GamesBeat: Can you review what took us all 26 or 27 years to get here? I can’t wait to see it on the 4K consoles. Charles’s artists, who transformed my rough sketches into finished work and then eventually into 3D animation, have added so much to it that in a way it’s almost me scribbling something and saying, “Make that look really cool.” And they have made it look really cool. Obviously I saw everything that was done with the Apple Arcade version. Gibbons: I’m excited to see what’s been added to it. It means that the game has a lot more features than it did when it released a year ago, which I think people will appreciate. Let’s do it.” The team has been very much kept on to just keep honing and honing. And then we said, “Well, these look really cool. Just little features, like - there’s a holo-badge, and Dave designed some of them. We’ve actually been working very hard on the game for the last year. I’m looking forward to getting more exposure, and I’m sure that Charles and I will be talking about it a lot more in the months to come.Ĭecil: It’s fun that it’s bubbled back up again. I’ve had a lot of interest in it from comics-type people, the kind of people that I know. But I’m really pleased that we’re in the cycle of promoting it again, because it’s a thing that I’m very proud of. Since the game was released on Apple Arcade, really I haven’t had that much hands-on to do with it. GamesBeat: Did that wind up being an opportunity to do a lot more work on the game together? Or was a lot of your work done with the Apple version?ĭave Gibbons: My input into it was more conceptual. We get the most wonderful - we have a very passionate fanbase, and they say the loveliest things. We have the huge benefit of the game having been out for a year, so we can get feedback from players on what they like and don’t like. We’re able to scale all the way up to 4K. We’ve had the pleasure of being able to work with Microids on the console version, which is both PS4 and PS5, Xbox One and Xbox Series X, and Switch. GamesBeat: What kind of reaction did you hear about last year to Beyond a Steel Sky?Ĭharles Cecil: Obviously, when we were talking, it was primarily Apple Arcade, with the opportunity to scale right up to 4K. Here’s an edited transcript of our interview. The Beyond a Steel Book Edition contains the standard version of the game on PlayStation 4, Xbox One, or Nintendo Switch the game’s original soundtrack (digital format) a stickers sheet and an exclusive Steelbook featuring comic artwork from Dave Gibbons. It looks like you’re stepping into a comic book. In Beyond a Steel Sky, players can go back inside Union City, the dystopian setting of the original. This was the case even though Gibbons had a script for the second game already written. ![]() Revolution Software went on to create four additional games in the series, which forced it to push off any thoughts of a sequel to Beneath a Steel Sky. It sold more than a million copies on the PlayStation. While Beneath a Steel Sky was popular, the company’s next game, Broken Sword: The Shadow of the Templars, became its biggest commercial success. Gibbons used an art program called Deluxe Paint on the Amiga computer to create the art. Cecil would then give that to the artist, who could create an animated digital version on the Amiga computer, which had just 32 colors. They would talk about the image and send it back and forth until it was right. Gibbons would draw an image and fax it to Cecil, who received the fax at an excruciatingly slow pace. Cecil said the fax machine was the technology of the 1990s.
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