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Rebellion: "When Somebody Is Paying You To Dance, You Have To Dance"

Matt Gardner
Development, Konami, NeverDead, Rebellion

Rebellion: "When Somebody Is Paying You To Dance, You Have To Dance"

Jason Kingsley, boss over at NeverDead developer Rebellion, has shone a little light on how he and his team found the collaborative nature of co-development while working on their recent game.

"With NeverDead it was a more collaborative approach," said Kingsley. "As you will know, with collaborations, there are sometimes tensions and difficulties and difference of opinion over what should or shouldn't go into the game. At the end of the day, when somebody is paying you to dance, you have to dance. You can argue I don't want to dance like that, but if they say dance you end up having to do it."

Though hugely proud of the work he and his team did, Kingsley acknowledges that there may well have been something of a cultural clash during the development process.

"We had Shinta Nojiri embedded here for much more than a year, controlling a lot of the elements of content," he continued. "He comes from a different culture. He's Japanese. We had a full-time translator with us. He was very much working from the Eastern methodology, the Japanese style of gameplay, and it created some really interesting creative tensions.

"We're very proud of what we achieved. The team worked f***ing hard to get the game out and on time. It's a very good quality technical achievement, and it's had mixed reviews in terms of the gameplay content."

Not that he's laying any blame at Konami's door, but perhaps rather that the team were having to read from someone else's crib-sheet.

"There are reasons why things are a particular way. They were, Shinta made his gameplay decisions because he was in charge. So, consequently, as a boss, you get to tell people what to do, ultimately. So the people in charge have to accept the glory and all the blame depending on the outcome."

Jon gave the game 5/10 in his NeverDead review, saying that "NeverDead works better in brainstorming than it does on consoles. Imaginative yet flawed concepts fall prey to repetition and drudge at every opportunity, resulting in an experience that's worth much less than the sum of its (body) parts." [Eurogamer]

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