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    Adrian Crook of Relic Entertainment

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    Number of posts : 501
    Age : 37
    Personalized field : Favourite games
    Personalized field : BioShock
    Personalized field : Ace Combat 6: Fires of Liberation
    Registration date : 2008-02-16

    Adrian Crook of Relic Entertainment Empty Adrian Crook of Relic Entertainment

    Post by Admin Thu Mar 13, 2008 6:28 pm

    Leading THQ and Relic Entertainment's first Xbox 360 endeavor, Adrian Crook set out to help develop the title that would set the Xbox 360 standard for both companies. Relic Entertainment is no stranger to creating great titles, throwing both Warhammer 40,000: Dawn of War titles and the Homeworld series into the ring. To say the least, they know what they are doing.


    With high scores across the board, you can say that The Outfit is a huge success. Here to talk about his recently finished project is Adrian Crook:


    First things first, admit it, how great is it being a video game producer?
    I've been in the industry since I started at EA Canada when I was 19.
    So for a long time, I didn't realize how cool it was to be a game
    producer. Then about 4 years ago I did a stint at McCann-Erickson
    (world's largest advertising agency) producing advertising, just to see
    what I'd missed.


    Let's just say I appreciate my videogame
    producer job now more than ever! It's a great left brain/right brain
    mix and you get to work with cool people on fun projects. What more
    could you want?


    Was it pretty exciting working on your first Xbox 360 title?
    Definitely exciting. The Outfit is THQ's first Xbox 360 project and as
    a result, we were the trailblazers internally on a lot of fronts. And
    just being along for the ride as Microsoft
    launches a new platform - E3, X05, Zero Hour, etc - was very exciting
    for me and the team as well. This was my first (near) launch title and
    like I said to the team at one point, you don't get very many chances
    to work on projects like this.


    We're pretty stoked about the release of "The Outfit". How did the
    team go about creating the list of achievements for this game?

    We have some fantastic console
    designers at Relic. Jeff Brown, our Design Director, was the lead
    designer at Oddworld for a lot of years, so he has a great sense of
    player reward and how to expose it across the breadth of a game. Before
    diving into creating individual achievements, we first developed our
    strategy for how they'd be allocated across the game, what type of
    activities would reveal them, etc.


    Are there any online achievements, or will they all be attainable through the campaign?
    Absolutely! There are 25 achievements in single player (2 per mission
    and 1 game completion award) and 16 achievements in multiplayer.


    Will attaining achievements unlock any special content for players
    (we've heard there's a weapons upgrade system tied in with attaining
    achievements)?

    Yes, your weapons upgrade and cheats are unlocked, both according to
    how many medals (our term for achievements) you've acquired.


    What achievement do you think will be the toughest to attain?
    Probably "Victories Keep Piling Up" - that's the medal for winning 500
    ranked quickmatch games. That's our least creative achievement, but you
    have to have a few achievements for the hardcores.


    On average, how hard would you say it is to obtain all of The Outfit's achievements?
    We've seen a lot of 360 games that seemed to have just ignored the
    achievement system - Gamespot has a "how to get 6000 gamer points
    easily" feature up right now that pretty much highlights all the games
    I think failed at achievements. I own NHL 2K6 and there are only 5
    achievements in that entire game, some of which are ridiculously easy
    to attain. It's too bad because those titles tarnish the gamer point
    "economy" for the rest of us. On The Outfit, we embraced the
    achievement system because we knew how cool they'd be and how hard
    people would play to get them. Aside from a couple achievements, you
    really should be able to get everything just by playing and enjoying
    the single player and multiplayer games
    - we don't have any ridiculously hard "host 1000 multiplayer games"
    achievements, nor do we have any stupidly easy "Score in under 1
    minute" achievements. Wink


    How did you determine which achievements you would make secret and which not?
    Generally we wanted all the single player achievements to be secret. In
    the game, you encounter them somewhat by accident. For example,
    (spoiler) you'll shoot a search light in one level, and the "Medal
    Opportunity" popup will appear. Now if you can destroy them all, you'll
    earn the achievement. So we didn't want to spell everything out
    beforehand - the medals are earned for going beyond your stated
    mission, and it's up to you to show that initiative. Multiplayer
    medals, however, are mostly described for you ahead of time. We wanted
    people to have something to aim for in multiplayer.


    Can you explain the Destruction on Demand(tm) feature and how you think this will affect gameplay?
    Destruction on Demand is a simple radial menu that you can bring up any
    time during single or multiplayer gameplay. You use it to order in
    everything from air strikes, to tanks to half-tracks to extra
    squadmates, machine gun nests, anti-tank emplacements and more.
    Destruction on Demand is a huge source of strategic depth and should be
    used accordingly. I know some people who played The Outfit demo like it
    was Halo and they were annihilated because of it. The Outfit is far
    more strategic than that. You really need to think on your feet and
    learn to use Destruction on Demand wisely.


    What was your favorite thing about working on this game?
    With only a few months to go before the end of the project, we finally
    saw multiplayer emerge and become as fun as we all thought it could be.
    From then on, we had everyone playing it daily: our General Manager,
    the test team, our balance team, production, programmers, etc. It got a
    lot of love. We've had some absolutely epic multiplayer battles during
    development and it made it even more fun to work on this project and
    brought the team closer together. That had to be my favorite part.


    What's the multiplayer like for The Outfit?
    The Outfit is a squad-based game, so every time you re-spawn, you start
    with the hero you control and 4 squadmates. That said, the 4 squadmates
    you left behind on the map somewhere when you died are still fighting
    for you. Add that to the fact that you've probably laid down a ton of
    emplacements, ordered a couple vehicles, and air-striked someone's base
    and you can imagine the level of frenetic chaos multiplayer is. I've
    seen some forum threads talking about "The Outfit is only 8 players
    over Live - waaah" and nonsense like that. Hopefully now that the demo
    is out people will realize that 8 players means 8 HUMAN players... As
    well as all the stuff you can call in and your AI squadmates that fight
    alongside you as well. So each one of those 8 players can have a small
    army of 40 or more units fighting with him/her. That's a unit count way
    beyond anything you'll see in current 360 multiplayer games and our
    programmers had to pull plenty of late nights to make that happen.


    The Outfit just netted a score of 8.5 in The Official XBox Magazine.
    That is a pretty high score, but do you think it should have been
    higher?

    We also scored a 4.5/5 (Editor's Choice) in GamePro and a 4/5 in Maxim! Do I think those scores should be higher? Of course!


    What was it like working with Robert Patrick and Ron Perlman (Hellboy!)?
    Robert Patrick was awesome. He came to his voice recording sessions so
    pumped and willing to help out. In one scene, he found out his
    character was chomping on a cigar. So he said, "Hold on! I've got a
    cigar in my truck! I'll be right back." When you hear him in the
    cinematics talking while smoking a cigar, he was actually smoking that
    cigar in the recording studio while doing his lines. He's a real pro
    and I'd love to work with him again.


    What kind of downloadable content will players be able to expect after the game's release?
    We've already got some stuff lined up... Downloadable multiplayer maps,
    at first. Also look for downloadable player insignias (a limited number
    ship with the game). I'm not able to discuss specifics just yet, but
    we've got some dates in mind for when the first wave of downloadable
    content will come out, and it's not too far in the future.


    What is the next game Relic is developing for the 360 (if any)?
    We've got a lot of stuff underway right now, absolutely none of which
    I'm able to talk about! But it's safe to say that you will see Relic on
    the 360 in the future as well.

    Thanks for the interview, Mr. Crook! We hope your new game sells well.
    Hit us back when you have another game in the creation process! Smile

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