DISC SLOT: DEREK BRADLEY

They make the games we love, but what do they play for fun? We ask de­vel­op­ers to pick their faves from Xbox his­tory. This month: Derek Bradley

XBox: The Official Magazine - - CONTENTS -

I re­mem­ber the first Xbox con­sole com­ing out. It was the most pow­er­ful sys­tem on the mar­ket. For graph­ics, there wasn’t much that could com­pare with Halo: Com­bat Evolved [1]. I loved the so­cial as­pect of Sys­tem Link­ing mul­ti­ple Xboxes at a friend’s house so we could jump in for com­pet­i­tive play. Next came The El­der Scrolls III: Mor­rowind [2]. It was eye-open­ing to ex­pe­ri­ence such a rich 3D open world. This was a place where I could ad­ven­ture for hours, con­stantly be­ing amazed by the de­tailed en­vi­ron­ments and sce­nar­ios I would stum­ble across. There was some­thing re­lax­ing about Mor­rowind that was the per­fect op­po­site to the fast-paced world of Halo. Jade Em­pire [3] and Knights Of The Old Repub­lic [4] were the next stop. While beau­ti­ful games in their own right, the deep char­ac­ter pro­gres­sion, bond­ing with NPCs and unique com­bat sys­tems are what grabbed me. There was some­thing sat­is­fy­ing about switch­ing be­tween the White De­mon Style and Thou­sand Cuts Style. Re­cently, I have be­come ab­sorbed in games that are me­chan­i­cally sat­is­fy­ing. Su­per

Meat Boy [5] fits this stage. I love its snappy, pixel per­fect con­trols and how, even though it is bru­tally dif­fi­cult, any mis­take you make is your own. There is so much great game de­sign that cul­mi­nates in a suc­cess­ful run as you watch all of your failed at­tempts charge across the stage to get chopped up. Games like Cup­head [6] and Dark Souls con­tinue to carry this sort of sat­is­fy­ing ex­pe­ri­ence.

Derek Bradley Game Direc­tor, Ashen at Aurora44 Af­ter start­ing in the games in­dus­try in New Zealand at a de­vel­oper called Sidhe, Derek moved to work at Weta Dig­i­tal to work on things like The Hob­bit and Tintin movies. When he and some col­leagues de­cided...

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