![]() Have you been pleased by the response of the community in how they have embraced the games?Ībsolutely. There are some fantastic Let’s Play videos online. With OlliOlli2, we went all out and found the best music we could – very proud of that soundtrack still. This seemed to really work with the flow of the game and so it stuck. We initially had a rock and punk OST planned for OlliOlli, but the game can be quite stressful, so we decided on a more chill OST – based more on the kinda jazzy, swazzy, independent electronica that I like. What made you choose those particular artists and tracks? It’s an eclectic mix and not the most obvious soundtrack to a skateboarding game. The Epic Combo Edition comes with an extended soundtrack featuring Bobby Tank, Parkinson White & Kyle Cook and FaltyDL among others. Ultimately most indies think digital is the only route to market, but digital is still smaller than retail – so it’s worth looking at all routes to market really. Retail was never part of the plan to be honest, it was an opportunity that came along! If only we had considered it from the off… We’ve seen massive pre-orders, and, financially, it represents (already) a very serious chunk of the overall revenue we’ve seen on digital. Was a retail edition always part of the plan? Does it make a difference to you as a developer to see your game exist on store shelves in addition to digital marketplaces? We totally went for it on all fronts, and the final box – which arrived at my house today – looks like nothing else, it’s all shiny, gold and rammed with content. Badlands initially approached us, and after some conversations over email, we talked to Felipe – their Business Development Manager – he had grand plans for a stunning box, with a special edition studio booklet, soundtrack and awesome box art. We have indeed, I think OlliOlli is probably the most pimped out IP in indie game history (5 publishers or so now). How did you start working with Badlands Games and how did the idea for the Epic Combo Edition come about? You have worked with different publishers across the various editions of the game. Then we added Combo Rush, which gives people the chance to play local multiplayer split screen. Totally, it gave us confidence that what we were doing was actually wanted! We added a couple of team members and threw in Manuals and a bunch more tricks, which totally changed up the game. With OlliOlli2, we went with something smoother and more refined – to stand out.ĭid the success of OlliOlli enable to you to push the envelope and expand the game in its sequel? ![]() I think that with OlliOlli we were inspired by the Hotline Miami vibe, dirty pixel magic. What can you say about the two different graphical approaches to the OlliOlli games? Were you inspired by any particular titles? Initially it took a long while to get the feel right but eventually we worked a system that took practice, but felt super natural after a little while playing. ![]() Originally the prototype was on mobile, with touch controls but then we signed with PlayStation. How did you refine and tweak the various combos to make them feel natural? The series is notable for having simple controls but deep gameplay create a variety of combinations. We both grew up on Tony Hawk and Skate, John made a little prototype to capture the magic of landing tricks and 2 years later we had OlliOlli! ![]() Simon Bennett, Director, Roll7: Well, John (Creative Director) and I skated for years, in fact John was a sponsored skater back in the day. Thumbsticks: What was the inspiration for OlliOlli? Did any games influence yo,u or was it born from a desire to capture the spirit and feel of skateboarding? We caught up with Simon Bennet, direct of developer Roll7 just as the combo edition was hitting his doormat. It’s quite the celebration for the unassuming and deceptively simple game that has earned a legion of fans with its in-depth gameplay and daily challenges. The beautifully assembled package features both OlliOlli games on disc, a new combo rush mode, plus exclusive making of videos and booklet and an extended OlliOlli: Welcome to Olliwood soundtrack. Now BadLand Games joins the list by bringing the BAFTA winning skateboarding game to retail in the shape of OlliOlli: Epic Combo Edition. It has also spawned a sequel, OlliOlli: Welcome to Olliwood, and has been in the hands of multiple publishers including Devolver Digital, Team17 and Roll7 themselves. Since OlliOlli was released on PlayStation Vita in 2014 the series has seen ports on PC, PS3, PS4, Xbox One, Android, Wii and 3DS. As OlliOlli: Epic Combo Edition lands at retail we speak to Roll7 director, Simon Bennett. ![]()
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