The co-creator of Halo assembles a team of youth and experience to push the sci-fi shooter in a thrilling new direction
Lunchtime, and V1 Interactive’s president and creative director, Marcus Lehto, has just dropped a bomb on a group of his young staff with ruthless efficiency. Not figuratively, you understand: he speaks fondly, even paternally, of the more youthful members of the 30-person team making Disintegration. We’re watching a match of the game’s multiplayer component – a Capture The Flagstyle mode called Retrieval – that began with Lehto apologising in advance for what he assumed would be a poor performance on his part. Then he wipes out most of the opposing team with a perfectly placed, and timed, bomb. Minutes later, he does it again. “I usually don’t do that well, honestly – I’m pretty sure they were just letting me nuke them,” he admits afterwards. “The kids were being nice to dad today.”
They’re also a vital part of the game that ‘dad’ and his crew are making. Lehto spent almost two decades at Bungie and, as is often the case when grizzled vets of bigbudget development strike out on their own, there are plenty of former members of his Halo team on the V1 payroll. Yet there’s youth here too, thanks in part to his time, after leaving Bungie, as a volunteer student mentor at the DigiPen Institute Of Technology, a renowned game-development school just down the road in Redmond, Washington. When V1 was properly established, he brought on some of the brightest students he’d encountered; as the studio has grown, more have come on board. “It’s critical for us,” Lehto says. “And I say that in every way: it’s critical for our health, for the vibrancy of the studio, and for bringing in a perspective of the game industry that is new and fresh, that maybe some of us older folks aren’t in such deep touch with anymore. It’s fantastic.”
Denne historien er fra October 2019-utgaven av Edge.
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Denne historien er fra October 2019-utgaven av Edge.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent? Logg på
BONAPARTE: A MECHANIZED REVOLUTION
No sooner have we stepped into the boots of royal guard Bonaparte than we’re faced with a life-altering decision.
TOWERS OF AGHASBA
Watch Towers Of Aghasba in action and it feels vast. Given your activities range from deepwater dives to climbing up cliffs or lumbering beasts, and from nurturing plants or building settlements to pinging arrows at the undead, it’s hard to get a bead on the game’s limits.
THE STONE OF MADNESS
The makers of Blasphemous return to religion and insanity
Vampire Survivors
As Vampire Survivors expanded through early access and then its two first DLCs, it gained arenas, characters and weapons, but the formula remained unchanged.
Devil May Cry
The Resident Evil 4 that never was, and the Soulslike precursor we never saw coming
Dragon Age: The Veilguard
With Dragon Age: The Veilguard, BioWare has made a deeply self-conscious game, visibly inspired by some of the best-loved ideas from Dragon Age and Mass Effect.
SKATE STORY
Hades is a halfpipe
SID MEIER'S CIVILIZATION VII
Firaxis rethinks who makes history, and how it unfolds
FINAL FANTASY VII: REBIRTH
Remaking an iconic game was daunting enough then the developers faced the difficult second entry
THUNDER LOTUS
How Spirit farer's developer tripled in size without tearing itself apart