The Developers Bite Back, Issue 1

Unlike other video game web sites where they exchange high scores for swag and cash, we give games what they deserve. Sometimes this leads to a company saying “WTF? I need my game to have at least a 7 even though it’s crap. I’ll get you fired/bribe you for a higher score and if that doesn’t work I’ll demand you get another reviewer to give a second opinion! OMGWTF!!!”

Most of the time though, companies respect that fact that Inside Pulse is one of the only sites that isn’t riddled with psychotic fan boys or corrupt hacks willing to sell integrity for a T-shirt or free game. Either way, we get letters from the actual creators of the games commenting on our reviews. Sure we’re hardass here. But we’re fair. And that’s why witht he advent of NOT A TRUE ENDING, you’re going to get your chance to see what the actual makers of the games think of our reviews. We won’t comment or make stupid quips to seem witty. It’s simply a chance for developers and publishers to tell their side of the story and mention anything we potentially left out. Let’s start with this letter we recieved from the makers of Xyanide

Date: Tue, 05 Sep 2006 02:44:58 AM CDT
From: Ignace Saenen
To: alexanderlucard@insidepulse.com
Subject: Review: Xyanide (Xbox)

——————————————————————————–

Hey Alexander,

Thanks for reviewing Xyanide, you gave a decent run-down of the game and
I’m happy you noticed some of the freshness we tried to put into the
genre. You’re quite hard on some points, but not wrong.

The game has def. very long levels, but because this is a rail shooter
with path selection, the camera needs time to rotate back into an
overview front/back position. Knowing that we originally planned 12
levels gives you an idea of what Xyanide should have been. We also
wanted to use level generation with organic/mechanic animation feats on
top, to make the background more alive, but everything ended up being
created by hand. A more dynamic and interactive background would have
greatly enhanced the immersiveness and probably would have contributed
the X-factor you mentionned. And mechanical structures are simply easier
to do, so that’s why the organic only comes through quite late in the
game. To give you an idea on the timeframe: the game dev was actualluy
started in may 2002 and ended somewhere december 2004. In the busy
days, the team was approx 30 people strong, with approx. 11 programmers
and 15 graphics artists. Ikaruga and PD were not out yet, so this game
may have had a chance of winning an originality title or 2, but problems
with rights and who knows what sales-problems blocked it from release,
and left it on the shelves untill 2006. (Playlogic started the day
Xyanide started.)

The designs were inspired by shows and movies like Buck-Rogers, Aliens
and Battlestar galactica and generally any 80ies B-movie you can think
of, along with organic nasties which are taken from biology classes on
speed. The music was made by our in-house musician, who has a track
record for making music for (real-life) role-play games. You can select
your own music to play as well though.

Again, thanks for reviewing. You obviously know what a shooter is, and
it’s always a relief to see reviews on the mark and harsh. Cheers!

a0a / ex-PL
——————————————————————————–

If you want to read the review of Xyanide, just click here

Again, we’re going to allow/challenge any company who wants to comment on our review free public space to open their mouths and speak their side. Whether it’s telling us our review is shit, or giving us a hearty thumbs up, this is your chance. It’s your only chance to interact with readers who don’t want the bullshit ratings for swag idiocy that’s clogged up the industry for far too long.