Interview with Kuju Brighton: Crush

Crush - Image 1 

If you haven’t had any sleep in days and carry emotional baggage heavier than what Atlas has on his shoulders, you are not alone. Meet Dan. He’s the poor guy in Sega‘s new game Crush, who’s turned to hypnosis to solve his woes. The guys at PocketGamer UK were able to pin down Kuju Brighton’s senior producer Paul Mottram for an interview about the new game.

The game’s concept of switching from 2D to 3D gameplay is something interesting and quite original. They had quite a time setting down the “rule set” for the game but eventually got it. How? LEGO. They sat down with the building blocks to figure out how the game would work. The game’s development for the PSP was spawned for two reasons: relatively low development costs and the gameplay is more suitable for a portable.

The environment was given a surreal touch (since Dan’s in a state of hypnosis) and surrealists Tim Burton, Max Ernst, and Escher among others were the influences for the unique style. Players would be able to “crush” the 3D game world to 2D, and vice versa. According to Mottram, there would be no limit to the number of times players can crush the world. The only limits would be the environment itself. You wouldn’t want to be crushed yourself. There are additional game modes that have limits in “crushing”
 to challenge players.

There were a number of hurdles development-wise as making a rule set for both 2D and 3D is no easy feat. The camera system also proved to be a headache. But they’re happy with development so far, and we can expect some more info on this puzzle game next month.

Crush - Image 1 

If you haven’t had any sleep in days and carry emotional baggage heavier than what Atlas has on his shoulders, you are not alone. Meet Dan. He’s the poor guy in Sega‘s new game Crush, who’s turned to hypnosis to solve his woes. The guys at PocketGamer UK were able to pin down Kuju Brighton’s senior producer Paul Mottram for an interview about the new game.

The game’s concept of switching from 2D to 3D gameplay is something interesting and quite original. They had quite a time setting down the “rule set” for the game but eventually got it. How? LEGO. They sat down with the building blocks to figure out how the game would work. The game’s development for the PSP was spawned for two reasons: relatively low development costs and the gameplay is more suitable for a portable.

The environment was given a surreal touch (since Dan’s in a state of hypnosis) and surrealists Tim Burton, Max Ernst, and Escher among others were the influences for the unique style. Players would be able to “crush” the 3D game world to 2D, and vice versa. According to Mottram, there would be no limit to the number of times players can crush the world. The only limits would be the environment itself. You wouldn’t want to be crushed yourself. There are additional game modes that have limits in “crushing”
 to challenge players.

There were a number of hurdles development-wise as making a rule set for both 2D and 3D is no easy feat. The camera system also proved to be a headache. But they’re happy with development so far, and we can expect some more info on this puzzle game next month.

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