Wednesday, June 23, 2010

Kung Fu Rider developer interview

Find out about one of PlayStation Move’s wackiest and original games, Kung Fu Rider, with its producer Gavin Russell.

How do you use PlayStation Move in Kung Fu Rider?

Your off-screen actions dictate what goes on the screen in Kung Fu Rider. To force the character to move faster, you have to whip the character with PlayStation Move so they react to what you want them to do. Shifting them to the left or right would be an intuitive move to do in those directions with PlayStation Move, and so on.

What are the benefits of using PS Move in Kung Fu Rider?

Being able to track a person's position in real time in three-dimensional space is a huge benefit. That's brought about by the use of the PlayStation Eye camera, and with the PS Move controller able to track your distance from the camera it helps to relate to the game's crazy controls.

How has the high degree of accuracy and speed afforded by PS Move helped in creating Kung Fu Rider?

It's a bit different in this game compared to other PlayStation Move titles because we're basing it more on humour based movement, and one-to-one control isn't particular important in this instance - the comedy comes first, although the actions you create off-screen that transfer on-screen mirror each other well.

With other titles it's certainly more of an essential feature, but for Kung Fu Rider we just wanted the audience to engage with the game on a whole.

How does the inclusion of PS Move change the way you approach and play Kung Fu Rider compared to other titles in that genre?

I think the use of PS Move and Kung Fu Rider opens the PS Move controller to a wider audience. The game is about having fun with PlayStation Move. It's about getting the gamer involved and feeling free to jump in whenever they want without a barrier of experience or whatever. It's about you enjoying yourself and racking up a high score.

What is the most exciting aspect of using PS Move in Kung Fu Rider?

We did some off the cuff and comedic things in the game originally which we ended up having to tailor and tune out in the final game, but it was an entertaining part of the game's development! It was a shame we had to cut them but it was within keeping the game open for a wider demographic [laughs]. Like what we did with Pain on PlayStation 3, we've kept the comedy where it needs to be and we're pleased with the final result.

What were your favourite moments of developing Kung Fu Rider with PS Move?

I'd probably say the supercharge! To make the character go faster, you have to whip them into shape and get their speed up. Once you tally up a chain of combinations together there's a direct thrusting motion you have to do at the screen which triggers a motion blur, which is fantastic.

What challenges did you encounter in creating Kung Fu Rider with something as innovative as PS Move?

The most challenging aspect has been the multiplayer and what we're doing for the multiplayer. I won't talk about it much as we want you to experience it for yourself! We had a quite a few meetings before we even decided on our best options, we feel really happy with what we have.

Is there anything else you want to add about Kung Fu Rider and PlayStation Move?

I'm sure our audience will appreciate the game and enjoy the experience!



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