The making of MediEvil – how a small team beat the odds to deliver PlayStation’s answer to Banjo-Kazooie
Video games are fundamentally about escape. So it’s not encouraging that the vast majority of video game heroes fall into the stereotypical stereotypes. With that in mind, it’s odd, at least not to mention, to pick a lead actor for a very entertaining MediEvil series. The undead seed Daniel Fortesque is neither muscular nor heroic. In fact, as a hero, he is a complete failure.
During his lifetime, Fortesque was a liar and a deceiver. Thanks to his long story and forged feats, he gained power and influence in the kingdom of Gallomere. However, when the country faced serious danger, Sir Dan was pushed to the front lines and died immediately early in the battle. Nevertheless, Galomere’s forces defeated the evil wizard Zarok, and the king feared that such a cowardly high-ranking man would look like a fool, so he decided to worship Potesque as the savior of the earth. Years later, Zarok returns and unwittingly resurrects Lord Dan’s decaying corpse, giving the wretched knight a second chance of salvation. Continue to play.
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Chris Sorell
But the road to becoming a video game sex symbol for its European cousins hasn’t been entirely smooth, not to mention one of the funniest platformers of the PlayStation era. Before developing Sir Dan’s debut adventure, Sorrell had some pretty hot patches on other projects. “I was asked to help with several new edutainment products that Millennium had just registered to create, based on the books ‘The Snowman’ and ‘Santa Claus’ by Raymond Briggs,” he recalls. “When those products were finally ready, I think the management took pity on me and gave me the opportunity to create the game of my dreams. There were a few ideas that had been floating around for a while, and I especially thought that the two sources of inspiration could be combined in a unique way.” And what exactly were those two inspirations? “Ghosts ‘N Goblins was one of Tim Burton’s love of art style embodied in The Nightmare Before Christmas.” he explains “Logically, this led to the concept of an undead knight, which I named ‘dead men’ in my first concept proposal.”
Sorell and Wilson’s disposition for all things gothic helped shape the unique theme of this fledgling project. “I was very lucky to have been able to work with Jason right from the start,” explains Sorell, who is enjoying her Black Liner days. “I think it’s undeniable that we both have a ‘gothic’ flair. And we were equally excited to make a game that borrowed from those sources.”
great ambition
Sony’s support has certainly eased the team’s financial burden, but the transition from creating 2D games to 3D games hasn’t been easy. “It was a huge challenge,” Sorrell said. “None of us had ever developed a full 3D game before. Of course, there are so many new things that there is a real sense of accomplishment when work begins. I remember the first time I saw a textured 3D world in a game… Those were the moments that united our team. Wilson agrees. The texture of the cube, it was like we were unraveling our DNA.”
And the fact that 3D games have really grown has helped the team. “During development, Super Mario 64 came in,” Sorrell recalls. “We played the import copy and were amazed at how well they did the familiar Mario mechanics in 3D. Tomb Raider was another game that couldn’t help but impress, and the first crash that set such an amazing visual standard. There was a Bandicoot game. We haven’t really changed our plans for any of these games so far, but it definitely helped us understand how to solve some of the problems we faced when we first made a 3D action game.”
inner ringing
As development progressed, internal commotion left Millennium Sorrell and his team sleepless. “We worked very closely with Sony,” he explains. “When some of the Millennium team that developed Cyberlife (an AI technology first used in the PC title Creatures) were more familiar with the development of this technology, rather than general game development, they wanted to sell the “traditional” gaming division. Many of us It’s gotten to the point where the chances of being sold to a company that people think are really bad partners are completely out of the question.” Sorrell knew he had to act to protect his project: “He personally took great risks and arranged a covert meeting with a Sony producer. I told him what was going on and said if we could finish developing the game as a first party Sony studio, nothing could be better than this. Fortunately, a few months later we became Sony’s second UK development studio.”
MediEvil has rewarded Sony’s trust on several occasions and became a huge hit on both sides of the Atlantic when it was released just in time for Halloween in 1998. Sorrell is particularly pleased with his performance. The fact that SCEA was lagging behind the game was particularly interesting as it was a purely European project with a very British sense of humor. The real highlight for me was taking MediEvil to E3 1998 and seeing one of the official E3 shuttle buses decorated with the characters from the game.”
next time
Oddly enough, the franchise completely bypassed the PS2. “The second installment did well, but the management didn’t call for a sequel,” Sorrell recalls. “James Shepherd had the opportunity to create his own game and he, of course, jumped into it. That became Ghosthunter. Dan’s prime opportunity for the PS2 was over because we were a studio with two projects. Later, when the PS2 came out, they actually came up with the Medi Evil 3 concept, but sadly it didn’t.”
“I’ve worked on a lot of games, but none of them have settled in my heart as much as MediEvil.”
Jason Wilson
Sir Daniel’s next (and finally, until MediEvil was released for PS4 earlier this year) would be the PSP remake MediEvil: Resurrection, which was released to coincide with the launch of the portable console in 2005. I liked working on the MediEvil update, but my boss wanted me to work on another project instead,” laments Sorrell. “I think it’s really stupid given my interests and strengths. Don’t get me wrong. There were some very talented people working on the MediEvil PSP and they did a great job, especially considering the time was tight. But certain characters were unnecessary. It was really sad to see it being redesigned and frustratingly helpless to prevent it.” Wilson’s intervention was a little more important: he provided Dan’s voice, but he was even discouraged by having to watch something he liked, tinkering a lot, needlessly: “Something you love has been tampered with by others. It felt strange to see something new to be made, and now I think I know what it feels like to have a remake of a film by these directors.”
Sorrell and Wilson have had successful careers since MediEvil, but both confirm that they have a special affection for the exploits of the unfortunate Lord Dan. “I’ve worked on a number of games, but none has settled on my mind as much as MediEvil… I’m glad it’s considered a classic,” Wilson says. “Nothing I’ve worked on since then,” Sorrell adds, “is close to providing the creative freedom and ‘anything goes’ spirit that characterizes MediEvil’s evolution.” “We were a young, inexperienced team united by a desire to make the funniest and most charismatic game we could ever play. All in all, I think the spirit and charm of MediEvil reflects the crazy experience and sheer fun we had while making it. It’s a sad fact that games aren’t usually made that way anymore.”
This feature first appeared in . retro gamer Magazine, Issue 49. For more great features like the one you just read, don’t forget to subscribe to the print or digital edition below. my favorite magazine.
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The making of MediEvil – how a small team beat the odds to deliver PlayStation’s answer to Banjo-Kazooie
Video games are fundamentally about escapism. It’s uninspiring then that the vast majority of video game heroes fall into archetypal stereotypes. Bearing this in mind, the choice of lead for the hugely enjoyable MediEvil series is an odd one to say the least; the undead Sid Daniel Fortesque is neither muscle-bound nor suitably heroic. In fact, he’s a complete failure as a hero.
When he was alive, Fortesque was a liar and a charlatan. He attained a position of power and influence in the Kingdom of Gallowmere thanks to his tall tales and fabricated exploits. However, when the land was faced with genuine peril, Sir Dan found himself pushed to the frontline where he promptly perished in the opening seconds of battle. Gallowmere’s armies nevertheless triumphed over the sinister Sorcerer Zarok, and, afraid that he would look a fool for giving such a coward high office, the King decided to venerate Fortesque as the saviour of the land. Years later, Zarok returns and unwittingly reanimates Sir Dan’s decomposed corpse – giving the pathetic knight a second chance to redeem himself. Game on.
Subscribe to Retro Gamer
Chris Sorrell
But the road to creating a video game sex symbol for our European cousins – not to mention one of the most enjoyable platform romps of the PlayStation era – was not an altogether smooth one. Prior to the development of Sir Dan’s debut adventure, Sorrell had endured a rather torrid time on other projects. “I was asked to help out on some new edutainment products that Millennium had just signed up to create, based around Raymond Briggs’ The Snowman and Father Christmas books,” he remembers. “Once these products were finally complete I think management took pity on me and rewarded me with the chance of making my dream game. There were a few ideas I’d been bouncing around for a while and in particular two sources of inspiration that I felt we could combine in a unique way.” And what exactly were those two inspirations? “Ghosts ‘N Goblins was one and the other was a love for Tim Burton’s art style, as typified in The Nightmare Before Christmas,” he explains. “Logically this led to the concept of an undead knight, who was christened ‘Dead Man Dan’ in my first concept proposal.”
Sorrell and Wilson’s predilection for all things gothic helped to shape the unique theme of this fledgling project. ”I was very lucky that from the earliest stages I was able to work with Jason,” explains Sorrell, who has thankfully put his days of wearing black eyeliner behind him. “I guess there’s no denying that we both had ‘goth’ tendencies and we were equally excited to create a game borrowing from such sources.”
Big ambitions
Sony’s support certainly helped to ease the financial burden on the team, but making the transition from producing 2D games to 3D ones wasn’t easy. “It was a huge challenge,” reveals Sorrell. “None of us had built a full 3D game before. Of course, since so much was new, there was a really gratifying sense of achievement as things started to function. I remember the first time we saw the textured 3D world running in game… it was moments like that which really brought our team together.” Wilson concurs,”We were constantly amazed when we got a 3D object on screen or a texture on a cube, it was like we were unravelling DNA or something.”
The fact that 3D gaming was really starting to come of age also helped the team. “During development Super Mario 64 arrived,” remembers Sorrell. “We played an import copy and were blown away by how well it brought those familiar Mario mechanics into 3D. Tomb Raider was another game that couldn’t help but make an impact, and then there was the first Crash Bandicoot game that set such an amazing visual standard. We were sufficiently under way that none of these games really changed our plan, but they certainly helped us to understand how we might solve some of the challenges we were facing in building a 3D action game for the first time.”
Internal rumblings
As development progressed, internal rumblings at Millennium caused Sorrell and his team some rather sleepless nights. “We were working very closely with Sony,” he explains, “at a time when the portion of the Millennium team that had developed Cyberlife – an AI technology that was first used in the PC title Creatures – was rather more concerned with developing that technology than in developing regular games. They were looking to sell the ‘traditional’ games division. We reached a point where it was looking quite possible that we might be sold to a company that many of us thought would be a really bad partner.” Sorrell knew that it was necessary to act in order to try to safeguard his project. “I took a huge personal gamble and arranged a clandestine meeting with our Sony producer. I told him what was happening, and that I could imagine nothing better than if we could finish development of the game as a first-party Sony studio. Fortunately, a few months later we became Sony’s second United Kingdom development studio.”
MediEvil repaid Sony’s faith several times over and was a massive success on both sides of the Atlantic when it was released in time for Halloween 1998. Sorrell is especially pleased with how it performed, “It was the best possible vindication of the enthusiasm and belief we’d long had in the project. It was especially exciting that SCEA were so behind the game, since this was an entirely European project with a very English sense of humour. For me, a real highlight was taking MediEvil to E3 in 1998 and seeing one of the official E3 shuttle buses emblazoned with characters from the game.”
Sequel time
Bizarrely, the franchise bypassed the PS2 altogether. “Although the second one did well, it didn’t scream ‘must make a sequel’ to the management,” recalls Sorrell. “James Shepherd had the opportunity to create his own game and quite understandably took it – this became Ghosthunter. Since we were only a two-project studio, Dan’s main PS2 opportunity had passed. Later in the PS2’s lifetime I actually pitched a MediEvil 3 concept, but sadly it wasn’t to be.”
“I’ve worked on many games, but none of them have a place in my heart like MediEvil”
Jason Wilson
The next (and last, until MediEvil was brought to life for PS4 earlier this year) outing for Sir Daniel would be the PSP remake MediEvil: Resurrection, released in time for the portable console’s launch in 2005. “By this time our studio management had changed, and although I stressed how much I would have loved to work on bringing MediEvil up to date, the boss wanted me to work on another project instead,” laments Sorrell. “Given my interests and strengths I think that was a really dumb move. Don’t get me wrong, there were some very talented people working on MediEvil PSP and they did an awesome job, especially considering the time constraints they were up against. But I was really sorry to see certain characters needlessly redesigned and frustratingly powerless to stop it.” Wilson’s involvement was slightly more significant – he supplied Dan’s voice – but he too was disheartened with having to watch something he dearly loved get needlessly tinkered with, “It was a strange feeling to see something you loved being remade by others. I now know what all those directors feel like when their movies are remade.”
Sorrell and Wilson have gone on to enjoy successful careers since MediEvil, but both confirm that they harbour a special affection for the exploits of the hapless Sir Dan. “I’ve worked on many games, but none of them have a place in my heart like MediEvil… it’s gratifying that it is considered a classic,” says Wilson. “Nothing I’ve worked on since has come close to offering the creative freedom and ‘anything goes’ spirit that characterised MediEvil’s development,” Sorrell adds. “We were a young, largely inexperienced team that bonded behind a desire to make the most fun, charismatic game we could. All told, I think the spirit and appeal of MediEvil is a reflection of the crazy experiences and sheer fun we had making it. It’s a sad fact that games just don’t tend to be made like that any more.”
This feature first appeared in Retro Gamer magazine issue 49. For more excellent features, like the one you’ve just read, don’t forget to subscribe to the print or digital edition at MyFavouriteMagazines.
#making #MediEvil #small #team #beat #odds #deliver #PlayStations #answer #BanjoKazooie
The making of MediEvil – how a small team beat the odds to deliver PlayStation’s answer to Banjo-Kazooie
Video games are fundamentally about escapism. It’s uninspiring then that the vast majority of video game heroes fall into archetypal stereotypes. Bearing this in mind, the choice of lead for the hugely enjoyable MediEvil series is an odd one to say the least; the undead Sid Daniel Fortesque is neither muscle-bound nor suitably heroic. In fact, he’s a complete failure as a hero.
When he was alive, Fortesque was a liar and a charlatan. He attained a position of power and influence in the Kingdom of Gallowmere thanks to his tall tales and fabricated exploits. However, when the land was faced with genuine peril, Sir Dan found himself pushed to the frontline where he promptly perished in the opening seconds of battle. Gallowmere’s armies nevertheless triumphed over the sinister Sorcerer Zarok, and, afraid that he would look a fool for giving such a coward high office, the King decided to venerate Fortesque as the saviour of the land. Years later, Zarok returns and unwittingly reanimates Sir Dan’s decomposed corpse – giving the pathetic knight a second chance to redeem himself. Game on.
Subscribe to Retro Gamer
Chris Sorrell
But the road to creating a video game sex symbol for our European cousins – not to mention one of the most enjoyable platform romps of the PlayStation era – was not an altogether smooth one. Prior to the development of Sir Dan’s debut adventure, Sorrell had endured a rather torrid time on other projects. “I was asked to help out on some new edutainment products that Millennium had just signed up to create, based around Raymond Briggs’ The Snowman and Father Christmas books,” he remembers. “Once these products were finally complete I think management took pity on me and rewarded me with the chance of making my dream game. There were a few ideas I’d been bouncing around for a while and in particular two sources of inspiration that I felt we could combine in a unique way.” And what exactly were those two inspirations? “Ghosts ‘N Goblins was one and the other was a love for Tim Burton’s art style, as typified in The Nightmare Before Christmas,” he explains. “Logically this led to the concept of an undead knight, who was christened ‘Dead Man Dan’ in my first concept proposal.”
Sorrell and Wilson’s predilection for all things gothic helped to shape the unique theme of this fledgling project. ”I was very lucky that from the earliest stages I was able to work with Jason,” explains Sorrell, who has thankfully put his days of wearing black eyeliner behind him. “I guess there’s no denying that we both had ‘goth’ tendencies and we were equally excited to create a game borrowing from such sources.”
Big ambitions
Sony’s support certainly helped to ease the financial burden on the team, but making the transition from producing 2D games to 3D ones wasn’t easy. “It was a huge challenge,” reveals Sorrell. “None of us had built a full 3D game before. Of course, since so much was new, there was a really gratifying sense of achievement as things started to function. I remember the first time we saw the textured 3D world running in game… it was moments like that which really brought our team together.” Wilson concurs,”We were constantly amazed when we got a 3D object on screen or a texture on a cube, it was like we were unravelling DNA or something.”
The fact that 3D gaming was really starting to come of age also helped the team. “During development Super Mario 64 arrived,” remembers Sorrell. “We played an import copy and were blown away by how well it brought those familiar Mario mechanics into 3D. Tomb Raider was another game that couldn’t help but make an impact, and then there was the first Crash Bandicoot game that set such an amazing visual standard. We were sufficiently under way that none of these games really changed our plan, but they certainly helped us to understand how we might solve some of the challenges we were facing in building a 3D action game for the first time.”
Internal rumblings
As development progressed, internal rumblings at Millennium caused Sorrell and his team some rather sleepless nights. “We were working very closely with Sony,” he explains, “at a time when the portion of the Millennium team that had developed Cyberlife – an AI technology that was first used in the PC title Creatures – was rather more concerned with developing that technology than in developing regular games. They were looking to sell the ‘traditional’ games division. We reached a point where it was looking quite possible that we might be sold to a company that many of us thought would be a really bad partner.” Sorrell knew that it was necessary to act in order to try to safeguard his project. “I took a huge personal gamble and arranged a clandestine meeting with our Sony producer. I told him what was happening, and that I could imagine nothing better than if we could finish development of the game as a first-party Sony studio. Fortunately, a few months later we became Sony’s second United Kingdom development studio.”
MediEvil repaid Sony’s faith several times over and was a massive success on both sides of the Atlantic when it was released in time for Halloween 1998. Sorrell is especially pleased with how it performed, “It was the best possible vindication of the enthusiasm and belief we’d long had in the project. It was especially exciting that SCEA were so behind the game, since this was an entirely European project with a very English sense of humour. For me, a real highlight was taking MediEvil to E3 in 1998 and seeing one of the official E3 shuttle buses emblazoned with characters from the game.”
Sequel time
Bizarrely, the franchise bypassed the PS2 altogether. “Although the second one did well, it didn’t scream ‘must make a sequel’ to the management,” recalls Sorrell. “James Shepherd had the opportunity to create his own game and quite understandably took it – this became Ghosthunter. Since we were only a two-project studio, Dan’s main PS2 opportunity had passed. Later in the PS2’s lifetime I actually pitched a MediEvil 3 concept, but sadly it wasn’t to be.”
“I’ve worked on many games, but none of them have a place in my heart like MediEvil”
Jason Wilson
The next (and last, until MediEvil was brought to life for PS4 earlier this year) outing for Sir Daniel would be the PSP remake MediEvil: Resurrection, released in time for the portable console’s launch in 2005. “By this time our studio management had changed, and although I stressed how much I would have loved to work on bringing MediEvil up to date, the boss wanted me to work on another project instead,” laments Sorrell. “Given my interests and strengths I think that was a really dumb move. Don’t get me wrong, there were some very talented people working on MediEvil PSP and they did an awesome job, especially considering the time constraints they were up against. But I was really sorry to see certain characters needlessly redesigned and frustratingly powerless to stop it.” Wilson’s involvement was slightly more significant – he supplied Dan’s voice – but he too was disheartened with having to watch something he dearly loved get needlessly tinkered with, “It was a strange feeling to see something you loved being remade by others. I now know what all those directors feel like when their movies are remade.”
Sorrell and Wilson have gone on to enjoy successful careers since MediEvil, but both confirm that they harbour a special affection for the exploits of the hapless Sir Dan. “I’ve worked on many games, but none of them have a place in my heart like MediEvil… it’s gratifying that it is considered a classic,” says Wilson. “Nothing I’ve worked on since has come close to offering the creative freedom and ‘anything goes’ spirit that characterised MediEvil’s development,” Sorrell adds. “We were a young, largely inexperienced team that bonded behind a desire to make the most fun, charismatic game we could. All told, I think the spirit and appeal of MediEvil is a reflection of the crazy experiences and sheer fun we had making it. It’s a sad fact that games just don’t tend to be made like that any more.”
This feature first appeared in Retro Gamer magazine issue 49. For more excellent features, like the one you’ve just read, don’t forget to subscribe to the print or digital edition at MyFavouriteMagazines.
#making #MediEvil #small #team #beat #odds #deliver #PlayStations #answer #BanjoKazooie
Synthetic: Vik News