Jaffe on Twisted Metal


This is just looking amazing. October 4th, 2011 is the new release date, and it can not come faster for me. Sid Shuman, Senior Social Media Specialist, sat down with Jaffe and this is what he came away with:

On the Name
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Twisted Metal is the final name. The series has been out of the spotlight long enough that naming it ‘Twisted Metal 8’ or whatever would be problematic. You’d have people saying, ‘well, I didn’t play the first seven…’ Calling it Twisted Metal is like planting a flag in the ground and saying that our heartbeat is still strong. The essence of Twisted Metal is still here. To call it anything other than Twisted Metal would feel wrong.
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On Realistic Driving Physics and the Lack Thereof
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Every time we start a new Twisted Metal game, Scott [Campbell] and I talk about doing realistic cars, and it’s a disaster. We’ve never thought of this as a driving game. They happen to look like cars but they’re fighter jets.
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On Creating a Twisted Fantasy
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First and foremost, we imagine the fantasy. A great game designer will tell you that’s stupid, that you should start with your fundamental gameplay mechanics, and he’d be right. That’s just not how we do it. For us, the fantasy has always been to be in a car chase going down the freeway, with semi-trucks flipping and crashing, while I’m in a helicopter holding a sniper rifle shooting a bazooka down, and cars are racing through the explosion. That’s what we start with, and every generation of hardware gets us closer and closer to that vision.
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On Balancing Helicopters
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Helicopters were about delivering the fantasy first, and then figuring out how to tune it. The helicopter has a lot of access to a level, it’s fast, but it doesn’t have great armor. We balance it with risk and reward..other cars can use the right analog stick to look up and shoot whatever they want. If I’m on the ground and you fly over me, I can launch a Power Missile up at you and take you out in one or two hits because your armor is so weak.
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On the Companion Gunner
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The companion is fantasy. You are the car, just like in every Twisted Metal. You see your driver more, and you see your gunner a lot more. Some [of the gunners] actually tie into the single-player story. We still have weapons that come out of panels and things like that, but we thought it was fun and cinematic for a guy to lean out the window of a sportscar and fire a shotgun. It just feels more relevant and cool and movie-like. The gunner isn’t really a different mechanic, it’s presentation.
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On the Number One Goal for Twisted Metal
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I don’t have a number one goal. I have two goals. On the fiction side, I want people to fall in love with this dark, twisted, weird world as much as we do. On the gameplay side, Twisted Metal is a fighting game combined with a shooter. I want gamers to discover what hardcore Twisted Metal fans have known for a long time — that Twisted Metal is a great pick-up-and-play game, but it has a lot of layers and depth. To us, it’s in the same league as classic multiplayer games that build a community for years and years.

Source: PSBlog


Written by: Jason - News Contributor


  1. #1 by Tosh on May 18th, 2011 [ 1102 Points ]

    I do like how you can see the drivers of the cars more now. I love the little touches in games. The more I see of this game, the more pumped I get!

  2. #2 by Pedro on May 19th, 2011 [ 39949 Points ]

    I agree with Tosh and Jaffe for that matter. Seeing both the driver and the gunner does give a more visceral feel to it, like it’s all or nothing. It tells a silent story.

    It’s much cooler than “auto-driven” cars.

  3. #3 by Oly on May 19th, 2011 [ 131925 Points ]

    @xberserker Tosh!! We are def gonna have to battle it out at E3!


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