![]() Voiceover director Darragh O’Farrell and voice coordinator Jennifer Sloan would also work 16-hour days during crunch time, six months before the deadline. There were some conflicts, Kane says, but more a focus on making the work the best it could be. You were talking, but you would fade out for five or ten seconds and then pick up again.’ I’m like, ‘Dude, I haven’t slept in forty- eight hours.’ He’s like, ‘What are you doing?’ I said, ‘Well, you know, that’s what we do.’” After work, the team would go out drinking and dancing together, unified by the project. I was in a meeting with all of our ops people at LucasArts, and at one point one of the guys whispered to me: ‘ Mike. Gallo went into detail of just how long the hours were: “Towards the end of the PC version, we were working several all-nighters. ![]() We’re makin’ a game!’ And back in those days, I didn’t even care-I could work twelve or sixteen hours every day and not even think about it.” I’m just like, ‘I don’t know what to tell you. “I remember my friends getting mad at me because I had to constantly cancel on them, or just not even accept plans. “I pretty much had no life outside of work,” Mike Gallo, former LucasArts producer, told Kane. The three of them were responsible for sketching out the core ideas of the game. Simon Jeffrey, LucasArts president at the time, approached BioWare’s Ray Muzyka and Greg Zeschuk about making a Star Wars RPG in the BioWare mold. Some LucasArts developers were big fans of BioWare, which had made the isometric fantasy RPG Baldur’s Gate.įurther Reading: How Knights of the Old Republic 2 Became Gaming’s Great Unfinished Symphony LucasArts was working on many Star Wars games in the early 2000s and wanted to partner with a third-party developer to create a “sweeping” Star Wars story. ”Ten percent of the audience needs to figure out your twist before it happens” in order for it to feel natural, he said in the book. The twist should not be obvious but should stem from moments seeded into the story. He knew that clues needed to be placed throughout the game. Ohlen was inspired by movies like The Sixth Sense and Fight Club when it came time for the reveal. James Ohlen, lead designer on the game, also knew he wanted to have an epic space battle at the end like the Rebel vs. With The Empire Strikes Back’s iconic twist in mind, BioWare needed something similar in order to capture that Star Warsmagic. Knights of the Old Republic’s big twist - that the player character is actually a powerful Sith Lord named Darth Revan who had his memory erased by the Jedi - was essential to the game from the very beginning. There’s never quite been such a complete Star Wars video game experience since.ĭisclosure: I received a free copy of the book for review, and Alex Kane and I have both written, separately, for . Along the way, the heroes journey to seedy criminal underworlds and ancient Sith temples, go through the Jedi trials, and carve their own name in Star Wars history. ![]() Set thousands of years before the Skywalker Saga, Knights of the Old Republic tells the story of a ragtag group of heroes who must stop a Sith invasion force from taking over the galaxy. And few games have reached the storytelling heights of this BioWare RPG, which captures both the feeling of sitting down and watching a Star Warsmovie for the first time while also giving fans a completely different and unexpected take on the galaxy. In the rarified air of Star Wars storytelling, where generations of writers and artists raised on the movies vie for the chance to put their own artistic spin on George Lucas’s universe, the ultimate goal is to create work that fans will remember and love for a long time. Of all of the video games in Star Wars history, Knights of the Old Republic and its sequel may be the most memorable.
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