IGN: At this point, very little is widely known about Shred Nebula. Can you give our readers a quick overview of the game and how it came to be in development?
James Goddard:
Shred Nebula is a top-down, free-roaming space shoot'em up in the classic flight style of Asteroids (drift, thrust, rotate) only with completely re-envisioned flight physics, controls and unparalleled action that involves interaction with the surroundings while dog-fighting enemies. We are not revealing the full depth of the game modes yet, but there are dedicated single player modes, co-op and multiplayer Live (Ranked/Player) and System Link. The game will take you through an incredible amount of different environments (over 40) that are just stunning looking. The screens do not show that what you are seeing is actually so DEEP (literally spacelike) that it all moves and animates like nothing before it. Plus the game runs at 60FPS with sick special FX, ship animation and a flow that has never before been accomplished in space.The game came to be from playing 360 XBLA day one -- we loved it! Geometry Wars and Mutant Storm made it clear this type of game could be done on the service and be very cutting edge. I had waited since I was 11 years old and played Asteroids for the 1st time (I just turned 40) to make this sort of game. I hired more team members (all 1st time developers) and we collaborated to do a shooter, it was decided this genre (top-down + free roaming) was wide open for the taking and we started the prototype in March 2006 on my dime. We later would bring on a private investor and pitched Microsoft in January 2007 -- we were approved 1st try! The game is a pure work of passion and made with our corporate attitude from the top-down: Gameplay with Impact.
IGN: You've been around the block, so to speak, in the videogame world, but your staff at Crunchtime Games hasn't. What drove you to surround yourself with a young, inexperienced team? James Goddard:
IGN: How much do you find yourself playing the father figure in the studio, shaping the direction of the young guns? James Goddard:
IGN: Were there any moments you can recall where a fresh idea one of the team members had completely threw you for a loop? James Goddard:
IGN: Shred Nebula has been described as having a good variety in the spaceships you can control. How has this shaped the multiplayer game? James Goddard:
We built each ship (whether multiplayer or some scrub enemy) as controllable ships with the idea of playing them to develop strategies and then see what's really fun about them. The best of the best actually make it into multiplayer with special balance and adjustments to make them fragging beasts. This also affects map layouts because of how each ships plays. So every level isn't simply an open area with one or two turns, but a designed "environment" that takes advantage of many characters and/or players styles.
So the overall result is, whether in single player mode or multiplayer, the speed and intensity of the ship actions is totally fresh, with deep connection to your ship you can actually feel and over time evolve with.
IGN: What is being done to ensure that the multiplayer game isn't just another arena style shooter? James Goddard:
IGN: There have been a lot of shooters on the XBLA, many of them playable online. What sets Shred Nebula apart from the pack? James Goddard:
The game offers a very deep play system that is more then just wave after wave, you actually fly somewhere and do things, fly through hazards like nebulas that can burn you, deal with enemies that hunt you and are your equal- not fodder. This results in more then standard 'shooter' wave pacing, although we have that covered too and still take you to unbelievably different places with interactions to consider.
Then the multiplayer in Shred Nebula plays like nothing before it. The game seamlessly incorporates critical based combat skills from key online competitive genres such as: A) 1st person players map and choke point know-how gives them a boost, B) Fighting Game players knowledge of countering via character choices and "ranging" gives them a boost, C) SubSpace players with their 10 years of dog-fighting experience and pilot skills give them a boost. But not one style of player has an advantage because everyone will have to learn what ship(s) fit their style and master the full potential of the games' flight physics and tricks. So far in test, no one player keeps an edge for more then a few days because new strategies are emerging and our master of the game is evolving with it. When it hits the service, it will be crazy.
The demo will prove this is more then hype -- then we hope the readers answer the question "what separates it" with a full game purchase!
For more on Shred Nebula, be sure to swing by the official site.