Xbox - The Official Magazine - UK (2019-12 - Christmas)

(Antfer) #1
to take the player on that ride so they get to
experience the gamut of emotion throughout
a campaign story. And it’s worth noting that
as a small team of only 30 people, we’re
keenly focused on making sure that we can
do this within the scope for the campaign,
and for the multiplayer component as well.

Speaking of multiplayer, will there be new
game modes that we haven’t seen before,
that suit Disintegration’s unique gameplay?
There will be, and that’s the thing I can’t
talk a lot about, but rest assured there are
other game modes within the initial launch of
the game, as well as several maps that are
designed specifically for them. Post-launch
there will be more game modes, more maps
and other things to continue to keep that
ecosystem healthy and alive.

What’s been your most memorable moment
during development?
You know, there’s been a couple moments.
The first was when we actually decided to
try this crazy idea of turning the camera into
a grav cycle. That was about a month or so
of exploration where we weren’t sure if we
were going to be heading down the right road
or not. It was really scary, but super exciting
at the same time because we were about to
make a decision that could make or break the
future of V1 Interactive, and whether or not
the game would be anything worth pursuing.
So that was one of the first key moments that
burns into my mind and I’m glad we made
that decision. I’m glad we stuck to our guns
and actually took the time to go through the
iterations of figuring out how it would work.
The other was finally landing the deal of being
able to build the studio with our publisher,
Private Division, and hire a lot of great folks
that I had worked with for years at Bungie
and bring this kind of family together again.

What was it like sitting on such a great idea
for so long? Were you ever worried that
someone would announce something similar
before you did?
I was hoping that it was weird enough and
wild enough that no one else would ever think
of doing something like this!

With the story you’re trying to tell, it’ll be
incredibly hard to give someone a two-minute
trailer that could tell them exactly what
they’re going to be experiencing...
Yeah, and I don’t want to spill the beans on
everything either when it comes to what we
release in trailers, because there’s a lot of
exciting moments throughout the campaign
on this rollercoaster ride that we take the
player through. From the highs with great big
combat war moments to the lows of taking
those breathers, or moments of reflection
on what just happened. It’s really important

WE SIT DOWN WITH THE PRESIDENT OF V1 INTERACTIVE, MARCUS LEHTO,


TO CHAT ABOUT THE PAST, PRESENT AND FUTURE OF DISINTEGRATION


046 THE OFFICIAL XBOX MAGAZINE


DISINTEGRATION


BELOW The game
started off as a
typical RTS
before Lehto had
the idea to add
FPS elements.

Free download pdf