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Q&A: Universal Interactive Studios

GameSpot talks with Jim Wilson, vice president and general manager of Universal Interactive Studios, about the company's games, like Crash Bandicoot, and next-generation development plans.

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Earlier this week, Universal Interactive Studios surprised some industry-watchers by announcing a new Crash Bandicoot game for multiple next-generation platforms. Until now, Crash Bandicoot has only appeared on the Sony PlayStation console. GameSpot spoke with Jim Wilson, vice president and general manager of Universal Interactive Studios to find out more details on the games that were announced and the company's next-generation development.

GameSpot: How long does the deal with Universal Interactive Studios and Konami last, and will Konami have first rights to future UIS games?

Jim Wilson: The deal with Konami is a five-year deal and was announced last December. So, it is a five year deal where Konami has the first rights negotiation for titles that are developed by UIS. It is a nonexclusive relationship, because we're also working with other publishers. For example, we recently announced a relationship with Havas as well. So, our business model at UIS is very much focused on multiple publishers, but Konami is, at this point, our leading partner for distribution.

GS: As far as the specific games go, the Crash Bandicoot franchise has been on the PlayStation console exclusively. Can you talk about your company's involvement as the far as the legal rights to the franchise are concerned?

Wilson: Universal Interactive Studios owns Crash Bandicoot. We created Crash Bandicoot back in 1996 for Sony and had a relationship with Sony for Crash on a title-by-title basis. The last title that we will be partnering on with Sony will be Crash Bash. After that title, Universal is free and clear to market and distribute Crash Bandicoot as we see best for the franchise. Certainly, we are maintaining a very strong relationship with Sony. The new title is leading on the PlayStation 2 and is currently in development only on the PS2. But certainly, we are the owners of the intellectual property and franchise.

GS: So, the next Crash will be released first on the PlayStation 2?

Wilson: That's right. The other consoles and other platforms are being determined currently and will be announced in the future.

GS: What about consoles such as the Xbox and GameCube?

Wilson: Sure, Universal's business model is a multiplatform model, and it makes sense for us to address all platforms in the business - and we are doing that. We are also doing it with the titles we are releasing this fall with Konami, and we will continue to do that in the future. So, when we look at any franchise at this point, certainly the PlayStation 2 is a platform that we're dedicated to because of our long-standing relationship with Sony. But we have also initiated a relationship with Microsoft for the Xbox and we are currently investigating a relationship with Nintendo for the GameCube. Again, UIS is a multiplatform producer.

GS: What about the Sega Dreamcast console?

Wilson: We are releasing titles for the Sega Dreamcast this fall - however, after this fall we will certainly monitor the market. Basically, we are going to see how the Dreamcast performs after this holiday.

GS: As far as the games that were announced, could you go one by one and answer how far in development each one is?

Wilson: Crash has been in development for nearly nine months. The Jurassic Park title has been in preproduction for many months, awaiting a script. Our approach is to create games that are loosely based on movies as opposed to following scripts, but we wanted to understand where the movie's author was going. And The Thing has been in development since spring.

GS: To pick up on your comments that both games would be loosely based on the actual script, will you have any input from John Carpenter in creating the plot for The Thing?

Wilson: No, not at all. We are certainly capable as a movie studio in hiring writers and talents in creating the script, and we are picking up where the original movie left off.

GS: Will the new Crash follow the Crash Bash or Crash Team Racing gameplay, or will it go back to its roots?

Wilson: Yeah, we're going back to the platformer style of the original series. Crash Team Racing and Crash Bash were a way to extend the brand to bring a new gaming experience to our crash audience. And in some respects to give a break to the original stories, but we will certainly be going back to the original approach in launching Crash for the next-generation.

GS: We'll wrap it up here. Thank you very much for talking to us.

Wilson: Thank you.

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