Okay, so Heavenly Sword is out now just about everywhere; Yanks have been playing it for a good while now, too - which you'd think would make an interview with Nina Kristensen, co-founder and Chief Development Ninja of Ninja Theory, irrelevant. Fools! You'd be dead wrong.
You see, we've conducted something of a post-mortem on the game, sitting down with Kristensen for a chin-wag about her thoughts on how the game was received, sequels, how they hooked Andy Serkis during a meeting over a mortgage and even the team's reaction to God of War, when it came out. Did they crap themselves? Find out below.
Nina Kristensen:
Yeah, absolutely; it's really surreal, you know, because you spend four years of your life working in this little box and then it actually goes out and it's really exhilarating and slightly terrifying at the same time. But yeah, absolutely - everyone's on holiday at the moment, we've got people all over the world, taking really well-deserved breaks.Nina Kristensen:
IGN AU: Andy Serkis' involvement was a stroke of genius. Can you tell us how he originally got involved with the project? What's the full 'mortgage' story?
Nina Kristensen:
Tameem Antoniades, one of the co-founders, his brother happens to be a mortgage advisor, and Andy happened to need a mortgage! [laughs] When Tameem heard about this, he begged his brother, 'please, please, please show Andy this clip!' It was actually footage out of the game and we'd done some pre-vis work on how we wanted the characters to be when we did close-ups and things like that - actually starting to get some performance in there. So, bless him, Tameem's brother agreed and halfway through the mortgage application he did spin the laptop around. Andy really liked what he saw; he was really blown away.
IGN AU: You guys didn't threaten to withhold his mortgage or anything? Heh.
Nina Kristensen:
Nina Kristensen:
IGN AU: Why did you eventually side with Sony after starting development on PC, then moving to Xbox 360?
Nina Kristensen:
Sony actually turned around to us and said, 'you know what, we want you to do exactly what you set out to do,' and that was the big sell for us. They didn't want to change it, they liked the heart of it, and they just wanted us to go with that. It was a really good match.
IGN AU: Actually, that leads into my next question nicely. Let's talk about Sixaxis. Did Sony execs put the screws to you to make sure you included motion control in the game?
Nina Kristensen:
I think it feels really natural. I'm really pleased about that.
12:00 am PDT September 27, 2007