Evil Dead Developer Diary: Week 1
Heavy Iron shares some insight into how Evil Dead is
coming along. New screens included.
August 18,
2000 - One of the brightest surprises out of this year's E3 was
THQ's digital take on Sam Raimi's
Evil Dead, with
Evil Dead:
Hail to the King for Dreamcast, PC and PSX. Fans of the movies were
going to hold this one to close scrutiny, and our quick look at the show
floor revealed that the folks behind the game were bringing us a title
that maintained the spirit of the films while adding a good amount of
survival horror gameplay to the mix.
The game is being developed by Heavy Iron, a team whose members
previously worked with Square on Parasite Eve. In this first of a
weekly set of developer diaries, you'll get a first hand report from the
development team on what it's like to bring Bruce Campbell to the gaming
screen. Today's contributor is Scott Krager, Executive Producer, THQ.
Read on for Scott's insights into the development of the game, along
with a few new shots from the DC version, and check back in this space
next week for the next installment.
[BEGIN ENTRY ]
Well, it's now August and Evil Dead has come a long way. The
Heavy Iron team has been burning the candle at both ends for several weeks
as we crunch toward Alpha on all skus Playstation, Dreamcast and PC.
Although we're almost Alpha, there is still a ways to go before we cross
the final finish line. But it's encouraging to see major sections of the
game slowly come together. All of the environments except for the final
area are up and running, all of the puzzle logic has been integrated, most
of the enemies are in as is the inventory system. Of course, things are
pretty glitchy there are crash bugs, the AI hasn't been tweaked yet,
there are placeholder graphics for many of the real-time objects and
things are generally buggy. But this is all part of the process, and
despite the bugs and lack of polish, it's starting to feel like a game.
With that being said, I figure it's a good time to get everyone caught up
on some of the things that have been happening lately.
On the music and sound front, Tommy Tallarico and his crew have
delivered quite a bit of the music, which sounds awesome. We've also got a
lot of different cues and such that will be used to send clues to the
player that something is about to happen or perhaps a puzzle piece is in
the room, in addition to some cool atmospheric stuff that will help set
the tone and mood. There are also some great cues that will be looped
during key battles with bosses and other enemies. The bulk of the sound
effects have been completed as well. Now we're dumping them into the game
to get a sense of what works and what doesn't. Sound is a key part of any
game, and especially in a survival horror game in which sound plays very
much into the scare factor. A lot of the ambience will come from the
atmospheric sounds, so getting the sound effects just right is critical to
creating a creepy environment. Next up is recording the tracks for the
cinematic sequences. We're well into production on the movies, which need
to be complete before mixing the soundtracks for each. For the key movies,
we're actually going to record a full orchestra in order to get the full
cinematic experience we're looking for. More on the cinematics in upcoming
entries.
Shifting over to the voiceover front, Bruce recorded all of
the Ash voice over a few weeks ago. Needless to say, that was a fun
experience. We spent two days in a recording studio in Santa Monica,
California, not far from the THQ and Heavy Iron offices. It didn't take
Bruce long to get into the character of Ash. It actually became apparent
that quite a bit Bruce and Ash are one and the same. Bruce uses a lot of
Ash-isms in everyday conversation, making him a very funny guy. They also
share that certain level of sarcasm that makes each very likeable.
Admittedly, we were a little nervous going into the session because Evil
Dead and Ash are so beloved by fans, and we knew that the voice over
script needed to completely capture the voice of Ash. So, we spent quite a
bit of time polishing the script and getting feedback from Evil Dead fans
to make sure we faithfully brought Ash to life. Based on the feedback and
how the recording sessions turned out, I'd say the script is right on
target. Bruce added some great changes and adlibs. Being a huge fan of
Evil Dead, I can honestly say that watching him reprise his most famous
role was definitely a highlight in my videogame career. Check out
evildeadgame.com for some photos, sound clips and video clips from the
sessions.
So, that covers some of the latest and greatest on Evil Dead: Hail to
the King. A lot more will be happening as we move into the Alpha and Beta
stages, so stay tuned for more diary entries from other members of the
team.
-- Scott Krager, Executive Producer, THQ
[ END ENTRY ]
We'd like to thank Scott for this week's installment. Be
sure and take a look at our preview (linked below), along with these all
new images from the DC version.