Trent Ward and Mario Galardo Q&A
Tiscali Games gets the lowdown on the hottest snowboarding game of the year, Shaun White Snowboarding.
Answers by Trent Ward, Creative Director and Mario Galardo, Script Writer
Tiscali Games: Can you tell us about the game’s mountain locations?
Trent Ward: One of the things that’s so powerful about Snowboarding as a sport is that it’s a real ‘pick up and go’ experience and there are phenomenal locations all over the world that people are making great films and pushing the boundaries. So in that sense, it was really difficult for us to try and focus our attention on just a few. For the real road trip experience though, we wanted to make sure that we would break boundaries for players and give them a chance to board in hot locations that are out of reach for all but a few. We also wanted to pick locations that had a really unique local feel through the mountain shapes, environmental style and cultural objects, although we tended to have a bit of fun with the latter.
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Tiscali Games: What are some differences in the gameplay between each location?
Trent Ward: In Canada, players are going to find a lot of rugged outdoor beauty, long gentle slopes but with enough man-made jumps and obstacles to keep them on their toes. Canada’s a great place to hone your skills, challenge yourself and look for new paths that will push your last time. Compare that to Chile, where we look at the openness of the mountain and the beauty of nature from a much more angular and, frankly, frightening fashion. The mountains are steeper, the obstacles are natural and the surroundings are harsh and unforgiving. Players have to find ways to work with the mountain’s own lines or they’re going to have a lot more trouble finding their way down. In other locations like Japan and Park City, we move towards a more technical style of boarding and give players a setup that allows them to push themselves to the limit in an environment that was crafted specifically for competition. This is where players are going to find half pipes, rails, big air events and all of the really crazy stuff.
Tiscali Games: What are some of your favourite areas to ride in?
Trent Ward: As we built the game we really assumed that we would eventually get tired of playing the maps or that at very least we would ‘cap out’ on our skill level. Neither has turned out to be the case. I keep having a blast on the game every time I play and frequently have to be reminded when I’m demoing to get off and let the people who are supposed to be there to see it have a turn. The rivalry between Antoine Guignard, the game’s producer and I was pretty heated at E3 until he finally defeated me badly enough that I just had to give up. I’m still practicing for a rematch, its full-on Rocky in my basement right now.
Tiscali Games: Can you give us some examples of the types of maps and challenges the player will face in the game?
Trent Ward: There’s a lot.
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