Filed under: Sony PlayStation 3, Microsoft Xbox 360, First Person Shooters, Interviews

It’s so easy to assume that Quantum of Solace is going to be just another rushed license game (even Daniel Craig did!). But after having sat down with a couple of the game’s levels (full hands-on coming later), it’s simple to see that this is one of Activision’s strongest games of the 2008 lineup. We had a chat with the co-design director, Adam Gascoine, about the game and its development.
Quantum of Solace is the first Bond game to be released alongside its motion picture counterpart. Has this impacted development? Were you rushed?
We were worried about being rushed when we started the project, but thankfully we have a very solid relationship with the movie team. We were one of the first to see the script for the movie, plus we’ve been able to visit the sets and watch some filming several times now. All this made it a lot easier. We’ve been developing really since Casino Royale, about two and a half years in total, so we’ve had plenty of time to develop the game.
Parts of the game are reminiscent of Uncharted. Was this a particular inspiration during the development of Quantum of Solace?
Any good game is definitely an inspiration. I loved Uncharted. I played it twice. Parts of that game may well have influenced design decisions we made during development, just like any of the great 2007 titles. In particular, though, the quality of animation in Uncharted was definitely an inspiration.
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Continue reading Joystiq interview: Quantum of Solace’s Adam Gascoine
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