Gamereactor International English / Dansk / Svenska / Norsk / Suomi / Deutsch / Italiano / Español
Log in member
amigo






Forgot password?
I'm not a member, but I want to be

Or log in with a Facebook account
FacebookFacebook

Interview: Cliff Bleszinski

Text: Kristina Soltvedt Wiik

Cliff Bleszinski is best known for his work on the Gears of War and Unreal franchises, but now he is also spending some of his time on People Can Fly's Bulletstorm. And as always he has lots to say...

Our Norwegian correspondent Kristina Soltvedt Wiik travelled to Cary, North Carolina to take a peak at Bulletstorm, and she had a conversation with the always interesting Cliff "the game designer formally known as Cliffy B" Bleszinski.

How are things? Are you excited to finally get to talk about Bulletstorm?

I really like your hat! I'm feeling great and it's great to finally be able to speak openly about this game. We are very excited to present players with a new experience, and show them what we have been working on.

Bulletstorm
Cliff Bleszinski and interviewer Kristina Soltvedt Wiik

After working on a downloadable title like Shadow Complex. What do you feel is more rewarding to work on big titles like Gears of War and Bulletstorm, or smaller downloadable titles?

That's a good question. Downloadable games is a great little bubble now, where you can take a lot of chances, not just with the games, but also with downloadable expansions. When you make a big triple A title, where a lot of money is used to get it on the store shelves, you are forced to minimise the risks, unless you are completely crazy. But when you are creating a great downloadable title, like say PB Winterbottom, that I really enjoyed, much more so than Brain in fact, then you can try things that people haven't seen before.

The same thing goes for independent games festivals. Interns and recent graduates can create things others never would have, since we are not willing to take the same risks. The same goes for DLC in my opinion. For example things are going very well for Borderlands, and they have great little DLC packs, that have little in common with the main game. You can make something out of a small DLC pack that you normally wouldn't be able to do in the main game, and that in turn gives the game its own unique appeal.

Do you feel pressured into developing action titles? Would you rather do something else?

I would rather just make Japanese RPG:s... just kidding.

I almost believed you...

Action is something we are good at at Epic, it's in our DNA, it's something we know. I have talked a lot of RPG elements, and that is something we are going to see more of in the future in my opinion. Exploration is also good to mix things up with, but in the near future most of what I work on will be focused on action elements. You won't see me make an RTS or a some kind of turn based adventure. I won't be making Heavy Rain.

Are you enjoying Heavy Rain?

Yes, it really grows on me. But, even if I feel it's a really good game, I don't think they have done enough to avoid the "uncanny valley" problems. The children in the game are some of the most hideous I have seen. Ever. But the game has really grabbed me, and the scene early on where you are at the shopping mall trying to find your kid is very effective. And the tension they create at times, is really cool. I haven't gotten that far into it, just a couple of hours, but I'm sold on it.

You talked about implementing other elements in your games, such as exploration. Is that something we will see in Bulletstorm?

There is going to be some of that. When a game is turned up to 10, that is when it's on 10 the entire way, you start to tune out. If a person shouts or bangs 24/7 it loses its meaning and effect. So there will definitely be parts that set the mood and slow down the pace. But we certainly intend to create areas in the game that rewards that player to step away from the obvious path, and we are working with Adrian (Chmielarz, creative director) to give room to the little things, where for example you can kick in a locked door and find little items and such. And generally just to break things up little, where exploration is one of the means to achieve this. It makes the world into a cool place, where you can't wait to see what's around the corner.

Bulletstorm

With so many creative ways to slay your enemies, have you decided whether you are going to teach the player how to do them, or will it be up to the player to explore the possibilities?

We are still working on it, and I don't think we have shared our plans yet. But if you look at the achievements for example, we are fans of games where you can see how to get certain achievements, as it encourages the player experiment with crazy things. The classic achievements where the description is secret, leaves the player in the dark, and makes them think "fuck this!". So we really want to have a list of all the cool skill shots you can perform.

What's your favourite thing in the game right now?

I really love the diversity of action they have included in the game. You can just kick away the enemy, reel him back in, and find out all the creative ways in which you can kill him. And in order to motivate the player to perform these kills, apart from the fact that it looks cool, he is rewarded points he can then use to unlock new cool stuff. On top of that, I appreciate the fact, that Bulletstorm is the next true evolution of what we started with Unreal Tournament, with double kills and headshots and all of that. Other games have had it of sorts, but this game takes it to new levels with the reward system and the versatility. You can combine things so you get a real cat and mouse scenario.

Bulletstorm

What in your opinion differs between first person shooter and third person shooters with regards to how the player relates to the story and the universe?

This is interesting. When you have a hero in a first person game, you are forced to have the character speak more for the player to get an idea of who he is, since you can see him in front of you. Damage indication is another thing, since you can't see the character buckle when he gets hit and that sort of thing. There are many nuances to consider when it comes to first and third person.

If you look at games like Gears and Bulletstorm, a lot has to do with having a real environment you can touch. In Gears it comes to getting into cover and cutting down the enemy with your Lancer. Bulletstorm uses a similar method where you toy with your enemy, the way a cat does with a mouse. It's all about being able to see the effect of what you are doing in the world around, instead of just shooting a guy and watching him fall. It's about nuances. Bulletstorm was originally planned to be a third person shooter, but we thought "hey, it would just be Gears in space", so we kept it in first person, and created other ways to create chaos and fun in the game. You decide yourself what you want to do with your game. But usually it stinks to sit in cover in first person perspective.

Bulletstorm

Will there be a multiplayer component?

We are not ready to talk about that yet, but I can tell that there will something in that direction. It's about making the player keep the game in his machine. You want to keep them from selling it or trading it in.

Lastly, what does Cliff Bleszinski do in his spare time?

At the moment I'm into decorating my home. I was possibly inspired by the renovation we are doing at Epic right. I'm in a tile phase at the moment, where more or less everything that has to do with tiles is cool.

BulletstormBulletstormBulletstorm
BulletstormBulletstormBulletstorm
Related links:
Comment on text

You must be logged in to comment. If you are not yet a member - join now!

:D :) :( :-o :shock: :? 8) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: ;-) :idea: :arrow: :| :mrgreen: :clap: :dance: #-o =; :^o [-X :pray: 8-[ :sick: :-# [-( :-k :--


Would you like to post this action to Facebook ?
Comments
  • Written by: chausama
    2010-10-31 12:56
    I wish to be linked to Cliff Bleszinski directly

    Added 2010-10-31 13:58:
    my email is Chausama@gmail.com
     
 

The 20 latest programs:
(Interviews, reportages, reviews)

GDC: Dreamfall Chapters - Interview
2013-05-18

We caught up with Red Thread Games' Dag Scheve (writer) and Martin Bruusgaard (lead designer) to discuss the recently kickstarted Dreamfall Chapters.

Call of Duty Championships Special - Celebrities
2013-05-17

Are the top COD players turning into superstars? We asked the players at the Call of Duty Championships in Hollywood.

Spin the Bottle: Bumpie's Party - iDÉAME interview & live demo
2013-05-17

KnapNok Games' Lau and Dajana share their vision about motion controls and no-TV games. They also define their imminent Wii U party game Spin the Bott..

GDC: Anomaly 2 - Interview
2013-05-17

We had a chat with 11 Bit Studios' senior writer Pawel Miechowski about the recently released tower offense game Anomaly 2.

Press Start: Sanctum 2
2013-05-17

We captured just under half an hour of the early action in tower defence/first person shooter Sanctum 2 for your viewing pleasure. Enjoy!

GDC: Wargaming - Victor Kislyi Interview
2013-05-16

We sat down with Wargaming.net CEO Victor Kislyi in a boardroom of sorts to discuss their global expansion - the additions of new studios Gas Powered ..

GDC: Big Bite Soccer - Interview
2013-05-16

It's not every day we cover a Facebook game on GRTV, but Big Bite Soccer is a little different - and it should appeal to fans of classic football offe..

GDC: Nvidia Shield - Interview
2013-05-16

Jason Paul, director of product marketing at Nvidia, gives us a brief overview of the lay of the land with the upcoming Shield handheld, that offers a..

PAX: Wildstar - Mike Donatelli Interview
2013-05-15

We caught up with content director Mike Donatelli on the PAX East showfloor to learn more about the intriguing new MMORPG Wildstar.

Trailershow - 15 May
2013-05-15

Are you ready for the Trailershow?!

PAX: Dungeon Defenders II - Interview
2013-05-15

Trendy Entertainment's Josh Isom talks to us about the new competitive mode in Dungeon Defenders II (or MOBA mode if you will), as well as some of the..

GDC: Age of Wulin - Interview
2013-05-15

We took a limo ride with Gala Networks' Claas Wollter in order to find out more about some of the more unique features of Age of Wulin - a free-to-pla..

GRTV: Indiepub - Interview
2013-05-15

Gillen McAllister meet Indie Pub content manager and resident turkey impersonator PJ Hruschak at the Namco Bandai Global Gamers Day where Indie Pub pr..

PAX: Sanctum 2 - Lead Designer Interview
2013-05-15

We caught up with Sanctum 2 lead designer Oscar Jilsén at PAX East to discuss the sequel to the innovative tower defence slash first person shooter.

Full Mojo Rampage - interview and exclusive gameplay demo
2013-05-14

We sneak into Over the Top Games office to get an exclusive first look at Full Mojo Rampage, their first action-RPG. Meet its gameplay mechanics, arts..

RuneScape 3 - Design Director Interview
2013-05-14

We caught up with Jagex design director Mark Ogilvie to learn more about the direction the popular free-to-play MMORPG is taking next.

Cloudberry Kingdom - Pwnee Studios iDÉAME interview
2013-05-14

Co-founder & programmer Jordan Fisher talks us through one of the most difficult platformers we've got to play. The maths-lover explains how difficult..

Press Start: Metro: Last Light
2013-05-14

Watch us play the Metro: Last Light on Xbox 360 from the beginning up until just under the hour mark.

PAX: Luftrausers - Interview
2013-05-14

We caught up with Vlambeer's Rami Ismail at PAX East and learned more about the indie developer's 2D dogfighter Luftrausers.

Watch Dogs - Cinematic Lead Interview
2013-05-13

We caught up with cinematic lead Lars Bonde at a preview event for Watch Dogs to learn more about his contribution to the development process and what..

GDC: Expeditions: Conquistador Interview
2013-05-13

We caught up with creative director Jonas Waever from Logic Artists to discuss the novel turn-based strategy RPG Expeditions: Conquistador.

The Bureau: Xcom Declassified - Senior Producer Interview
2013-05-13

Mike Holmes caught up with senior producer Nico Bihary to discuss the prospects of tactical third person shooter The Bureau: Xcom Declassified and how..

Call of Duty Championships Special - Getting into COD
2013-05-10

In this second episode we talk to the players at the Call of Duty Championships about how they got into Call of Duty.

Runner 2 - Alex Neuse iDÉAME interview
2013-05-10

With Runner 2 already running on many platforms, Gaijin Games' co-founder announces future DLC and talks about reception and making great sequels. Bes..

Young Justice: Legacy - Interview
2013-05-09

Doug Panter, director of marketing at Little Orbit, talks us through their video game adaptation of Young Justice.

GDC: The Drowning - Interview
2013-05-08

Ben Cousins' career spans companies ranging from Lionhead to Sony and DICE, but his next project is DeNA owned Scattered Entertainment that's attempti..

Games To Look For: May
2013-05-08

We take a look at some of the bigger releases due in the month of May including Metro: Last Light, Fuse and Grid 2.

GDC: Ubisoft - Yannis Mallat Interview
2013-05-08

We had the chance to catch up with Ubisoft Montreal and Toronto Chief Executive Officer Yannis Mallat to talk about industry trends during GDC.

PAX: Neverwinter - Jack Emmert Interview
2013-05-08

Cryptic Studios CEO Jack Emmert talked to us about the next MMORPG coming out of the studio - Neverwinter - how it came to be, the state of the MMO sc..

GDC: Infinite Crisis - Executive Producer Interview
2013-05-07

We talked to Turbine's Jeffrey Steefel about their upcoming super hero MOBA - Infinite Crisis - a game that pits various multiverse editions of your f..

GDC: Cloudbuilt - Interview
2013-05-07

We caught up with Johannes Smidelöv from Swedish startup Coilworks to discuss their promising speed run-centric platformer Cloudbuilt.

GDC: Auto Club Revolution - Interview
2013-05-07

Auto Club Revolution is a new free-to-play racing experience for PC from racing veterans Eutechnyx. We caught up with Simon Jones who tolds us more ab..

PAX: J.S. Joust - Douglas Wilson Interview
2013-05-07

We had a chance to talk tocreative designer as he describes the game, the process of trying to find a publisher and the other games in the Sportsfrien..

Pixel Toys - CEO and founder iDÉAME interview
2013-05-07

With Super Little Acorns 3D Turbo just launched, CEO Andrew Wafer and founder Alex Zoro share studio vision on retro style games and mobile vs. consol..

PAX: R.A. Salvatore - Neverwinter & 38 Studios Interview
2013-05-06

Best-selling author R.A. Salvatore talks about his most recent books set in the Forgotten Realms, their ties with Neverwinter, and the unfortunate dem..

RuneScape 3 - Event Update
2013-05-06

Gillen McAllister was on site at Peckforton Castle for the reveal of RuneScape 3. Get a taste of what's to come on GRTV as well as the site over the c..

PAX: AbleGamers Interview
2013-05-06

AbleGamers is a foundation dedicated to working to promote better access to gaming for disabled people. We caught up with community outreach coordinat..

PAX: Artemis Spaceship Bridge Simulator
2013-05-06

We caught up with Artemis Spaceship Bridge Simulator creator Thomas Robertson at PAX East and learned more about this unique and captivating game that..

Call of Duty Championships Special - The Event
2013-05-03

We travelled to Los Angeles for the Call of Duty Championships and met with players, developers, celebrities and MLG representatives. In this first ep..

PAX: Might & Magic - Erwan Le Breton Interview
2013-05-03

We caught up with Ubisoft creative director Erwan Le Breton at PAX East to learn more about Might & Magic: Heroes VI Shade of Darkness and Might & Mag..

Poll Do you want to see more DLC and online game-based content on the site?
  • 43% Yes - all and everything!
  • 21% Only for the bigger, current games
  • 36% Stick to retail/full digital releases, please.
Result
BETA +