Archive for the ‘Super X Studios’ Category

>A PS3 FPS Release Date Confirmed – Move Support, 60+ Maps…

April 24, 2011

>Coffee Beans:
     I’m now pleased to say that PS3 owners will only have to wait a little while longer to play a new FPS that has Sony Move(and Navigation) support, 60+ maps, a map editor, online multi-player, as well as a solid single-player offering.
     What game am I talking about, and when will it release?

     Greg Hastings Paintball 2!  After hearing from Greg Hastings himself, I can now say Greg Hastings Paintball 2 will be releasing on May 10 through the PlayStation Network.  A price point has not been 100% confirmed yet, but Majesco should be releasing that information soon.

     If you want to hear more on the game, and the development process; make sure to read my interview portions with the developer of the game, Super X Studios.  You can find the interview split up, HERE and HERE.

     If you’re interested to know more about the game and the content it will be offering, the video below should give you a good idea of the content you can be expecting from the game when it releases on May 10.

     Do any of you plan on picking this up day one?  Or, is it a game you’re interested in, but perhaps want some more coverage of the PS3 version when it releases?
     I’ll probably be picking it up day one, to help provide coverage for it.

     Wii and Xbox 360 owners can currently purchase the game via retail, as it was released for both of those systems last September.  You can see prices of the Wii and Xbox 360 versions of Greg Hastings Paintball 2 on linked below.

>FPS Friday: Greg Hastings Paintball 2 – Super X Studios Interview Part II

April 23, 2011


Coffee Beans:
     If you missed Part I of the interview with Super X Studios‘ President, James Thrush, you can read that HERE.
     Part II of the interview is below, and it is the remaining portion of the interview with James Thrush.

Interview Q&A Part II:
CoffeeWithGames:  The players/teams in Greg Hastings Paintball 2 are all real-world paintball players, correct?  What was the process of deciding which real-world players/teams made it into the game?

James Thrush:  Absolutely, every one of them (except for one cat!).  We set up a photo booth at several large paintball events for a year or so during development, and opened it up to any teams and players who wanted to be in the game.  They just had to sign a release and stats form, and get their picture taken.  We wound up with 1,262 people in the game!  We did it partially to add authenticity, but also as a giant thank-you to the paintball community.  I mean, who doesn’t want to be in a video game?!?

CWG:  Greg Hastings Paintball 2 has been in development for the PS3, but saw some delays.  Why did the PS3 version see delays,  was developing it for the PS3 more challenging?

JT:  The PS3 got delayed only because it was the last platform we added to the roster.  It isn’t inherently more difficult to develop for, in fact it’s one of my favorite platforms development-wise.  Programming for the cell multi-core processors is a bit more work than developing for the Xbox360s multi-core, but Sony has good technical resources for it.
     We’re blessed at Super X because we have an awesome in-house cross-platform engine that we’ve been building and improving for the last 13 years.  We can hit one button and generate builds for 4 different platforms at once(soon to be even more!).

CWG:  Will the PS3 version have any additional features, that the Wii and Xbox 360 versions don’t have?

JT:  Move support is the big one, and a few minor ones as well.  There will be an alternate control scheme that feels more like Call of Duty or other FPS shooters, and a few tweaks to the single and multi player game mechanics for game balance.

CWG:  For PS3 owners, as you said, the game will be supporting the Sony Move control option.  Are there any big control differences between the Wii Remote and Nunchuk and the PlayStation Move and Navigation, that you think players may notice if they’re moving from the Wii version, to the PS3 version?

JT:  They’re pretty similar in execution.  I think the tracking on the Move feels a little tighter to me.  The big difference is just that the PS3 visuals look so much nicer than the Wii.

CWG:  Are there any cheat codes in GHP2 that perhaps haven’t been discovered by players yet, that you can share?

JT:  Greg was adamant about not having cheat codes in the game, so you can blame him for that!

CWG:  Did coffee help the development team make it through any portions of the development cycle?  If so, did the development team have a preferred coffee blend?

JT:  Next door to our office is an amazing Neapolitan pizzeria called Tutta Bella, and they have the most amazing authentic Italian coffee in Seattle (which is obviously saying a lot).  We were over there twice a day and got to be good friends with them.  In fact, a bunch of them are in a band together and I just went to their show.  Shout out to “Smokey Brights“, check them out!

Filtered Thoughts:
     I thought it was pretty awesome for the game to have over 1,000 real-life paintball players in the game, which I knew it had a lot, but I didn’t count them all…and that cat(which I can’t remember if I saw!)!
     Also, if I’m ever in the Seattle area, I’ll try to check out the Tutta Bella pizzeria, and grab a cup of their Italian blend coffee.

     So, that’s Part II of the interview with Super X Studios’ President James Thrush.  I appreciate the time he took answering the questions, and I hope you, the readers, found it interesting to hear from a developer directly.

     Do you have any of you have questions about the development of Greg Hastings Paintball 2, that perhaps weren’t answered in the interview?  If so, please leave it in the comments; or send me an email to Scott(@)

     If any of you are interested in Greg Hastings Paintball 2, the game is currently available on the Wii and Xbox 360 linked below, and the PS3 version with be releasing on the PSN very soon! 

>FPS Friday – FEATURE Interview! Greg Hastings Paintball 2 – Part I

April 16, 2011


Coffee Beans:
     After I finished playing Greg Hastings Paintball 2’s Career mode a few weeks back, I contacted the developer of the game, Super X Studios.  I was really impressed by the amount of content in the game, and you can watch my “Video Preview and Impressions” of the game HERE!

     Not only did the developer respond to my email, but Greg Hastings himself, responded!  I ended up sending over some questions to Super X Studios about the game, and to Greg Hastings as well.  Being that there were multiple questions/answers, I’m splitting the interviews up over a few weeks, that way they don’t get lost after just one post.
     So, if have a question about Greg Hastings Paintball 2, and it’s not answered in this portion, definitely leave a comment and I can let you know if it’ll perhaps be posted in the next few weeks.

     Part I of the interview is below, and this portion is with Super X Studios’ James Thrush (JT).  So, without further delay, let’s get started!

Interview Q&A:

CoffeeWithGames:  First, thanks for taking the time for the interview.  Can you tell the readers a little about what you do at Super X Studios, and how you were involved in developing Greg Hastings Paintball 2?

James Thrush:  I’m James Thrush, founder and President of Super X Studios.  I’ve known Greg for six years now – I got the chance to help out on the original Greg Hastings Tournament Paintball games for the Xbox and PS2, and fell in love with the franchise.  When it was time to make the sequel, and the previous developers bowed out, Greg came to me and it was an easy sell to get us on board!
CWG:  What was it like working with Greg Hastings during the development of the game?  Was there anything that he particularly wanted in the game, that was a challenge getting into the game?

JT:  Greg wanted everything in the game!!!  Seriously, he’s so passionate about giving his audience exactly what they want, and more.  We made a good team, because Greg would push for depth and authenticity, while I came from the other side – gamer-centric and user-friendly.  I’m happy with the intersection we found on all those things.  We really tried to stay true to the feel of paintball, the realism of the equipment, the locations, and the play modes.  But we also wanted the game to appeal to gamers, and to use familiar gameplay and UI mechanisms.
CWG:  Did the development team take any trips out to paintball fields to play matches, or just record footage of any paintball matches, during the development of GHP2?

JT:  Absolutely, bunches.  We went to one of the largest speedball tournaments (Hunington Beach) as well as giant woodsball games (which we actually participated in!).  We also had a couple of team outings to local fields to make sure everyone on the team was intimately familiar with the sport.  Greg said many times, “No one is touching this game that hasn’t played paintball at least once.”  He even took the entire staff at our publisher Majesco out to play a day of paintball!
CWG:  The Xbox 360 and Wii versions of Greg Hastings Paintball 2 released in September 2010.  When did development initially begin on the game, and was it originally planned for all three consoles?

JT:  Development started in May 2008, however full production didn’t start until we got Majesco on board as publisher in mid 2009.  We originally focused on the Wii, Greg was very pumped about the possibilities of that platform for the game (and I think he was right).  I insisted we include Xbox360 so that fans of the previous game on Xbox wouldn’t feel left out, and we eventually went for broke and pulled in the PlayStation 3 as well.
CWG:  I played and completed GHP2’s Career mode on the Wii, and I was impressed with the number of tournaments/fields/players/gear in the game.  Was it a challenge to fit all of the content in the game on the Wii?

JT:  Not as much as you’d think.  Disc space isn’t an issue, since the Wii uses DVDs just like the Xbox360.  Memory wise, there were some challenges on the Wii, but considering you don’t have things like normal maps, specular maps, or as high-resolution geometry (since it’s only standard-definition TV), it tends to even out.
     The major disappoint content-wise on the Wii was that Nintendo insisted on having us pull out 3/4 of the bonus videos because they felt they constituted “advertising”.  They even made us pull one of Clare Benavides encouraging female paintball players, and one of Kerry Rosenberry mentioning to support local paintball fields, because they didn’t feel they were relevant to the game.  That was ridiculous.
Filtered Thoughts:
     So, that’s Part I of the interview with Super X Studios’ President, James Thrush.  I think it’s pretty awesome that Greg insisted on the developers playing paintball, before making the game; and that the development studio went to several events, and played at their local paintball fields as well, to make sure they had a good understanding of the sport, for the game.

     Personally, I think it’s crazy, or as James said “ridiculous”, that Nintendo insisted on Super X Studios pull out bonus videos, featuring professional paintball players talking about paintball…from a PAINTBALL GAME!
     I really don’t understand Nintendo sometimes(Wii Speak, friend codes, etc.), as it seems their decisions don’t make any sense sometimes.  When you have a developer that takes time getting interviews and videos together as bonus materials for a game, which are unlocked as you play the game, I don’t see what’s wrong with it.

     Do any of you think it was odd, or “ridiculous”, for Nintendo to insist that Super X Studios remove the bonus videos from the game as James said in the interview?
     Also, if any of you own Greg Hastings Paintball 2 on the Wii, my friend code for the game is 3696-5848-4525.  Feel free to add me to your list, and contact me if you’re ever hopping online in the game!

If anybody is interested in Greg Hastings Paintball 2 on the Wii or Xbox 360, you can see prices on linked below…the PS3 version will be releasing soon!