Freekstyle Q&A
We talk to the team at Page 44 Studios about its upcoming EA Sports Big game.
After the release of SSX alongside the PlayStation 2's launch, EA quickly realized that it had something special in its hands with the Big line. Combining over-the-top arcade action with similarly over-the-top character designs, SSX was paving the way, according to EA, for a line of games similar in spirit and presentation. Freekstyle is the first such game to be announced by the publisher. Taking SSX's concept and running with it, the game puts you in control of a group of wild freestyle motocross riders as they race through a set of insane courses, pulling all sorts of stunts along the way. The game features a control scheme similar to what you saw in SSX, and its structure is largely the same. We took some time to speak with the team at EA and Page 44 Studios, the game's San Francisco-based developer, about the project. Special thanks to Todd Arnold for fielding our questions!
GameSpot: Can you talk a bit about the game's history; for example, how it was conceived and how it evolved into what it is?
Todd Arnold: Freekstyle was born out of our desire to create an EA Sports Big motocross game. We'd been working on EA Sports Supercross for the PS2 for several months when we changed direction. With Supercross, we knew that taking an EA Sports Big approach to the design would be best (rather than a pure EA Sports approach), so we emphasized tricks right from the start. By E3 of 2001, we had a really cool demo that showed off some great tricks, an easy-to-ride bike, and great graphics. At that point, we knew we'd be on to something even bigger if we shifted entirely away from pure supercross racing. Freekstyle is the result of that shift.
GS: The games in EA's Big line have been hugely popular and successful. What would you attribute this to? And how does Freekstyle mesh with this?
TA: Three key reasons: quality of gameplay, accessibility of gameplay, and overall high-quality production values. Both NBA Street and SSX display these qualities, and every effort is being made by the development team to capture these qualities in Freekstyle. Gameplay depth is important as well, but only after you have a game that looks cool enough to try and is accessible enough to jump into and have some fun right away.
GS: There's a certain style of presentation that characterizes all of the Big games, from the interface, right down to the character designs. How fully does Freekstyle incorporate this?
TA: One of the ideas with EA Sports Big games is to have the new games in the line be familiar to fans of the earlier games. For example, if you know how to pull off tricks in SSX and NBA Street, you'll have an easy time pulling off tricks in Freekstyle. Also, the way that players build up their character's attributes over time will be familiar. But Freekstyle also has plenty of new twists to keep the old fans interested and make some new fans as well.
GS: Can you talk a bit about the characters? What are their identities? How much input did the real-world riders have in the development of their onscreen personas?
TA: The difference between the characters in SSX and those in Freekstyle is that Freekstyle's characters are actually real-life motocross stars. Mike Metzger and Brian Deegan are two of the guys who invented the sport of freestyle motocross, and Freekstyle is the only game you'll see them in. Leeann Tweeden is in the game too--she's a former Miss Supercross and a current Frederick's of Hollywood model.
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