The full scale redesign of Alien Syndrome

   The full scale redesign of Alien Syndrome - Image 1

It’s always interesting to find out how remakes of classic games come about. Apparently, we’re not the only ones who feel that way because that’s precisely the topic of the second post in the Alien Syndrome development blog.

Totally Games approached SEGA suggesting a remake of Alien Syndrome for both the PlayStation Portable and the Nintendo Wii, adding that they wanted to make a totally new game based on that franchise for the PSP and Wii. SEGA approved their request and as soon as the initial pre-production milestones were met they began development of the game.

The developers started out with a concept: big meaty levels where players could sink their teeth into the game and play for as long or as short as they wanted. They made it clear that they didn’t want just another RPG game that was too heavy on action and not enough role playing. So here is the skinny on the development the company has done on both versions of the game and how it compares to their initial plan.

PSP Version:

The game was designed with every intention of making it a full scale action RPG. This pretty much means “hundreds of items, weapons, monsters, and tons of action.” We have to say that it’s looking good because they’ve created five different classes each with its own weapon advancement tree and specialty proficiencies to spec into. Of course they did mention that “it was a huge challenge to fit this big of a game into the PSP” but they’re proud to announce that they have managed to do it without losing any of the scope of the original design.

Wii Version:

The developers focused on the design for the Wiimote/Nunchuck control system. With the added power that the console brings, they were able to “polish the game’s infrastructure and core gameplay ideas as well as the math and itemization curves”. Since most of the level development was handled in the PSP, they were able to concentrate on controls and multiplayer. It was also said that the game should provide about 30 to 40 hours of gameplay on just one difficulty level, which is pretty impressive in itself.

The developers seem really proud of their work as seen in the dev blog. If you want to read the full post, feel free to use our read link to do so. We have to see if their release lives up to the expectations of gamers when it comes out on July 24.

   The full scale redesign of Alien Syndrome - Image 1

It’s always interesting to find out how remakes of classic games come about. Apparently, we’re not the only ones who feel that way because that’s precisely the topic of the second post in the Alien Syndrome development blog.

Totally Games approached SEGA suggesting a remake of Alien Syndrome for both the PlayStation Portable and the Nintendo Wii, adding that they wanted to make a totally new game based on that franchise for the PSP and Wii. SEGA approved their request and as soon as the initial pre-production milestones were met they began development of the game.

The developers started out with a concept: big meaty levels where players could sink their teeth into the game and play for as long or as short as they wanted. They made it clear that they didn’t want just another RPG game that was too heavy on action and not enough role playing. So here is the skinny on the development the company has done on both versions of the game and how it compares to their initial plan.

PSP Version:

The game was designed with every intention of making it a full scale action RPG. This pretty much means “hundreds of items, weapons, monsters, and tons of action.” We have to say that it’s looking good because they’ve created five different classes each with its own weapon advancement tree and specialty proficiencies to spec into. Of course they did mention that “it was a huge challenge to fit this big of a game into the PSP” but they’re proud to announce that they have managed to do it without losing any of the scope of the original design.

Wii Version:

The developers focused on the design for the Wiimote/Nunchuck control system. With the added power that the console brings, they were able to “polish the game’s infrastructure and core gameplay ideas as well as the math and itemization curves”. Since most of the level development was handled in the PSP, they were able to concentrate on controls and multiplayer. It was also said that the game should provide about 30 to 40 hours of gameplay on just one difficulty level, which is pretty impressive in itself.

The developers seem really proud of their work as seen in the dev blog. If you want to read the full post, feel free to use our read link to do so. We have to see if their release lives up to the expectations of gamers when it comes out on July 24.

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