mckmas8808
Legend
This is a quick overview of the article.
http://psp.ign.com/articles/676/676707p1.html
IGN: It's great to hear that Syphon Filter will support online play. Can you talk a little about what players can expect?
Scott Youngblood, Lead Multiplayer designer: Syphon Filter: Dark Mirror online play encompasses 4 modes of play with up to 8 players via Infrastructure and 6 players with the use of Ad Hoc. Game types offered to the player will include Deathmatch, Team Deathmatch, Rogue Agent and an all-new Objective mode. In objective mode, two teams are pitted against one another with objectives that require teamwork and creative use of the many available gadgets.
IGN: Did the lack of a second analog stick on the PSP present any kind of problem during development? Darren Yager, Producer, Designer: At first we thought it might be an issue, especially when we decided to go with a dual stick style controller, but after numerous months of tuning and testing along with providing the player with many tunable options, we feel we have a controller that is accessible for all. Of course, there are players out there that are not quite comfortable with a dual stick layout, so we made sure to include our classic single stick, target lock controller.
IGN: Multiplayer is a big part of any PSP release. What's the deal with Syphon Filter's multiplayer?
John Garvin, Creative Director: Other than what was mentioned earlier, community is a big deal for us. Infrastructure support with the inclusion of rankings, unlockable content, friends list and cells (clans) is very important to us when trying to build an online community.
IGN: Can you talk about the targeting system, and what players can expect from camera control, etc?
Darren Yager, Producer, Designer: Targeting is obviously a large part of the game, so there are a few styles of targeting to help the player out; target lock, over-the-shoulder, and free aim. Target lock functions just like it did in the previous Syphon Filter games… once you lock onto an enemy, movement, stance and weapon will dictate your likelihood to hit the target. Your best bet is to always take a knee before firing. Over-the-shoulder aiming pulls the camera in to give the player a closer view of the target and allows players of target lock to precision aim via the use of a reticle. This comes in might handy when you want to take an enemy's knee out or go for the one-hit kill head shot. Finally, free aim is a dual stick style controller for the more advanced player that allows precision aiming at all times. The third-person camera has slightly changed from the previous game by pulling the camera in to resemble more of a SOCOM-style camera. This change has made player movement easier to control and really shows off the detail of our character models.
IGN: What adjustments, if any, had to be to the Syphon Filter formula to make the game "mobile-friendly?"
John Garvin, Creative Director: While we were concerned about appealing to the handheld market, we were much more concerned with building a top-notch player experience. So for example, while we kept the overall mission-size smaller compared to PSone and PS2 Syphon Filter levels, we packed a lot of content in the PSP missions. Each mission offers intense combat, stealth kills, environmental and contextual kills, exploration, and puzzle-solving. And of course, those missions are completely replayable in Mission mode if the player wants to work on ratings: they can experiment with the darts, or try to beat some missions using stealth. Also, production values are really high for the game: we have more than 30 minutes of rendered movies, and hours worth of recorded, SAG voice over work. The player can skip the movies, or they can opt to just use our subtitle system. But overall, we want players to think of this as a great "Syphon Filter" game, not just a great handheld game.
http://psp.ign.com/articles/676/676707p1.html