Interview  
Rare's unexpected Xbox debut
A haunted house beat-'em-up where skeletons and gorgons can be assaulted with bottles and toilet rolls? Let's do it...
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With the news of Grabbed by the Ghoulies joining the Xbox Originals line-up, we collared key members of the original development team for a retrospective interview. Gregg Mayles, Steve Malpass and Gavin Price represent the design squad, Kieran Connell and James Thomas provide a view from the software side and Ed Bryan chips in for the artists. Enjoy...
1) For people who missed the original release, describe Grabbed by the Ghoulies in 10 words or less.

Just out of shot: several dozen Zombies not feeling lucky, punk SM: A living, breathing smash-'em-up cartoon with farting zombies.

JT: Lose girl. Scary mansion. Dastardly minions. Trash house. Get girl.

GP: Comic beat-'em-up with impressive amounts of hidden innuendo.
EB: A rollercoaster ride through a zombie-infested house, battling over-friendly vampire chicks and Ninja Imps with help from a rather camp skeleton and a shifty-looking groundskeeper.

GM: It's comedy Resident-not-so-Evil. Ed's isn't 10 words.

KC: Kicking bad guys around the room and breaking everything in the process. (Okay, so that's almost 12 – sorry!)

2) How was the core team's experience with Banjo brought to bear on such a different project?

EB: I think that what was then 'the Banjo team' had a good sense of humour. We never really took ourselves too seriously and at the same time knew how to make a well-balanced and polished game, and that really showed. Plenty of references to previous games, amusing animations, brilliant music and sound effects and some interesting pictures on the walls.

GM: I'd agree with Ed, it was definitely the sense of humour. Sadly we are all grown up now and will only consider really serious stuff. I'm currently working on Super Bailout Hero – where you play a confused politician trying to salvage a shattered economy. There's not a Ninja Imp in sight!
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