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Af­ter the suc­cess of Die Hard Tril­ogy, 20th Century Fox was keen to make a se­quel, but the mem­bers of the team in­ter­viewed here had all left Probe to­gether to start their own stu­dio, Pic­ture House. “We were ap­proached by Fox to make Die Hard Tril­ogy 2,” Si­mon Pick says. “At the same time, we were in ne­go­ti­a­tions with Sony to do an orig­i­nal game idea. By then I was sick of Die Hard, so we went with Sony.” That new game was Ter­ra­con, which sank af­ter mid­dling crit­i­cal re­cep­tion. Die Hard Tril­ogy 2: Viva Las Ve­gas was in­stead de­vel­oped by n-Space. It com­bined all three playstyles into a sin­gle nar­ra­tive, re­viewed poorly, and also dis­ap­peared. “In hind­sight, I think we made a mis­take,” Pick says. “If we’d made Die Hard Tril­ogy 2, we prob­a­bly would have done much bet­ter, both fi­nan­cially and with the prod­uct.” Did the team ever play it? “We bought a copy. We were a bit up­set and de­pressed in case any­one thought we’d been in­volved.”

DieHarder was orig­i­nally de­signed for the PlayS­ta­tion mouse. Un­til late in pro­duc­tion, us­ing a light­gun caused the game to crash

Tight poly­gon bud­gets meant cor­ners of­ten had to be cut (car wheels were no­to­ri­ously dif­fi­cult), but the new PlayS­ta­tion hard­ware al­lowed Probe to build ve­hi­cles and en­vi­ron­ments that were more real­is­tic than ever be­fore. The team watched the Die Hard movies care­fully to ac­cu­rately recre­ate fa­mous set-pieces and set­tings, such as the Dulles In­ter­na­tional Air­port

A close work­ing en­vi­ron­ment com­pen­sated for the ab­sence of a de­sign doc­u­ment by al­low­ing the Try Harders to look over each other’s shoul­ders. The cramped space forced them to de­camp to a nearby church hall for the rudi­men­tary mo­tion cap­ture (left)

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