Interview with Matthew StipesGspot UK had the chance to talk with Matthew Stipes, the program manager/design lead of Azurik: Rise of Perathia. Find out what kind of thought process was into play when Azurik was being made.
GameSpot UK: How was Azurik first conceived?Click here to keep reading.
Matthew Stipes: Azurik was a design concept I developed in late 1999 and has always aimed at the Xbox for a platform. I really wanted to do a game that would appeal to gamers of all sorts, and include many of the features in other game types that I really enjoy playing myself. These features were fighting game combos, exploration and discovery, non-linear game paths, discovery within the game components (items, weapons, etc.), platform arcade skills, deep story and world environment, and character development. Another aspect of the game I really wanted to include was a sense of familiarity to everyone who played it.