And as nice as that is, there’s only so many variations you do with that. You do feel like the game’s characters are aware of each other-they turn and look at each other and gesture to each other, You couldn’t do that in the original game, everything was baked and hand drawn. It’s also got a semi-procedural nature to it. Hopefully the gameplay will carry us through. Hopefully it won’t age too much, but you never know. I think it’s important to do that as well because if you’ve got 60 or 70 characters on screen, you don’t want too much noise and detail because it can quickly become too messy. We’ve went for a claymation style, which doesn’t date as much as some other rendering styles, so we’ve kept it kind of simple and clean. One of the things we’ve tried to do is think: Right, it’s very difficult to future-proof it, but we’ve tried to come up with a style, rather than use the technology to put it in its time. In a sense we kind of looked dated then, but weirdly it kind of looks better now over the 20 year period than the games we were working on in the studio at the same time. We were doing Dungeon Keeper at the same time and that was in a new 3D engine and looked really shiny and exciting. They said it felt a bit old school, even then, doing it isometric pixel art. A lot of things that entered into 3D haven’t necessarily fared as well.Ĭarr: If I remember rightly, Edge magazine came in to do a preview at the time and were quite honest about it. Visually it’s dated, but it hasn’t dated as much as other things that were around at that time. Theme Hospital, even now, has got a nice charm to it. Webley: One of the big things when we started is the look and feel of it. But what modern considerations have you had to deal with here? I imagine a big draw for Two Point Hospital will be nostalgia. Ultimately it’s been a really fun thing to get involved with again, it feels like we’ve gone back to the good old days of Bullfrog. This makes the studio more involved, it’s not waiting on one person to be the visionary, and actually when we pull all of our ideas-Two Point has a lot of experienced people, some people have worked with us for over 20 years, so why wouldn’t we utilise their minds? And that’s how it was 22 years ago.Ĭarr: We’ve tried to do that again, we’ve tried not to be overly process-driven and let the ideas come out where we riff around them. Webley: I think if it makes us laugh, we know we’re onto something. That’s the way we go about it: if we get a bit of banter in the office, then it’s more fun to work on. If we like the ideas, the ones we start to talk about more start to get worked on by the team. Anyway, sometimes you come up with the cure before you have the illness, it’s weird, and other times it’s the other way around. That’s my favourite one.Ĭarr: Stop saying that. And then you think of a visual for the pun. Often it’s just a play on words and often it’s turning something into a bit of a pun. Gary CarrĬarr: To be honest, all of just created a list of ideas. One of the illnesses in the trailer is Light Headedness-that started as the idea of a bulbous head and it went from there. We certainly have a lot of interesting illnesses. I mean, medicine and illnesses are, well they’re not much fun, really. Webley: There have been a few hospital games since Theme Hospital, but certainly missed the point of not taking themselves too seriously. I think we want to separate ourselves from some of the more dry simulation games that are out there, and while they're great, we're never going to be able to make a completely serious game. That's been one of our core principles from the start. What can we expect on the illness and disease front here?īen Hymers: It's still going to be very much about the humour and still won't take itself too seriously. As you say, Theme Hospital had some deep management elements, but it’s remembered for its Bloaty Heads, Slack Tongues, and King Complexes.
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