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post #1 of 200 Old 06-16-2010, 04:49 PM - Thread Starter
 
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Official Site: http://twistedmetal.com/

02/14/12!



http://www.youtube.com/v/eNoYj3NdFLQ




Quote:


Twisted Metal series was unveiled and it is temporarily called Metal PS3 The title was developed under the direction of David Jaffe who showed the demo which will be oriented toward multiplayer battles (16 players DM, TDM, Last man standing, CTF styles) via the PlayStation Network and up to 4 split screen. 2 Player online split screen has also been confirmed. SP consists of 3 different SP campaigns that follow the stories of three well known series characters: SweetTooth, Mr. Grim, and Dollface. Players, while limited to these three characters, will be able to choose from 16 or so classic and new vehicles to fight with in any level.

PICS:


Updates (8/18): Go to later pages for discussion and newer updates



Older Info:
Warning: Spoiler! (Click to show)
Spoiler  
Warning: Spoiler! (Click to show)



Venture beat Interview w/ Jaffe:
http://games.venturebeat.com/2010/08...r-david-jaffe/
Quote:


DJ: If you are into the fantasy of vehicle combat, with machine guns and missile launchers and flame throwers, it’s that kind of game. You can lean out the windows with shotguns and 9-millimeter guns. If you get goose bumps and geek fan boy grin on your face when you watch a great chase scene in a movie, that is what Twisted Metal is trying to evoke. Within the first minute, once you get the controls down, you have fun. It’s a cross between a shooting game and a driving game.

It’s not as pick up and play as Split Second or Call of Duty, because we are asking you to do two things. You have to drive and shoot. It takes a couple of minutes to learn. The graphics on the PlayStation 3 are great and the environment is destructible. It really does feel like we’ve dropped you in a war zone. Twisted Metal is not on a distant planet. It’s in your own backyard. You are destroying suburbs and crashing your car into movie theaters. You are going to theme parks or battling on the lawn of the White House. It speaks to that “f**k you rebellious attitude” that people have inside. That’s the first blush. Once you get into it, you realize that there is a lot of strategy and tactics. The surface game brings you in, like the smell of popcorn at the movie theater. The movie keeps you there. You want to get engaged with a story. We get you there with the chaos and rebellious attitude. Then it really becomes a tactical game. You have to position your vehicle. You have to choose the right weapon against the right car. You can change to a helicopter and get an aerial view, but your armor is much weaker. There’s a lot to it. It’s more than juts a fun, chaotic romp. There is a deeper game under the hood.

DJ: We are an action, shooter, and online game. You immediately think the elephant in the room is Call of Duty Modern Warfare 2, which people are still playing. The trick is we have our fans. If we treat them well, they will show up. We are trying to get new fans as well. I think other shooters and action games are competition. I thought about Nintendo would say about how they had no direct competition for what they were trying to do. I always thought that was such ********. That is corporate spin ********. But the more I do this job, the more I understand what they are saying. I can’t worry what others are doing. You have to compete against yourself. Otherwise, you are chasing a phantom. Even if you catch it, then your only goal is making money. If that’s your only goal, then you won’t succeed. Most things that do well have some internal inspiration behind them. In terms of pure car combat, we are the only game on the block right now. We still feel there is a lot of life in this genre and it is wide open for us.

DJ: Sony hasn’t announced anything yet. For me, the part of the MMO that is interesting is the service aspect. I love the idea that we could keep pumping out stuff for you to enjoy in this world. But it is 16 players in one environment at a time. It’s not massive that way. It’s fast action and small matches. You can level your character and your vehicle up. It’s more of a story, than a big journey with lots of missions. I am hoping that Sony will allow us to keep generating content for a long time to come.

============================================================ =============

Comic-con updates:

New exclusive 30 min Giant Bomb interview [Thanks Joe]: http://www.giantbomb.com/e3-2010-und...jaffe/17-2799/

http://www.mydvdinsider.com/?p=612
Quote:


It didn’t used to be. Back in the ’90s, it was the order of the day. Everybody was doing these cheesy full-motion movie cutscenes. They didn’t go down too well with players and then production teams became masterful at doing CG so it switched. There was a lot of hybrid storytelling, what game developers call “motion comics.”

Looking at films like 300 and Watchmen, in terms of the great compositing effects that have come along and Sony’s ability to do that really well, I wanted to go back to that era of storytelling and try to do it not cheesy. This is something we felt would surprise players. If you’re a fan of the series and you followed Twisted Metal, it’s a real thrill to see characters like Sweet Tooth in the flesh, with his head actually on fire, wearing the creepy mask and walking around with his disturbing machete — as opposed to seeing him made of polygons.

we’re taking some 2D and 3D imagery and superimposing it into the background. Most effects films these days use a large amount of green screen, and that’s what we’re doing. The technology has gotten to the point where there’s this otherworldly dreamlike quality that comes when you do a heavy compositing job and I think for the Twisted Metal stories, which are very inspired by Creep Show and Twilight Zone and DC Comics, that dreamlike quality really plays to the vibe of the series.

A new 1up interview, but it hits on mostly old info and Jaffe's ideas behind game development:
http://www.1up.com/do/previewPage?pa...cId=3180506&p=

Jaffe himself
http://www.twitlonger.com/show/2n39of

E3 Info:

http://www.1up.com/do/newsStory?cId=3166010
Quote:


Last month, we spoke with Jaffe about the Extra Twisted Edition and asked what it would take for a PlayStation 3 entry to be made:

"If we were to make another one, I think part of our goal would be, 'How do we satisfy the fanbase that we have that we're very grateful for, but how do we also kind of rethink the series as a whole and the franchise as a whole, in order to really take it out of that, kind of...'
I'm terrible with analogies, but I keep throwing them out to you. We don't want to be the Steven Seagal of action movies; we want to be the Schwarzenegger of action movies, and so we want to figure out how to really turn it into a AAA product before we make another one."

Jaffe also spoke vaguely about the project that now appears to be Twisted Metal for PlayStation 3, saying, "We're right at the beginning, so we have a rough environment up on the screen. We're messing around with getting the interactivity going with the control of the character and things like that, but we're really early. We have a lot of the design done, but in terms of execution, it's just now starting to happen."

Asked if the title would be for Blu-ray or the PlayStation Network, Jaffe was unsure, noting that Sony would ultimately make the decision. However, he said that it is "not like a Calling All Cars. It's not from-the-ground-up, built to be a small little art/indie title, so I can tell you that. So it's not like a PSN title in that regard."

Jaffe on the PSNBLOG: http://blog.us.playstation.com/2010/...coming-to-ps3/

Quote:


Man I love surprises!

And I ESPECIALLY love E3 surprises!

Thing is, in this day and age, it’s super rare for a game to surprise anyone at E3 anymore. There are just too many leaks. And the Internet makes sure those leaks travel fast and furious. From the moment the info first gets out to the time when the hardcore gamers know about it, you’re talking 12, maybe 18 hours tops. Many publishers have simply given up trying to surprise gamers at E3 because they know it’s just not possible anymore. But back in the day – when E3 first began – you’d walk onto the show floor and have no idea what new games and new ideas you’d find as you traveled from booth to booth. That sense of wonder, of discovery, of sheer surprise…it was total gamer joy. But these days that sense of surprise and discovery has all but vanished from the E3 experience.

Which is why when Sony asked if we wanted to close out their E3 press conference by announcing the new Twisted Metal AND asked if we wanted to try to keep it a surprise…well, we were thrilled! An attempt at a good, old fashioned E3 surprise? Hells yes, baby! Sign us up!
Not sure if you missed the press conference but if you did, you can check out the surprise announce right here:

We know this is going to be the best Twisted Metal ever released. 16 players online, 2-4 player split screen, amazing new game modes, helicopters, motorcycles, sports cars, all battling it out in highly interactive levels with all the skill, speed, and strategy you could ask for! It’s been a long while since the last console Twisted Metal was released, but we think the wait will have been worth it. We’re crazy proud of the new game and are looking forward to entertaining all of the loyal TM fans as well as earning many new Twisted Metal devotees with this title.

But the game is not done yet. We’ve got a ways to go so we could really use your help. The game is playable on the show floor starting now. So if you’re able to get into E3 this year, please come to the Sony booth and give Twisted Metal a play. And then please hit us back on our brand new Eat Sleep Play forums with your likes, dislikes, issues, changes, fixes, etc. Whatever feedback we can get, we are grateful for. Early user feedback is one of the key things that turns a game into a classic. And we want this baby to be classic!

Ok, so that’s that. Twisted Metal is coming on Playstation 3! And we could not be more pleased! Now we’re off, into the bowels of the Los Angeles Convention Center to see the sites, play the games, and hey, who knows, perhaps discover a few surprises along the way! Stranger things have
happened!

Great to be back ya’ll! We missed you!


http://www.psxextreme.com/feature/587-1.html
Quote:


PSXE: Is this a reboot of the franchise? If so, how much of the Twisted Metal story and character histories can we expect to be preserved or carried over?

“Yeah, I’d call it a reboot. We have the story and fiction; we’re showing the characters and really focusing on the multiplayer experience and the team play. What we’re showing today is only multiplayer but the fiction still exists, there is of course a single-player component. The characters are still there and they’re really cool but right now, we’re talking about the online multiplayer; we’ll get into other aspects later. But it’s absolutely not a multiplayer-only game. We had originally said it would be online-only like Warhawk but then we did focus testing and brought it to Sony, and there was resistance to that idea.

We sort of kicked and screamed about single-player; we thought we were done with stories and we wanted to focus on multiplayer. But a lot of people involved said we’d go down the wrong path if we didn’t bring in the single-player aspect. Now, it’s a full-product idea and we found we were totally jazzed to talk about the stories. You were always kind of locked into a single-player campaign in Twisted Metal, anyway and besides, it’s been years since there’s been one, so we had to give the fans everything.”

http://e3.gamespot.com/story/6265892...st-impressions
Quote:


it wasn't long before the action hopped over to a motorcycle tearing around the city streets. We had just enough time to see the driver whip out a large chainsaw before the action switched again, this time showing off a muscle car armed to the gills with a chaingun and a missile launcher. The driver used his destructive power to knock out a few small buildings, then appeared to lean out the window and pull out something unexpected: a sniper rifle. There seemed to be a bit of aim assist at work here, a much-needed aid for such a hyper-accurate weapon. The player moved a small circle around onscreen until he had locked on to a target, and then he zoomed in a few levels and blasted the unlucky victim. The zooming took place in the small circle in the area of the screen where the enemy was located--a clever design trick that seemed to work quite well.


Jaffe Interview:
http://www.youtube.com/v/eNoYj3NdFLQ


and another from 1up:
http://gamevideos.1up.com/video/id/30028

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post #2 of 200 Old 06-16-2010, 06:04 PM
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I just hope they keep the insanely twisted stories from Black in this version. What a great game that was, even though some of the campaign stories gave me the shudders .
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post #3 of 200 Old 06-16-2010, 06:18 PM
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My favorite announcement at the show. I'm looking forward to it.

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post #4 of 200 Old 06-16-2010, 06:22 PM
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WOW ... WTF did I just see??? That game looks like pure anarchy! CAN'T WAIT!

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post #5 of 200 Old 06-16-2010, 10:41 PM
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it's not twisted metal 2, nothing will ever be twisted metal 2, So regardless of how good this game may end up, I will be disapointed it's not TM2, sad but I know that's how I'll feel about it.
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post #6 of 200 Old 06-17-2010, 12:11 AM - Thread Starter
 
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Quote:
Originally Posted by Kevuda View Post

I just hope they keep the insanely twisted stories from Black in this version. What a great game that was, even though some of the campaign stories gave me the shudders .

I'm sure they will. The SweetTooth and Clown gang design is straight out Blacks dark atmosphere, and Jaffe has always said he loved that darker take personally.
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post #7 of 200 Old 06-17-2010, 07:19 AM
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Looks Insane!! Can't wait!
Loved the bed ambulance bomb part!
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post #8 of 200 Old 06-17-2010, 07:55 AM
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I just came.

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post #9 of 200 Old 06-17-2010, 05:47 PM - Thread Starter
 
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Trailer is now up on the store under day 3. Grab it for HD goodness!
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post #10 of 200 Old 06-18-2010, 02:26 PM
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Surprised by the lack of love for this game around these parts!

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post #11 of 200 Old 06-18-2010, 02:35 PM
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Can't wait to kill everybody like in the good old Twisted Metal!!!
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post #12 of 200 Old 06-19-2010, 01:04 AM
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Here's a great find: a 30 minute closed door demo session run by Jaffe himself for a few press members. He shows off some of the other vehicles in the game and their powers, as well as going over the approach they take in level design, game balance and more.

My favorite bit of news to hear is that they've done away with the Street Fighter inputs for firing special weapons. You only need to tap the D-pad a direction and they instantly come out.

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post #13 of 200 Old 06-20-2010, 08:14 PM - Thread Starter
 
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Thanks Joe, updated the first post!
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post #14 of 200 Old 06-21-2010, 08:31 AM
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Holy Crap! I leave for vacation and they announce Twisted Metal game for PS3.....I cant wait. TMB was my all time fav on ps2...truely a great game and I'm sure this one will be no different.

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I have to go, I have a meeting with the bobs, uhhh I wasnt aware of any meeting......yeah they called me at home
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post #15 of 200 Old 06-21-2010, 01:51 PM
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The vehicle physics look like cartoony garbage to me. It's what turned me off from the series. Sorry to be a wet blanket.

On the plus side, I'm reminded of one of my life's primary goals: kill Adam Sessler.
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post #16 of 200 Old 06-21-2010, 02:26 PM
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Did you see the way Jaffe threw a powerslide into the air, through a high rise window and continued driving through the building as if it were nothing? That's the kind of TM physics I'm looking for.

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post #17 of 200 Old 06-22-2010, 05:59 AM
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I loved Twisted Metal 2, one of my all time favorite co-op games EVER. If they can give me similar physics to that Im sold. The ones that came out later they tried to be to true to life just doesnt work for a game like this.
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post #18 of 200 Old 06-22-2010, 12:59 PM
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Quote:
Originally Posted by WJonathan View Post

The vehicle physics look like cartoony garbage to me. It's what turned me off from the series. Sorry to be a wet blanket.

On the plus side, I'm reminded of one of my life's primary goals: kill Adam Sessler.

Are you kidding me?
Have you ever driven a souped-up icecream truck with machine guns and flame throwers? You sure as hell wouldn't want the real physics!

Can't wait myself...
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post #19 of 200 Old 06-27-2010, 04:35 PM - Thread Starter
 
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Quote:
Originally Posted by joeblow View Post

Did you see the way Jaffe threw a powerslide into the air, through a high rise window and continued driving through the building as if it were nothing? That's the kind of TM physics I'm looking for.





Sorry I've been slacking guys. My laptop met an..... unfortunate demise. Joe, if you find any new info post it and I'll update and cleanup the top thread next week when the replacement gets here.
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post #20 of 200 Old 07-22-2010, 04:34 PM
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Live action cut scenes are being implemented into TM. Here's a new interview with Jaffe about it.

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post #21 of 200 Old 07-23-2010, 07:00 PM - Thread Starter
 
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Looks like SP is going to be centered around three characters only, and levels are offering more then straight DM.

Jaffe has long wanted to take TM out of the fighting game move to next match setup and do something more cinematic and plot driven, so it makes sense.

3 or more bosses, 3 or more endings each, lots of FMV, and the ability to use all cars per character with some levels forcing certain circumstances on you.

Going to be interesting to see if it works.
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post #22 of 200 Old 07-23-2010, 07:23 PM
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Kind of disappointed if there are only 3 characters returning. What 3? Two of the ones I am thinking of are Sweet Tooth and Mr. Grimm. Not sure what the third would probably be.

EDIT: Ok, I feel like an idiot now. I just looked at Jaffe's Blog and it says Doll is the third character. I should have guessed that since that is one of the "clans" shown in the MP... but I was hoping they had a better character returning.


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post #23 of 200 Old 07-23-2010, 08:24 PM
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Jaffe clears it up:
Quote:
"Musta done a bad job explaining 1 player at comic con. It is NOT taking only 3 characters thru the same 8 levels over and over. It is a campaign with 3 characters, 3 bosses, unique level type and play types within the campaign and pick whatever vehicles (out of 16 cars) to get thru the campaign. And then 3 difficulties w/ different endings 4 each char. based on the difficulty chosen."

"On the TM single player- people are acting like they will not get to pick their favorite cars from the series. This is not the case. We have not announced all of the 16 vehicles yet but some fan faves are in there for sure. And for the campaign (co-op and single player) you can pick ANY of those cars to work thru the campaign. SOME levels force you to use certain cars, others let you choose, and some are...well we can't talk about how the garages work yet. There are more bosses than any other TM game, the 1 player levels are NOT just death match over and over and over, yet the 1 player levels have unique modes and goals and challenges ALONG with pure death match goals and modes. When we say only three characters we mean that the core campaign (in medium, hard, and super hard) follows three human characters (Sweet Tooth, Mr. Grimm, Dollface) that can drive ANY of the 16 vehicles over the course of a campaign longer and more varied than ANY Twisted Metal game ever made.

So hopefully that helps. But yes, does it mean you will not be seeing the story of No Face or Bloody Mary in this game? Yes it does mean that. But you get three endings for each of the supported characters (tooth, grimm, doll) that are live action and super cool looking. But yes no Axel for this game...IF you mean the MAN Axel. If you mean the vehicle Axel drives...well that is different. And as we've said, ANY character can drive ANY vehicle...so use your imagination.

David."


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post #24 of 200 Old 07-24-2010, 07:57 AM - Thread Starter
 
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Quote:
Originally Posted by MrHunt View Post

Kind of disappointed if there are only 3 characters returning. What 3? Two of the ones I am thinking of are Sweet Tooth and Mr. Grimm. Not sure what the third would probably be.

EDIT: Ok, I feel like an idiot now. I just looked at Jaffe's Blog and it says Doll is the third character. I should have guessed that since that is one of the "clans" shown in the MP... but I was hoping they had a better character returning.

Don't forget, MP is really the core focus of the game from what it sounds like, where you'll have DM and TDM along with all the other modes. Thats pretty much bringing back pure TM for the online play.

Not sure if it'll work, but the SP sounds like it might be better then the old bust through levels and enemies to get to the end. Objectives and a more flowing story would be nice.
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post #25 of 200 Old 07-28-2010, 11:41 AM
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Here's a new article that just went up today:

Quote:


For co-designer Scott Campbell, the hardest part about making Twisted Metal for the PlayStation 3 may have been keeping the project a secret. He, co-designer David Jaffe and the team at Eat Sleep Play have been working on the title for the past two years.

For fans and designers alike, the next chapter is a long time coming. The last Twisted Metal release was in 2008, and before that, the last wholly original console game hit the PS2 in 2001. Since then, there have been a few advances such as online play, persistent leveling systems and more elaborate gameplay modes.

The big question facing the new Twisted Metal was this: How the hell will a new vehicular combat game stack up in this age? The Twisted Metal multiplayer was advanced for its time, but how can it remain relevant?

I put that question to Campbell and he said that the team is working on the multiplayer with a specific focus on team play. He said they wanted to refine what they had and build on with that. That means the game will still have some of that old-school gameplay that fans have come to expect.

There’ll be 2-player and 4-player split-screen in local play. When it comes to online mode, there’s going to be 16-players going against each other or in teams. Everything runs at 30 frames per second. Some of the old weapons return such as the missiles and land mines. The environments can all be blown up to some extent, and each stage has a large-scale destructables.
In the level I played, I could shoot down a satellite dish set atop a hill. The dish fell down a slope and created a pathway that led to another area of the map. There I could stock up on weapons or use the raised elevation for sniper shots, one of the game’s new features.

Speaking of new elements, there are a few things to cover and it all relates to different vehicles, their roles and team play. The Eat Sleep Play team has centered its strategy on role-based weapons and vehicles. When players are fighting in the new team mode, the vehicles they choose not only have different handling, they also have different jobs on the field.

Some cars will have to act as support. Others will be more offensive. Others will have to play defense. Take the new helicopter for example. It will have a magnet that can help transport other cars, but at the same time, it can fly high in the air to give the pilot a better view of the battlefield.

The fact that players can switch vehicles means that certain characters won’t be tied to vehicles anymore. Players will choose teams run by the classic protagonists such as Sweet Tooth and Dollface, but they all won’t be driving ice cream trucks and big rigs. Some will drive offensive-minded sports cars or tow trucks, which act as healers. The sniper role is actually really fascinating because the game goes into a slick Picture in Picture mode showing the target you’re trying to shoot. Take them out and see their car crash.

Other vehicles include Vermin, an pest extermination truck that shoots out remote controlled rat rockets; Meat Wagon, an ambulance that wheels out patients as bombs; War Boat (I figure that’s a car); talon, the aforementioned helicopter; Reaper, the motorcycle; and the Junkyard Dog, the tow truck. On top of how they all handle, the vehicles each have their own special weapon, which fires off two kinds of attacks.
Lastly, players can choose whatever vehicle they want in each map. There doesn’t have to be a limit of ambulances or tow trucks. If fans wanted to, they could have a match that features all helicopters. That would actually be pretty spectacular.

The chopper (the flying kind) controls like a dream. Players use both analog sticks to control elevation and speed. It’s as responsive as a car, and players should have no problem dodging attacks. That’s important because to balance out the maneuverability, the team had to make the copter, one of the weakest vehicles in the game.

From what I’ve seen, Eat Sleep Play has kept the core gameplay alive, and I do like the new focus on team play. They have to go hard at that niche and make that part of online gaming their own. The studio seems to be making a good run at it with their take on Capture the Flag, which involves trying to shoot down the other team’s mega statue while protecting their own leader from being captured.

If the team can pull it off, Twisted Metal could continue the tradition of superb multiplayer gameplay when the game is released in the future. The team has a target 2011 release date, but we’ll have to wait and see on that.




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Updates:

New Venture beat Interview w/ Jaffe:
http://games.venturebeat.com/2010/08...r-david-jaffe/

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Warning: Spoiler! (Click to show)
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Warning: Spoiler! (Click to show)

David Jaffe is one of the stars of the video game industry. Since the 1990s, he has shown his creativity over and over with games such as Twisted Metal, God of War, and the most recent title, Calling All Cars. VentureBeat caught up with him recently for an interview.

Jaffe worked designing games at Sony for 13 years, but he left Sony in 2007 to cofound the game studio Eat Sleep Play. During his career, Jaffe has been loud, vociferous, and potty-mouthed — but fans love his games. In June, he rolled out on stage at the E3 trade show in an ice cream truck (a signature vehicle from Twisted Metal), and announced that his studio was working on an online multiplayer version of Twisted Metal, a car combat game that will debut in 2011.


VB: You caused a stir by saying you were not doing a Twisted Metal game on Twitter. Then at E3 Sony announced you were doing Twisted Metal Online.

DJ: I suppose that was a stir. I don’t know how many people follow me on Twitter. There was a vocal minority that took it the wrong way. I meant it to be fun and wanted the E3 attendees and players to have a surprise. I’ve been to E3 for many years and it was fun to be surprised by what you saw on the show floor. I think most people took it this way, that it was a little white lie. It was in the interest of being able to drive out on stage in the ice cream truck and give people a surprise. There were people who said, “Dude, Jaffe is a liar. We f***ing hate you.” I’m not a politician. You don’t have to look at my voting record. My job is to entertain. I entertain by putting pickups in the right part of the level in a Twisted Metal game. If it means I have to lie in order to entertain, I’m totally fine with that and I would do it again.

VB: What have you been doing in the last couple of years?

DJ: I had left Sony after God of War II to make small games on Xbox Live Arcade and PlayStation Network. I still feel that is a really exciting space for so many reasons. It’s a brand new way to distribute games at different price points for consumers. That remains a passion of mine.

We did a small game called Calling All Cars. It did OK. It didn’t do as well as I hoped it would do. It jostled our confidence a little bit. Maybe we didn’t connect as well with that market. It was brand new for us. If we had taken another couple of swings at it, we would have done better. But then we thought, “Let’s do something smarter to help get us up and running.”

We had just started a new company. We hadn’t made a new Twisted Metal game in years. Not since 2001. That was the motivation. Fans want this. We can do something new with the new game console technology. We were licking our wounds because our game didn’t resonate with the volumes of gamers that we wanted it to. Some would view that as a spectacular failure. I don’t think Sony looked at Calling All Cars that way. It made its money back.

Then we pulled out the ice cream trucks and motorcycles from the mothballs and got re-immersed in the universe of Twisted Metal. We fell in love with it again. I feel like this is one of the best games we’ve ever designed.

VB: What was it like going back to Sony to ask if they wanted Twisted Metal Online?

DJ: I was at Sony for 13 years. I don’t know where the mandate comes from. Maybe it’s [Sony CEO]Howard Stringer. I’ve had great bosses like Alan Becker and Shu Yoshida and Kelly Flock. Sony has never come to me and said, “This is the product you will make.” It’s always the opposite, where they are asking what I’m excited about. What will get you and your team to come into work and bust your butts to make something awesome?

We launched the first Twisted Metal in 1995. The question we talked about this time was whether we could make Twisted Metal relevant. The last game was June, 2001 on the PlayStation 2. Games like Grand Theft Auto came after and changed what it was like to be in combat in a vehicle. Can you get out of the car? Can you go on missions? Twisted Metal was more like a fighting game like Mortal Kombat, only you fought in cars. So we had to work on what would bring fans back and create new fans for the franchise. That is what we have been working hard on for the last two years.

VB: There’s a rich tradition in car combat, right?

DJ: If you go back to the movies, there is Auto Duel and Mad Max. Great Hollywood car chases. That’s the DNA of Twisted Metal and that is what our focus is.

VB: And you’re taking the franchise into the online game market.

DJ: It’s challenging because if you get into the nuts and bolts of Twisted Metal, it’s a fighting game. Fighting games are usually one on one. There’s a part of me that hopes that players will play one vs. one. We are now up to 16 players and you have to start designing your game for a different kind of combat. There are so many other opponents attacking you at the same time.

The game play becomes more like a macro mentality. You have to take a macro look as a player and look at your health, resources, weapons and objectives. Going online is exciting because the fantasy of car combat is much more compelling when you have a lot more people chasing you down the freeway with missiles flying everywhere, tanker trucks exploding, and snipers in helicopters overhead shooting at you. It feels like you are in the middle of a great action movie. It becomes a challenge to maintain the engagement with other players when you are throwing 15 other players into the mix.

VB: What’s the reaction to the game?

DJ: It’s been great. You never know what the reaction will be when you go to E3. Games are expensive to make. Now that I own my own company, there is more stress. Sony didn’t put pressure on us, but we put the pressure on ourselves. We did not know if people would like our game play. When we walked out on stage and got fantastic applause, that was the first time we knew. At the show floor, we had lines of people waiting to play it. I love games. I’m not hating any of them. But so many games take the cinematic storytelling approach, like it’s a movie. That is great. We made a game like that, God of War. But I am happy that people are embracing Twisted Metal’s game play. This is about sitting on the couch with buddies and playing. There is clearly still room for that kind of game. I love that PlayStation 3 fans can enjoy that kind of game. So far, so good.

VB: Can you explain what is fun about the game?

DJ: If you are into the fantasy of vehicle combat, with machine guns and missile launchers and flame throwers, it’s that kind of game. You can lean out the windows with shotguns and 9-millimeter guns. If you get goose bumps and geek fan boy grin on your face when you watch a great chase scene in a movie, that is what Twisted Metal is trying to evoke. Within the first minute, once you get the controls down, you have fun. It’s a cross between a shooting game and a driving game.

It’s not as pick up and play as Split Second or Call of Duty, because we are asking you to do two things. You have to drive and shoot. It takes a couple of minutes to learn. The graphics on the PlayStation 3 are great and the environment is destructible. It really does feel like we’ve dropped you in a war zone. Twisted Metal is not on a distant planet. It’s in your own backyard. You are destroying suburbs and crashing your car into movie theaters. You are going to theme parks or battling on the lawn of the White House. It speaks to that “f**k you rebellious attitude” that people have inside. That’s the first blush. Once you get into it, you realize that there is a lot of strategy and tactics. The surface game brings you in, like the smell of popcorn at the movie theater. The movie keeps you there. You want to get engaged with a story. We get you there with the chaos and rebellious attitude. Then it really becomes a tactical game. You have to position your vehicle. You have to choose the right weapon against the right car. You can change to a helicopter and get an aerial view, but your armor is much weaker. There’s a lot to it. It’s more than juts a fun, chaotic romp. There is a deeper game under the hood.

VB: While you have been working on this for the last two years, the game industry has changed directions. If there were once 100 massively multiplayer online games getting funded, now it’s 100 Facebook game companies. What do you think of these changes?

DJ: I think it’s great there are more people getting into games. Whether it is FarmVille or MMOs or the many millions playing Modern Warfare 2. It’s the coolest thing that interactive media is at the forefront of the way that people like to be entertained. I see that gaming has overtaken email as an activity online. That’s really cool. When the whole Facebook gold rush kicked off a year ago, my partner Scott Campbell and I asked ourselves if we should do a Facebook game. The only way we would do one is if we could find a way to monetize arcade games on Facebook.

I don’t like Mafia Wars or FarmVille. I respect those games. I just don’t enjoy them. This industry is as much of an art form as it is a business. You have to bring yourself back to your center and ask what excites you. What excites your team? I have friends who have chased after the FarmVille chuck wagon. They want a piece of the pie, and it hasn’t gone that well for them. I think that people who create games have to stay true to what they love. Maybe the pendulum will swing back. Maybe you are on the path to irrelevance. You can’t live your creative life by chasing what is popular. You have to do what excites you.

VB: Were there any things from this explosion of social games that you could bring into your own game?

DJ: I really like microtransactions and downloadable content. I like the ability to customize to what you want. [but] Whether it is $20 or $60, the initial purchase has to be satisfying. You have to feel like you’ve gotten your money’s worth and then some. You have to feel taken care of.

Once the publisher and the developer have fulfilled that part of the bargain, then I love the fact there are ways to add to your games. Whether that is add-ons for your cars or different levels. You can add brand new stories for individual characters. We want to apply that in a way that is consumer friendly to Twisted Metal. The other thing I have learned will be for our next game. If you are doing a story-based game, it doesn’t have to be full of fluff. You can budget for a game that you sell for $15 on the PlayStation network. It can be a story-based game that will last for just four or five hours. You don’t have to inflate the game into 15 hours. For $15, it’s cheaper than going to the movies.

It used to be that your only option was to create a $60 game. A lot of game suffered because of that because they were too long. Developers made those games only because they had to. Then they were stuck with games that were boring halfway through.

VB: Do you know if you will do a longer, $60 game next or a shorter one?

DJ: I don’t know. We have a lot of work to do to finish this game. All of our energy is on that. A couple of hours a week or so, I open my notebook and think about what we would do next. A lot depends on how this game is received. If it does well, maybe Sony will ask for a sequel. Who knows? I am kicking around some ideas and I want to get back to some storytelling after Twisted Metal, and creating new intellectual properties. But that’s all up in the air now.

VB: What do you see as the competition?

DJ: We are an action, shooter, and online game. You immediately think the elephant in the room is Call of Duty Modern Warfare 2, which people are still playing. The trick is we have our fans. If we treat them well, they will show up. We are trying to get new fans as well. I think other shooters and action games are competition. I thought about Nintendo would say about how they had no direct competition for what they were trying to do. I always thought that was such ********. That is corporate spin ********. But the more I do this job, the more I understand what they are saying. I can’t worry what others are doing. You have to compete against yourself. Otherwise, you are chasing a phantom. Even if you catch it, then your only goal is making money. If that’s your only goal, then you won’t succeed. Most things that do well have some internal inspiration behind them. In terms of pure car combat, we are the only game on the block right now. We still feel there is a lot of life in this genre and it is wide open for us.

VB: How many people do you have on the team?

DJ: We have 36 at Eat Sleep Play and a small team of four producers at Sony Santa Monica. Sony San Diego has a team working on cinematics and in-game movies. That’s a team of around 40 or so. I work out of my home in San Diego. It’s still iterative, with a lot of trial and error.

VB: So you’ll work on it maybe three years?

DJ: We are launching in 2011 but don’t know the exact date just yet. Most games are taking 2 to 3 years. We are likely to hit about 2.5 years. We could have done it faster with a bigger team, but it’s not running up huge expenses either. We’re shooting for the best game in the series and the best game we have ever designed. The game is really game play and multiplayer focused. And that is a lot more about iteration. That is like taking wind-up toys and putting them in a sand box. You see what happens and then tweak them again. That’s where a lot of the time and investment has gone.

VB: Do you think of it as an MMO? Those usually take much longer to do and then service after the launch.

DJ: Sony hasn’t announced anything yet. For me, the part of the MMO that is interesting is the service aspect. I love the idea that we could keep pumping out stuff for you to enjoy in this world. But it is 16 players in one environment at a time. It’s not massive that way. It’s fast action and small matches. You can level your character and your vehicle up. It’s more of a story, than a big journey with lots of missions. I am hoping that Sony will allow us to keep generating content for a long time to come.

VB: How do you like coming back to these characters?

DJ: I love it. We just got a look at the in-game movies of Sweet Tooth and Doll Face. On the one hand, it is cool because they are old friends. I still find this stuff amazing. I love the Halloween aspect. The twisted, Twilight Zone-style stories. It looks like something out of Creep Show. It’s got a fun, Fangoria-style vibe.

The stories are twisted and weird, but they’re getting mature and come from a deeper place now. There is a growth to the characters. Our character Doll Face is worried about her fading beauty. It’s more emotional, and we have never associated that feeling with Twisted Metal before. I’m not saying this sh*t is Shakespeare, because it ain’t. But it’s fun video game stuff that is personally fun for me to watch grow up with me.

VB: Do you identify with the characters? You have a bad-boy image in the industry? You don’t mind using foul language when everyone else in the industry is so polite.

DJ: Bad boy is the wrong word because that implies I’m getting laid and doing drugs. Unfortunately, I’m doing very little of that. If you want to call me a bad boy, you have to provide some proof. If you want to call me a potty mouth, I will give you that one. The language is really how I speak. I said to my daughter last night that I don’t care what you say. She was stuck in her pajama shirt and said she couldn’t get out of it. I said I don’t care if you say (swear) words. But the word you cannot f***ing say is “can’t.” I grew up in a loving family that cursed like sailors. That’s how my kids will probably grow up.

In terms of the industry, people should be polite. But I don’t like a lot of the PR spin that happens in this industry. It’s a disservice to customers and a disservice from a karmic sense to the world in general. I want no part of that. Whenever someone gives me the opportunity to talk in an interview or go up on stage, I’m not going to be an *******. But I do think being genuine is important. There are a lot of images that are presented in the media about how life is beautiful. It’s such ******** and I don’t want to be part of it. It’s important to present your genuine self.

VB: You sound happy with the state of the industry.

DJ: It’s a great industry. It’s an exciting time, but it’s always an exciting time. I got into it when I was a game tester when they flew me out to Chicago to look at a game called Live Action Hero. It was awful. But I was so excited. We’re so close to being able to step into the Star Trek Holodeck (which creates a completely convincing virtual illusion).

It’s scary because of things like the disruption from digital distribution. Games cost too much to make and they take too long to do. Very few games make money. There is a lot of that going around. But I still feel it’s a great industry. Our industry is allowed to be so much more creative when it comes to intellectual properties than anything else out there. It’s hard to be cynical about games. You have creativity every single year. The business is getting harder. The cream will rise to the top and hopefully we will be in the cream.

VB: How do you stay in touch with your creativity?

DJ: That’s me. I watch movies. I play games. I play with my kids and go to Disneyland as often as I can. It’s not a challenge for me to be engaged. The loves of my life are my creativity and my children. This is my f***ing passion. I’d be doing it if I got paid or not.


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post #27 of 200 Old 08-18-2010, 08:16 PM
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so much time wasted on this game when i was little.
here comes a relapse

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post #28 of 200 Old 09-25-2010, 03:42 AM
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Well yesterday for me was a nice busy filled PS3 related day to start my 3 day weekend. I was out and about stopping to get RE5 Gold Edition at my local BB. Got home and found my PS Move starter bundle delivered and waiting for me at house doorstep. Booted up my PS3 and downloaded PS Move patches for Heavy Rain, High Velocity Bowling. Then bought and downloaded the new RDR: Liars & Cheats DLC, AND Hustle KIngs off the PS Store. Played about 4 hours of RDR multi player and co op missions.

Then finally got around to checking my mailbox and found this nice surprise waiting for me.



The twisted metal feature is about 7 pages and has a interview with David Jaffe. It's the November issue of Playstation The Official Magazine.
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post #29 of 200 Old 09-25-2010, 10:10 AM
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Nice. Be sure to give us a summary of the new game-related stuff he talks about.

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post #30 of 200 Old 09-25-2010, 03:00 PM - Thread Starter
 
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Indeed, if you can transcribe or summarize it that be great. I'll add it to the first post.

I've been waiting to see it hit the retail stores, probably won't till next week.
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