changing platforms, changing technology?
Denis Dyack

There's a big myth that the game's been in development since we first conceived it in 1993, which isn't true. One of the core concepts that survived was making comment on technology and society, but really we started production when we finished Metal Gear Solid [The Twin Snakes, released on GameCube in 2004], and started collaborating with Microsoft. And Too Human, as you see it today, is really a result of that collaboration and being in full production.

We had some vague ideas of where we wanted to take it, but all cementing of the Norse mythologies, doing a lot of research into development, and taking it to an action hybrid RPG to where it is now, that's all a result of collaborating with Microsoft and the most recent full production we've been in over the past few years. Some of the things we talked about in the early PSone days, most of those are gone now.

EurogamerWhat makes Too Human stand out today; what are its defining features?
Denis Dyack

I think most the action hybrid approach - it's an action game, it's an RPG - we really have struck a unique balance. That combined with the camera system and the control scheme, there's really no other game on any other console that comes close to what Too Human is, and it's so different that some people don't understand it when they first pick it up.

But it's certainly not something you can understand through videos and I think through the demo that once people sit down and play it, they're really going to like it. We've got a lot of people saying they spent more time with the demo than they have with some games, and they can't wait to get their hands on the final one.

EurogamerThis was an issue expressed by Ubisoft ahead of the release of Assassin's Creed: they were worried that reviewers wouldn't 'get' the game because it was different and because of the way they perceived that games are reviewed. Are you concerned about what the critical reception for Too Human will be?
Denis Dyack

No, not really [laughs]. I'm not worried about the critical reception at all. Do I think people are going to be critical? Well people already have - people were critical about the game before they'd even played it, so I don't think that's necessarily going to change. I think if people see the game for what it is and review the game for what it is, then it'll get a good reception. It's a solid game. We've made a lot of games - we stand behind it and we wouldn't release a game until it's ready, so we feel really good about that.

I think the reception of the demo speaks for itself. Are there people who don't like it? Well no-one likes every game, but in the end if we're going to worry about critical reviews, then we're in the wrong industry. What I, and I think people at Silicon Knights are more concerned with, are when people play the game are they having a fun time and do they feel they're being entertained, and that's all that matters.

Too Human is due out exclusively for Xbox 360 in Europe on 29th August.

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