ROLLING THE GAME INTERVIEW


This is an exclusive interview with the Producer of Rolling, Kris, from Rage Software.

Rolling Screenshot #1

Havenskate.com
: How large is the team at Rage Software that is involved with Rolling?
Kris
: There's just over 30 people working full-time on the game now, on all 4 formats (PS2, Xbox, GC, GBA).

H
: Has anyone at Rage started skating since the production of "Rolling" began?
K
: A load of people have started skating on the team - Steve, Dean, Darren, my brother Ben & myself. My brother & me are on STI's and we've been skating over a year now. It's tough skating in the UK compared to the USA though 'cos half of the day is night here and the rest of the time it's raining.

H
: How long has Rolling been in production and where did the idea come from?
Rolling Screenshot #2
K
: The game was started with a smaller team back in late December 2000. The idea came from an external agency who had been looking around at the type of games out there and how this compared to what kids actually do. There was a gaping hole where there should have been a rolling game, so they approached us to create it. At that time they had just Cesar and Fabiola on board. They soon managed to get Julio and a ton of street skaters signed, so our emphasis got drawn away from pure competition & vert skating and we now have a more balanced game which will allow people to skate whatever style they want.

H
: How many skaters can you play as and who are they?
K
: There's 19 skaters signed to the game plus there's slots for 4 user-created skaters. The licensed skaters are Jon Julio, Cesar Mora, Fabiola daSilva, Jon Elliott, Brian Shima, Randy Spizer, Eric Schrijn, Robert Lievanos, BJ Bernhardt, Anneke Winter, Bruno Lowe, Wilfried Rossignol, Blake Dennis, Jenny Logue, Martina Svobodova, Anthony Mackie, Jenna Downing, Eito Yasutoko and Takeshi Yasutoko.

Rolling Screenshot #3

H
: How many skate spots are available to play? What are they?
K
: There are 10 street levels and 4 park levels. The 10 street spots are based in Cali, NYC, Sydney and Sao Paulo. Elliott and Julio have filmed their favourite spots to help us create the Cali levels. For legal reasons, I can't say where they are but if you roll you'll know 'em. The skateparks are Escondido, CA, Eisenbergs, TX, Rampworx, Liverpool and Rollerparc, Paris.

H
: How many polygons are in the rollerblader models?
K
: There's around 3000 polygons in the skaters.

H
: Can people look forward to creating their own maps?
K
: We have an extensive park editor plus the most original and in-depth character editor I've ever seen in a game.

Rolling Screenshot #4 H: Does the game have a similar format to Tony Hawk Pro Skater?

K
: There's some similarities, but our game has a different means of progress plus way more varied objectives.

H
: What are some of the differences/similarities?
Also, what are the features of single player and multiplayer?


K
: The objectives you get to do in the game include photo & video shoots, destroying elements of the gameworld, copying tricks that skaters do plus individually set skater objectives. The multiplayer features are very different to the usual modes you get in these types of game - all the modes require plenty of interaction between players but I can't say more at the moment due to our competition potentially nicking our ideas.

H
: What rollerblading tricks will you be able to do?
K
: There's over 200 tricks in the game - everything you can do in the sport you can do in the game, but that's it, we're not inventing any of our own tricks...

H
: Have the skaters featured in the game also been involved in the production of Rolling?
Rolling Screenshot #5
K
: I'm mailing skaters on a daily basis, especially Jon Julio. We have skaters in to work with us at least twice a month, too, sometimes more. Recently we've had visits from Jon Julio, Jon Elliott, Wilfried Rossignol, Bruno Lowe, Jenny Logue, Anthony Mackie & a ton of skate industry people including Dave Paine, Ethan Jenkin, Mark Korte & Be-Mag.

H
: What licensed skates, clothing, etc. can a player choose from?
K
: We've worked hard to ensure that pretty much every brand is in the game including all the skate makers. All of the clothing, skates, accessories etc are available to dress your character, plus the companies are selectable as sponsors for the user-created skaters. You get branded photo-shoots then, too.

H
: What are the release dates and what platforms will Rolling be available on?
K
: Rolling's out November 15th on PS2, Xbox, GameCube and GameBoy Advance.

H
: Do you have any other comments that people may be interested to know?
Rolling Screenshot #6
K
: There's over 1500 items of clothing, over 1000 animations, over 120 objectives, over an hour of video footage, over 2 hours of audio and 19 skaters each with their own styles... Rolling's a huge game and it's damn hard work turning this mountain of content into something that's fun to play. Some people are currently criticising us by saying that we're making a skating 'simulation'. Saying that proves that they don't have the first clue about what we're doing. We're definitely creating a game first and foremost, but one that represents the community exactly how they want to be seen and will make the competition look cheap regardless of whether they're on boards, bikes or skates.

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