Dark Sector Interview
Sinister, gory and influenced by Zelda
Weekly digests, tales from the communities you love, and more
You are now subscribed
Your newsletter sign-up was successful
Want to add more newsletters?
Every Friday
GamesRadar+
Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.
Every Thursday
GTA 6 O'clock
Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.
Every Friday
Knowledge
From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.
Every Thursday
The Setup
Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.
Every Wednesday
Switch 2 Spotlight
Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.
Every Saturday
The Watchlist
Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.
Once a month
SFX
Get sneak previews, exclusive competitions and details of special events each month!
One of my favorite examples of this is a church that contains a huge boss which you can see in the far distance in a level. And as you work your way through that level you end up inside the church.
Talking about structure, though, Zelda has one open, free-roaming world with dungeons and smaller areas within that. Despite your described influences from Zelda games, we get the impression this game is structured with more separate levels that lead you through what is essentially a linear path. Is that the way it's working out?
Josh Austin: That is the way we're taking it. Zelda's great - it's a full world. But I remember, when Activision was focus-testing Call of Duty 2 in one particular level they had to put a wire down for players to follow because everyone kept getting lost - I saw that in a 'making of' feature.
So that's one of the things that we've learned - typically in these type of games you'll want more of an action-orientated setting. You're not going to have your hand held through it - there will be lots of multiplayer paths and things like that - but we want players to just get into it without having to worry about where they have to go next.
You've been working on this game for both the PS3 and Xbox 360 - how do the two consoles compare?
Josh Austin: To start with, it's very nice just being able to put code onto the 360's hard drive. The difference with PS3 is that we have to burn the build (as in the game code) to disc to play it. You can't boot the game off the PS3 hard drive. It's a small note but a significant point for us.
But we've actually been focusing more on the PS3. We did our initial press tours with the PS3 but it's just hard to get the PS3s right now (hence the demo was done on 360 hardware).
Thank you for you time.
Weekly digests, tales from the communities you love, and more


