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But you've probably heard that about every other shoot-em-up on the
planet. Right?
So how about some justification from Team 17 for making such outlandish claims? There are a multitude of credible reasons. Try the following. The original Project X was a smash no.1 Gallup hit on the Amiga platform in 1993. The game pushed the Amiga to its technical limits and set a standard beside which other games wilted. The team behind the project felt that more could be done with the genre. The only problem. There wasn't a powerful enough platform around to do justice to their ambitions. Then the PlayStation arrived. This machine allows a creative, technical and experimental freedom that wouldn't have been possible with any sixteen-bit system. Andreas Tadic, chief coder of the original Project X expanded on his object-oriented system to provide a parent/child link allowing every enemy, weapon, and hero ship, to communicate with each other. Due to this synchronicity the player can never predict how intelligent the enemy being faced is. This leads to gameplay that taxes the user's reactive shooting skills, rather than merely leading them down the tired old path of attack pattern recognition. When questioned on the feasability of a shoot-em-up's chances against the current trend for 3D extravaganzas, Martyn Brown, Development Director of the project was bullish; "With X2 we felt that the PSX was the machine to really make it the dogs-bollocks and get back the energy we all felt shoot-em-ups lack on the PSX/Saturn. Too many PSX games are merely novel but just don't feel good."
X2, the reincarnation of 16-bit No.1 Gallup smash-hit Project X |
© Team17 Software 1997