Michele Caletti, executive producer at Milestone, has been at the Milanese studio “forever”. At least, that’s according to the estimations of game design manager Andrea Basilio and lead game designer Federico Spada. In actuality, Caletti joined in 2003, seven years into the studio’s life. Over the course of our conversations, though, it becomes clear that in some fundamental way, Caletti is Milestone. Asked about the studio’s formation, he speaks for 30 unbroken minutes. Every word of that monologue radiates passion, but Caletti might have found himself with less to talk about had Milestone not so dramatically transformed itself in the years immediately after he joined.
2003 was a pivotal year for the studio, which began in 1994 as Graffiti and under founder Antonio Farina’s leadership made a name for itself with PC driving game Screamer. Two years later, the studio rebranded as Milestone and took the momentum Screamer had generated to set up publishing deals with both Virgin and Electronic Arts, the former publishing Screamer 2 and Screamer Rally, the latter facilitating three licensed Superbike World Championship titles. Those games, released between 1996 and 2000, earned Milestone both visibility and credibility in the wider industry. At the heart of its games were meaty, well-constructed physics models, along with – particularly in Superbike 2000 and 2001 – visual approaches that made significant strides towards photorealism.
Denne historien er fra December 2022-utgaven av Edge UK.
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Denne historien er fra December 2022-utgaven av Edge UK.
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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