![]() Neil Garrett, their head of external production, thought we should do it.” We built a demo in two weeks with little assistance from LucasArts. “They wanted to be better, but didn’t know what to do really. “Not on purpose, we carved out that we were the Wii guys,” says Red Fly CEO Dan Borth. Rather than sticking with Krome, LucasArts started looking for another partner. Developer Krome Studios handled the Wii version of the first Force Unleashed, and although it sold well, LucasArts was not happy with its quality. In early 2010, LucasArts was at a crossroads with the Wii port of Force Unleashed II. Prior to working with LucasArts, Red Fly Studio’s portfolio consisted of just three Wii games: Mushroom Men: The Spore Wars, Food Network: Cook or Be Cooked, and the cartoony port of Ghostbusters: The Video Game (which Red Fly also brought to PlayStation 2). Red Fly’s team was taken on a rocky journey, starting with the hope that their unknown studio could make an impact with one of the world’s most beloved franchises, and ending with LucasArts applying a proverbial Force choke suffered by many hopeful developers who believed they had great Star Wars stories to tell.Ĭoming Up Next: Red Fly Proves their worth. The project was injected with a new vision, not once but twice – one idea coming from the Clone Wars animated series, and another from George Lucas, who proposed a crazy idea that took everyone by surprise, and would have shattered the temporal fabric of the Star Wars universe had it seen the light of day. Red Fly was never given the chance to pitch this vision to LucasArts, but their time with the Sith Lord didn’t end there. We felt would be a really solid, large game, maybe two games.” “Our story basically bookended at the end of The Phantom Menace with Maul’s death. “You want to fight him, and of course that’s what he wants,” recalls the developer. As the plot progressed, the relationship between master and apprentice would have eroded to the point of Maul raising his double-sided saber – which you, the player, helped him construct – against Palpatine. ![]() Red Fly’s pitch would have given gamers a close look at his dark schemes and the role Maul played in them. ![]() In all six Star Wars films, Palpatine plays the role of a shadowy -puppeteer, manipulating people into strategic positions for his personal gain. ![]() We’ve only seen the five-second turn: Anakin Skywalker cries a little bit, and then he’s evil.” #Star wars the old republic character creation darth maul how toNo one has ever seen how to construct a Sith from kid to adult. No one has ever seen Sith training up close. “You got angry, you got frustrated, and you made the same mistakes he did. “We wanted people to see him as a kid kidnapped by emperor Palpatine and tortured – physically, mentally, and emotionally – becoming this powerful Sith Lord,” says a developer who worked on the project but wishes to remain anonymous. The studio envisioned a dark coming-of-age tale, showing a young Maul forced against his will into the Sith hierarchy. This is the transformative experience Austin-based developer Red Fly Studio was hoping to deliver when they were commissioned by LucasArts to create a game starring Darth Maul, the popular Sith Lord who debuted in Star Wars: Episode 1 – The Phantom Menace. ![]()
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