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Heavenly Sword Xbox 360 Interview

We couldn't go into specifics regarding the game yet, but we did find out a few things as we talk with the co-founder of Ninja Theory.

Can you introduce yourself and your role at Ninja Theory.
Hi, my name is Tameem and I am the co-founder & Chief Design Ninja at Ninja Theory. I direct the game design by working closely with 22 other designers, artists and programmers.
To start off, can you explain what has happened with JAM?

Well, it’s quite simple really. JAM was owned by Argonaut and Argonaut ran out of cash forcing us into administration. There was a real possibility that the company would disappear if a buyer could not be found. So Nina, Mike & myself, the original JAM founders, got together with Jez San, the founder of Argonaut and bought back the business. Had we not done this, people would have lost their jobs and Heavenly Sword would have been abandoned.

Can you give us an idea of what Heavenly Sword is about?
Do you know the concept of Wuxia? It loosely means “martial art knights”. You can think of it as the Western of the East. Films like Crouching Tiger, Hero exemplify this. Even the Jedi knights were originally based around this concept. It’s about nobility, beauty, emotion and more importantly, outrageous kung fu!
Is the game pure action or does it have other gaming elements in it?
There’s a lot to the game and a whole bunch of new ideas that haven’t been possible or haven’t been explored in the past but it is focused on action. You know, the fun stuff :)
How long has the game been in development?

Since early 2003. We were originally working on a sequel to Kung Fu Chaos but Microsoft pulled the plug on that.

What was the decision to work on a next-gen title rather than make a game for the current consoles?
A few things. Without a sequel to KFC, we had to choose between pitching for a license or creating a brand new game. Licenses are really hard to get. A publisher basically offers a bunch of developers the opportunity to work on a license, expects them all to develop a prototype off their own backs and then picks the cheapest, fastest developer. Everyone else is hung dry and the preferred developer is often the most desperate. This is why most licenses are rubbish and why so many developers are going under. On the other hand, creating an original game at this stage in the console cycle is hard. Most publishers wouldn’t give you the time of day, especially if your last game was only on Xbox. They prefer sequels and licenses at this point. So we took a gamble and chose to go next-gen very early. Halo was in development for many years before the Xbox’s launch. It’s no coincidence that it was one of the most successful games out on the Xbox. You cannot make great games in 1-2 years anymore. We wanted to take the time to get a great game out early while everyone else is slapping shiny graphics on their current games.
Is multiplayer planned at all?
We can do multiplayer but it’s up to our publisher, whoever that turns out to be.
If Heavenly Sword goes multi-platform, are there plans to utilize each system's capabilities (or won't there be enough time)?
I have no idea what the specs are for future platforms so it’s hard to say. We do care about our work and wish to be recognized as one of the best in the business. We have to earn that accolade and part of that would be to show how well we can use hardware. Did you know that the original KFC was held up to other developers by the Microsoft ATG group as a prime example of how to make best use of Xbox hardware? There was some cunning use of hardware behind that game, if you can look past the cartoony style of it. We have some really hard-core console talent behind us. At the risk of sounding cheesy, you really haven’t seen anything yet.
The prototype video shows a large amount of people on the screen at once. Is this possible for an in-game battle?
Sure! That was the point of it! Fighting hand-to-hand against large numbers of people is a key part of the game and it involves gameplay dynamics not seen before in games. Just think of the bodycount!
How much of the game is completed?
That’s really hard to say. 5%, 10%, 20% depending on how you measure it! We’re still early in development.
How much harder is it working on a next-gen title (especially not having all of the official specs and console features announced yet)?
It’s a bigger leap than from PS1 to PS2. The way we create art, the technology and the design process are all completely different. Just as an example, on the PS1 a character model would be about 200 polygons. On a Xbox, they would be around 10,000. We are now modeling characters in the 5,000,000 range. It changes everything about how you create characters and this just one of many dramatic changes we have come across. We’ve had a good year or more to sort through these issues on current PC’s. Once the real hardware comes along, a whole bunch of new issues are likely to arise. It seems that many developers and publishers think the transition should be smoother than the last one. If I may be so bold, I think they are very, very wrong.