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Rayman 3: Interview mit den Machern
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07.05.2002 - Nachdem Ubi Soft vor einiger Zeit "Rayman 3" angekündigt hat, war es erstmal recht ruhig um den Nachfolger zu einem der besten Jump'n Runs aller Zeiten. Abgesehen von einigen Teasern und einem Screenshot war nichts über die neuen Features des Spiels zu erfahren. Doch jetzt ist es endlich soweit - neben einigen neuen Screenshots, die Ihr hier bewundern könnt, gibt es ein sehr umfangreiches, allerdings leider englischssprachiges, Interview mit den Programmieren, Produzenten und anderen in der Entwicklungsphase beteiligten Personen. Lasst Euch die heißen Infos nicht entgehen:

Questions and Answers to Michel Ancel, creator of Rayman, and Ahmed Boukhelifa, Rayman 3 Project Manager (PlayStation 2, X-Box and PC versions)

To Michel: As the creator of the Rayman series, why are you no longer involved in the development of the game? What was your role in the creation of Rayman 3 ? During Rayman 1 and 2, I had the opportunity to share creative visions with a lot of talented people. Céline Tellier, for one, who’s now DA on Rayman 3, started out in charge of the background and environment graphics. We had a lot of fun coming up with the unique visuals that went on to become signatures of the Rayman universe. Then there was Michael Janod, a game designer on Rayman 2. He was the guy who came up with the famous “leg missile.” He’s now Lead Game Designer for Rayman 3. These people and others had so many great ideas, so I felt really confident they could carry forward the vision that made Rayman games so unique. As for me, after Rayman 2, I was ready to explore new emotions, worlds, characters, and gameplay that didn’t exactly fit into the Rayman universe. Though it was hard to leave the awesome Rayman team, I decided to start a new project with a woman as the central character. So, my role on Rayman 3 was mostly assisting the team here and there, like with Rayman’s new look. Then every so often we’d brainstorm ideas for the characters and the world – that sort of thing. Other than that, I was just going full throttle on my new project.

To Ahmed: What was your role in the creation of Rayman 3? I was the Project Manager, which basically means I oversee the operations and manage the 50 members of the development team. As Michel mentioned, many people on the team had worked on previous Rayman projects, so they had a lot of whacked-out ideas. That was one of my first and favorite roles – to stimulate their imaginations. It worked out great because we have every possible personality you could imagine – everything from the comedic to the outright bizarre. I feel the key to making a great Rayman game would be to cultivate this range of imagination to create a visually dynamic universe.

To Ahmed: What’s the basic story behind Rayman 3: Hoodlum Havoc? It all begins with the red lums, which are these tiny creatures of positive energy. One day, a single red lum beholds something so terrible it grows black with fear and evil. This transformed Dark Lum spreads the evil to other red lums, forming an army of cloaked soldiers called Hoodlums. Soon Rayman and Globox discover the Hoodlum’s plan, which is to taint the Heart of the World. Unexpectedly, Globox saves the day by swallowing the Chief of the dark lums… This accident provokes a strange addiction to plum juice… On his journey, Rayman must travel to unknown lands forgotten by time, survive cunning creature awaiting him at every turn, throughout a strange and fantastic land. But, this time, to save the world he'll have to take care of Globox's health first! This may seem pretty straightforward, but the story unfolds in a very unpredictable and fresh way. Unlike other platformers, Rayman 3 really draws from its epic storyline and bizarre humor. That’s all I can say without spoiling the plot!

To Ahmed: The teaser video we've seen had a lot of strange hooded creatures. Who are they and how does Rayman fit into this? These are the Hoodlums – Dark Lums equipped in their combat suits. In the game, they captured big, woolly creatures and knit their outfits from them. The Hoodlums are an army, organized into various posts that specialize in a specific area. Rayman has to contend with all sorts of these Hoodlums, and will never know who he’ll face next. It might a sniper – like the one you saw in the video – who could take Rayman out from long range, or it might be a grenadier, who’s armed with his own explosive concoction of plum juice based bombs. Hoodlums are really skilled at holing up in places and setting ambushes for Rayman. You might be cruising along through a mysterious temple and get caught by surprise, or even get attacked from the sky. We built each Hoodlum’s AI to think independently, so even when the Hoodlums are attacking in an organized group, they’ll still act for themselves and be pretty tough to predict. I think this will be quite a challenge for the player. The Hoodlums are pretty fanatic about stopping Rayman at all costs, but are also kind of comedic in their own right. Sometimes they get a little too excited about being evil and bumble around a bit, especially if they get separated from their leader.
 
Autor: Carsten Seite: [1] [2]
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