![]() But then there's also.you go on forums and things and people say, 'Can you do this?' and you go, 'No.you can't. "There's always the things we'd thought about for the first game but hadn't done. "And I think it's natural certainly for programmers to start looking at things they've just done, tightening the screws, tweaking and doing that kind of thing." Lead programmer Will Bryan agrees. "We didn't have anything immediately to do," says lead designer Justin Cook, taking us back to November 2006 shortly after the game had shipped. So, we ask, beached on a futon in the bowels of Rare's idyllic countryside lair opposite two of the game's most senior developers, why do a sequel? ![]() ![]() Certainly not if you're Rare, Microsoft's most expensive acquisition since the light - and everything else - went green on the Xbox project. Over a million copies is decent going, but not quite the return you want after four years of hard slog. We loved Viva Piñata! But much as we loved Viva Piñata (and as much as we assaulted you with that love day after day for months afterwards), it's no secret it sold pretty badly.
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