The approach that was ultimately taken was to embrace the mixed medium spirit of the originals while still narrowing the divide so that, even at higher resolution, everything fit comfortably together. Initially the approach was to try to recreate the same cutscenes at a higher resolution, but this resulted in greater scrutiny being drawn to the differences in the disparate types of assets that could be provided in a cutscene. Beside Brendan, development was done with paintings of the new characters by Ben Chandler, ship models by Daniel Andersson, and guidance from Lucasfilm Games' David Yee.ĭue to the original cutscenes blending of different types of assets, the process of updating the cutscenes proved difficult. I'll be paraphrasing Brendan McKinney here, who was our 3D maestro on the cutscenes. Outside of setting up the video player, I created a text-based format that could change the music in-sync with the video the same way the original did. I integrated the new cutscenes into the game itself, with the help of Daniel Albano to allow for supporting different languages within the cutscenes. What about the game's cutscenes? Can you share insight into the work Nightdive has done to remaster these? One interesting detail is that many of the human sprites seemed to be mostly hand-drawn but would use incredibly basic models to provide things like poses and such. The software they used for spritework, DeluxePaint Animation, was also seemingly pretty standard. A combination of touched-up scanned models, hand-drawn sprites, and rendered 3D models (from 3D Studio) are ordinary fare. When diving into the Remaster, what details about the original LucasArts spritework stood out to you from a historical development perspective?įrom a development perspective, Dark Forces seemed to have a relatively typical way of approaching sprites for the time and genre. As much as we'd love to continue gushing over why this has been such an exciting project for Nightdive and must-play title for fans and newcomers alike, let's dive deeper into the fascinating history and behind-the-scenes work of breathing new life into Star Wars: Dark Forces with Nightdive's Project Lead and Producer, Max Waine. With improved spritework and remastered cutscenes, those looking to dig deeper into a truly unique story within the Star Wars galaxy will be able to enjoy a visually pleasing narrative experience as they join protagonist Kyle Katarn, a defector turned mercenary for hire working for the Rebel Alliance, in foiling the Galactic Empire and its secret Dark Troopers Project. Further honoring the work that went into its initial development, it's been revealed that Star Wars: Dark Forces Remaster will feature a special Vault jam-packed with never-before-seen content from the making of the 1995 original! With this, fans of the original as well as a whole new generation of gamers, will be able to experience Star Wars: Dark Forces and appreciate what made it such an essential title within LucasArts' (now Lucasfilm Games) impressive catalog. Similar to Nightdive's previous endeavors with titles like Quake II and Turok 3: Shadow of Oblivion Remastered, Star Wars: Dark Forces Remaster honors the strong foundation of the original while updating it for modern consoles through the studio's proprietary KEX engine, allowing the game to run at up to 4K resolution at 120 FPS on PlayStation 5. The remaster is set to release February 28 on PS5 and PS4, nearly 30 years after the release of the original game from LucasArts in 1995. Last year, it was revealed that the masters of remasters at Nightdive Studios have taken on the task of bringing the beloved 90s classic Star Wars: Dark Forces to modern audiences.
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