FEATURE

Interview: Bizarre Creations’ Martyn Chudley

Edge Staff's picture

By Edge Staff

May 6, 2009

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Activision has grown significantly since October last year, too.
MC We got this phone call with all the heads of studios, while we were at Gulliver’s World, which is like a kiddies’ version of Alton Towers.

SC It’s desperately trying to be Disney Land, but it was built in the 1970s with Gully Mouse.

MC It’s full of people wandering around looking lost. It’s embarrassing, and we were there for a Christmas extravaganza with the kids. We had this phone call that was scheduled for all these heads of studios to make this big announcement and it was to announce the merger between Activision and Blizzard. So we went from being the only racing studio for the world’s biggest publisher to the only racing studio in the world’s biggest publisher. We were saying, ‘Shit. Careful what you wish for...’ We’ve the full weight of this monstrosity above us, which has good and bad connotations, because obviously, the greater the expectation, the greater the pressure, and the exposure.

SC All while waiting in the rain outside Santa’s Grotto.



Blur contains characters, a storyline and cutscenes, things that people don’t readily associate with Bizarre, but you explored some of them in The Club. Did the experience of making that inform what you’re doing in Blur?
MC No, not particularly. The Club was interesting. We ended up taking it in a direction that we didn’t start on. Inititally, it was meant to be a technical shooter with a scoring mechanism designed to reward the skill level of the player in a more tangible way, rather than just have it as a story, which is what most shooters are. But Sega got quite nervous about that and wanted to contextualise it and put this storyline on top of it, which wasn’t actually playing to our strengths. I think it probably made it more accessible, perhaps, but it did dilute some of the rawness of the scoring mechanism that was behind the game. I don’t want to say it was the uniqueness of it, but it was part of the goal of it.

It seems to have proven quite influential, though.
MC Yeah, 50 Cent. It’s quite scary. That’s rewarding in its own way, you know. We enjoyed working on the project, and I think Sega might have made more of it if we’d continuted with them onto a sequel.

So they asked for one?
MC Yeah. They wanted us to get a lot closer, but it obviously wasn’t going to work because we were going to Activision. Obviously, they didn’t have anybody to do a sequel, so therefore they weren’t going to put all their efforts into marketing the first one. At that point we’d already stated we weren’t going to go on with it. It was a bit of a shame, but we have to think what will do the company good, and the stability of what Activision could give us was going to be good.

There seems to be a good deal of new interest in The Club going on in forums at the moment.

MC Really? Oh, that’s nice! We always thought it would be a quite a deep game, but not a lot of people got it. It was a bit of a shame. We loved that mechanism, that level of competition, that one-upmanship.



Are you still interested in pursuing a variety of projects in style and size, from big racers to Geometry Wars?
MC Definitely. It’s really interesting doing it that way. Obviously, there’s not the greatest financial gain to be taken from those smaller projects. The bread and butter has always got to be the bigger projects. The smaller projects, like Geometry Wars, generate a feel-good factor around the office. People love playing them and it’s a bit different, We never set the company to make money, we set it up to make games, and doing small, fun projects is what that’s about. It’s just a shame that with iPhone applications and XNA and XBLA the teams have to be so big, and the budgets have to be so big that it’s still outstripping that bedroom coding mentality that we hoped it would be. Geometry Wars was one programmer, a musician, and you can still do that. But most other games need 5, 6, 7 minimum. With budgets, it’s a real shame because I’d love to see games being made by one or two people. But can you compete? It’s really difficult.

You mean it takes a large number of people to significantly jump beyond the bounds of what one person can do today?
MC Yeah, unless you get lucky with that exact right product at that exact right time. We got lucky with Geometry Wars, the fact that in the early days of Live Arcade we could do it. It didn’t require graphics, just a programmer with artistic flair. It’s so hit and miss – look at what Jeff Minter’s been doing, too. He misread the audience, I think. But Steve (Cakebread, Geometry Wars’ creator] with Geometry Wars tried to encapsulate modern thinking around that sort of genre and what people would want to do. We got lucky and Jeff didn’t. But the primary focus has got to be around looking after the bread and butter, which is obviously at this point the racing game.

And Activision is allowing you to retain that breadth of variety?
MC Oh yeah, absolutely. It’s all part of the independent studio model that is bandied around. It works.

You can read an extensive report on Bizarre’s new racer, Blur, in E202.

MagnusMastah's picture

So, it slipped out that this is going to be releasing on InstantAction.com, right? That'll be interesting. Can't wait to see some in-game footage of a current build.

Rob_Jackson's picture

hmmmm, interesting. WIth regard to PGR, I bought all 4 of them. I don't think the order most fans would put the games in, syncs with the pressure from MS told in the interview. PGR2 was the best by a long way. Next PGR4. 3 you could, I agree, see the launch pressure in, and 1 was bitty. The rot set in when Biz decided to take away the need to strive through competition to get at the fast cars with 3, continuing into 4. When the cookie jar is always full, who wants cookies? Or Ferraris? It was their call, and they proudly said it. The game just took on an instant 'so what?' feel... Other things niggled me; having your cars spread across the globe, no private test track, again, hard to see how you can blame MS for these calls. God knows they picked up enough flack for all this and many other backsliding post-2 calls on the forums. It is worrying they seem to be blaming their publisher to a fair degree for decisions to game play they made.

Cubemoss's picture

I love both Forza and the PGR series, but I think it was an unusual decision to have the Forza 360 bundle instead of a PGR bundle. It's a hardcore racing sim and doesn't have the immediate mass appeal (or, frankly, the sense of speed) of the PGR series. Microsoft did bundle PGR3 with the wireless racing wheel prior to the release of Forza 2, but of course the wheel would have more appeal to hardcore sim racers. So it just seems like a very confused and muddled strategy for handling these two very different series.

Masonica's picture

Much as I enjoy Microsoft's console and Live service. I can't help but worry that their corporate nature will drive away some of the hard earned alliances they've made for the xbox. Bungie leaving would be the most worrying. Bizarre was shocking too. Once it's a great game I'll buy their new one.

German's picture

Nice read, I really hope that Microsoft takes a look at it and humbles a little, I don't think anybody want a new Sony (like in the PSOne, PS2 and early PS3 days) arrogance are can't get you very far.

NickgamertagO1's picture

Agreed German.