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4) Do you think Ghoulies was ahead of its time with the 'casual' play style and dual thumbstick controls?
GP: Yes – many games have now adapted similar controls. It's our plan to secretly influence as many other games out there to adapt casual play and simple controls in an effort to be allowed to make a sequel to Ghoulies one day... these other games are just building up momentum for us until Grabbed by the Ghoulies 2 comes out and cleans up at retail and awards ceremonies the world over.
EB: I don't know about that, but after the rather long and involved game that was Banjo-Tooie it was a nice change to build a game that was much more approachable and straightforward to play. |
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KC: We like to think so. It was designed to be as accessible as possible with the dual thumbstick controls and just one button press. We had hoped that the camera would be totally automatic and the player wouldn't have to worry about controlling it separately; unfortunately this turned out not to be the case but it's still easy to play. |
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JT: One of Ghoulies' core principles was accessibility, and the dual thumbstick controls were a big part of that. You could tweak the camera with the triggers and pick up weapons with a touch of the A button, but 99% of everything you did was based around just those two inputs meaning it was ever so easy to pick up.
SM: I think it was a valiant attempt to try something new and simple and just plain fun, really. The control scheme was devised by Gregg to be a cinch for anyone to get used to easily, including those who aren't really gamers. I think it works very well. If it hadn't ended up as the first game Rare released as part of Microsoft it would have had a lot less unforgiving scrutiny. It was originally destined for GameCube, remember. I'm also pretty sure if it was made by a small, relatively unknown developer the media would've loved it. I just think a lot of people missed the point but hopefully it’ll find a new, more appreciative audience on the 360.
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