Peaky blinders kings ransom11/13/2023 ![]() ![]() Paul Anderson definitely hasn’t played a lot of games in VR. He altered the script where he felt it wasn’t maybe quite right, and helped to really shape our version so he remained true to Tommy. But Rowena Fox ,for example, is a new character we have developed with Steven Knight – the show’s writer and his team. There are some very subtle links that you will likely pick up on if you are a real fan. We wanted to bring a few new characters into the fold and we ended up working very closely with the series creators to develop the story.īeing set in an already established universe, can fans expect to see any new characters? And if so how are they linked to the show as a whole beyond the game? And to take it from Small Heath and bring it to London. So, we pitched the tale to the team at Caryn Mandabach and they bought into us and our vision. ![]() It also felt like a good entry point for anyone who doesn’t really know about the show, Tommy is quite recognisable as a character, even if you don’t know the show and you get the gangster tropes. Read More: Pentiment review – What Xbox Needed So we took between series 4 and 5 because that was like almost the archetypal rise of the Peakys in the overall tale. We thought that was a really good opportunity to explore what happens between those gaps in the main tale. Because Peaky does this wonderful thing where at the end of the season there is a two year gap. We looked at the show and chose to go between seasons. The game has a completely unique story out with the show’s tale. With Peaky Blinders: The King’s Ransom being based on a hugely loved show, how do you tackle creating a tale within that world? And were there any challenges you faced trying to work around what is already there? Plus you need to have some sort of agency with them too. They need to feel like they are really there. So that throws up a LOT of questions because when you put a character in VR. It ultimately leads to avoiding all the characters. As it’s a thing that people have really avoided but it’s such a big thing to avoid in games. What we really wanted to tackle mainly was characters. But the thing we really wanted to do though was to move into world exploration in a bigger way, with more drama and character building. ![]() There were other IP’s that we were bouncing around and are still being talked, for sure. Before you secured the Peaky deal, was it top of your list of wants and, if so, why? And I think they could see we were empathetic to the show, and the way we worked with the show runners.Īnd they ended up saying ‘yes’ to us making the game based on the show. I think what really helped was all the work we had done with Doctor Who. I really wanted to take that over and do something around how we developed character interactions. Many years ago I worked on a PSVR title called the London Heist. We really loved the world of Peaky and are massive fans. When we finished Doctor Who, we really wanted to do something that was a bit more character-driven and had drama. Read More: Peaky Blinders: Mastermind review – Close to Clever ![]() It isn’t actually a BBC IP, it’s Caryn Mandabach and Banijay productions who are the companies behind it. Maze Theory’s Russ Harding: Interestingly enough even although its broadcast by the BBC. TechStomper’s Stuart Cullen: Was a game based on Peaky Blinders a natural progression from the studio after the relationship you have built with the BBC on the Doctor Who games? We spoke to Russ about bringing the world of Peaky Blinders to VR, working with the show’s talent and what the future holds for the studio. We were lucky enough to grab a quick chat with Maze Theory’s Chief Creative Officer – Russ Harding. ![]()
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