LEGO Rock Raiders (PlayStation video game): Difference between revisions

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== Development ==
== Development ==
The PlayStation version of ''LEGO Rock Raiders'' was initially intended to be a [[Wikipedia:Real-time strategy|real-time strategy]] like the Windows version. In February 1999, however, LEGO Media's worldwide managing director Mark Livingstone<ref name="credits EU WMM"/> decided that real-time strategy games did not work on the PlayStation, following the commercial failure of a [[Wikipedia:Command & Conquer Red Alert: Retaliation|''Command & Conquer'' game]] on the system.<ref name="Monaghan"/> Despite having only six months before the game was due to be submitted to [[Wikipedia:Sony Computer Entertainment|Sony Computer Entertainment]] for evaluation, Data Design was ordered to rework it into an [[Wikipedia:Action game|action game]].<ref name="Upchurch Rock"/> Tomas Gillo, the project's senior producer,<ref name="credits EU SP"/> insisted he did not have time to rework the PlayStation game while finishing work on the Windows version, so David Upchurch was made the PlayStation version's producer in March 1999.<ref name="Upchurch Rock"/> Upchurch had previously worked for LEGO Media as a producer for ''[[LEGO Chess]]'' and [[LEGO Fantasy|early versions]] of what would eventually become ''[[LEGO Island 2]]'',<ref name="Upchurch Chess"/><ref name="Upchurch Fantasy"/> and had visited Data Design to playtest the Windows version of ''Rock Raiders'' several times.{{r|BNB 28|p=10}}
The PlayStation version of ''LEGO Rock Raiders'' was developed by the [[Wikipedia:Halesowen|Halesowen]]-based video game company [[Data Design Interactive]], alongside its Windows counterpart. Works on it began in July 1998, following the Windows version's development that started in October 1997.{{R|WC memo|p=2}}
 
{{quote box
|quote = ...my dreams of Nintendo-like quality were sort of shattered when the {{abbr|MD|Managing Director}}, who was, well... My personal opinion was that he knew nothing about game development. I had to explain to him the difference between a 3D character and a sprite once. You know when you think, "I have to explain this?"
|author = David Upchurch<ref name="Monaghan"/>
|width  = 40%<!--
|align  = left-->}}
The PlayStation version of ''LEGO Rock Raiders'' was initially intended to be a [[Wikipedia:Real-time strategy|real-time strategy]] like the Windows version. In February 1999, however, LEGO Media's worldwide managing director Mark Livingstone decided that real-time strategy games did not work on the PlayStation, following the commercial failure of a [[Wikipedia:Command & Conquer|''Command & Conquer'']] title on the system.<ref name="Monaghan"/><ref name="credits EU WMM"/> Despite having only six months before the game was due to be submitted to [[Wikipedia:Sony Computer Entertainment|Sony Computer Entertainment]], the developers were ordered to rework it into an [[Wikipedia:Action game|action game]].<ref name="Upchurch Rock"/> Tomas Gillo, the project's senior producer,<ref name="credits EU SP"/> insisted he did not have time to rework the PlayStation game while finishing work on the Windows version, so David Upchurch was made the PlayStation version's producer in March 1999.<ref name="Upchurch Rock"/> Upchurch had previously worked for LEGO Media as a producer for ''[[LEGO Chess]]'' and [[LEGO Fantasy|early versions]] of what would eventually become ''[[LEGO Island 2]]'',<ref name="Upchurch Chess"/><ref name="Upchurch Fantasy"/> and had visited Data Design to playtest the Windows version of ''Rock Raiders'' several times.{{r|BNB 28|p=10}}
 
After many strategy-focused elements were removed from the PlayStation game, the developers were left with a 3D engine that could render deformable terrain, some LEGO vehicle models, and small [[minifigure]] [[Wikipedia:Sprite (computer graphics)|sprites]]. Upchurch enjoyed controlling the vehicles and drilling through walls, and suggested making the game play like a hybrid between [[Wikipedia:Gauntlet (1985 video game)|''Gauntlet'']] and [[Wikipedia:Blast Corps|''Blast Corps'']]. The player would be given missions they could complete either on-foot or using a variety vehicles, each with different attributes, and could collect LEGO bricks to construct new vehicles.<ref name="Upchurch Rock"/>


{{quote box
{{quote box
Line 153: Line 162:
|author = David Upchurch<ref name="Upchurch Rock"/>
|author = David Upchurch<ref name="Upchurch Rock"/>
|width  = 40%}}
|width  = 40%}}
After many strategy-focused elements were removed from the PlayStation game, the developers were left with a 3D engine that could render deformable terrain, some LEGO vehicle models, and small [[minifigure]] [[Wikipedia:Sprite (computer graphics)|sprites]]. Upchurch enjoyed controlling the vehicles and drilling through walls, and suggested making the game play like a hybrid between [[Wikipedia:Gauntlet (1985 video game)|''Gauntlet'']] and [[Wikipedia:Blast Corps|''Blast Corps'']]. The player would be given missions they could complete either on-foot or using a variety vehicles, each with different attributes, and could collect LEGO bricks to construct new vehicles.<ref name="Upchurch Rock"/>
As the game's submission date approached, Upchurch spent nearly two months living in [[Wikipedia:Birmingham|Birmingham]] while he worked on it with Data Design Interactive, designing levels and playtesting it. After finishing work on ''LEGO Rock Raiders'' in August 1999, Upchurch left LEGO Media, going on to launch the magazine [[Wikipedia:PlayStation World|''PlayStation World'']] for Computec Media in 2000.<ref name="Upchurch Rock"/><ref name="Upchurch PSW"/> Upchurch later wrote about his experience on his website, where he described his assignment as being handed "the poison chalice" and cited his negative experience producing ''Rock Raiders'' as a major reason for leaving LEGO Media. He also hypothesised that Livingstone's desire to drastically change the game was due to poor sales of [[Wikipedia:Command & Conquer (1995 video game)|''Command & Conquer'']] on PlayStation.<ref name="Upchurch Rock"/>
As the game's submission date approached, Upchurch spent nearly two months living in [[Wikipedia:Birmingham|Birmingham]] while he worked on it with Data Design Interactive, designing levels and playtesting it. After finishing work on ''LEGO Rock Raiders'' in August 1999, Upchurch left LEGO Media, going on to launch the magazine [[Wikipedia:PlayStation World|''PlayStation World'']] for Computec Media in 2000.<ref name="Upchurch Rock"/><ref name="Upchurch PSW"/> Upchurch later wrote about his experience on his website, where he described his assignment as being handed "the poison chalice" and cited his negative experience producing ''Rock Raiders'' as a major reason for leaving LEGO Media. He also hypothesised that Livingstone's desire to drastically change the game was due to poor sales of [[Wikipedia:Command & Conquer (1995 video game)|''Command & Conquer'']] on PlayStation.<ref name="Upchurch Rock"/>


Although Sony Computer Entertainment Europe signed off on ''LEGO Rock Raiders'', Sony Computer Entertainment America rejected it, stating that further fixes were required before it could be released.<ref name="rru ps1"/>{{efn|Upchurch stated in an email that SCEA accepted it and SCEE rejected it, leading to the European version being delayed. However, the latest dates on each version's files (1 September 1999 for the European version, 12 February 2000 for the North American version) indicate that he mixed them up, and the American version was delayed. The August 2000 release date in North America further supports this.}} The North American version received a further three or four months of development; LEGO Media and Data Design took this opportunity to further adjust the game's gameplay and levels. GameWorld 7 was hired to create an entirely new set of levels to replace Data Design's.<ref name="rru ps1"/><ref name="credits NA GW7"/>
Although Sony Computer Entertainment Europe signed off on ''LEGO Rock Raiders'', Sony Computer Entertainment America rejected it, stating that further fixes were required before it could be released.<ref name="rru ps1"/>{{efn|Upchurch stated in the source that SCEA accepted it and SCEE rejected it, leading to the European version being delayed. However, the latest dates on each version's files (1 September 1999 for the European version, 12 February 2000 for the North American version) indicate that he mixed them up, and the American version was delayed. The August 2000 release date in North America further supports this.}} The North American version received a further three or four months of development; LEGO Media and Data Design took this opportunity to further adjust the game's gameplay and levels. GameWorld 7 was hired to create an entirely new set of levels to replace Data Design's.<ref name="rru ps1"/><ref name="credits NA GW7"/>


== Release ==
== Release ==
LEGO Media announced that ''LEGO Rock Raiders'' for PlayStation had shipped in North America on August 15, 2000. Its suggested retail price was initially US$19.95. LEGO Media's global director [[Mark Livingstone]] stated enthusiasm for the game's success, citing the reception that ''LEGO Racers'' received on PlayStation.<ref name="GS ship"/> According to ''[[Wikipedia:IGN|IGN]]'', the North American version of ''LEGO Rock Raiders'' was officially available two days later on August 17.<ref name="Cleveland"/>
LEGO Media announced that ''LEGO Rock Raiders'' for PlayStation had shipped in North America on August 15, 2000. Its suggested retail price was initially US$19.95. LEGO Media's global director Mark Livingstone stated enthusiasm for the game's success, citing the reception that ''LEGO Racers'' received on PlayStation.<ref name="GS ship"/> According to ''[[Wikipedia:IGN|IGN]]'', the North American version of ''LEGO Rock Raiders'' was officially available two days later on August 17.<ref name="Cleveland"/>


== Reception ==
== Reception ==
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<ref name="BNB 28">{{cite web |url=https://www.lego.com/cdn/cs/set/assets/blt91b7459c7d4a7c4f/bits_n_bricks_s02e28_feature_and_transcript.pdf |title=Episode 28 – The Fans, Devs, and Remake of RTS Classic LEGO Rock Raiders |last1=Crecente |first1=Brian |last2=Vincent |first2=Ethan |others=Participants: Simon Eriksson, Ferdinand Köstler, Alan Sokol, and Karl White |date=14 July 2021 |work=[[Bits N' Bricks]] |type=Podcast |publisher=[[The LEGO Group]] |archive-url=https://web.archive.org/web/20230119070931/https://www.lego.com/cdn/cs/set/assets/blt91b7459c7d4a7c4f/bits_n_bricks_s02e28_feature_and_transcript.pdf |archive-date=19 January 2023 |access-date=30 May 2024 |url-status=live}} [https://www.youtube.com/watch?v=SDGAJObpSAA Audio version] via YouTube.</ref>
<ref name="BNB 28">{{cite web |url=https://www.lego.com/cdn/cs/set/assets/blt91b7459c7d4a7c4f/bits_n_bricks_s02e28_feature_and_transcript.pdf |title=Episode 28 – The Fans, Devs, and Remake of RTS Classic LEGO Rock Raiders |last1=Crecente |first1=Brian |last2=Vincent |first2=Ethan |others=Participants: Simon Eriksson, Ferdinand Köstler, Alan Sokol, and Karl White |date=14 July 2021 |work=[[Bits N' Bricks]] |type=Podcast |publisher=[[The LEGO Group]] |archive-url=https://web.archive.org/web/20230119070931/https://www.lego.com/cdn/cs/set/assets/blt91b7459c7d4a7c4f/bits_n_bricks_s02e28_feature_and_transcript.pdf |archive-date=19 January 2023 |access-date=30 May 2024 |url-status=live}} [https://www.youtube.com/watch?v=SDGAJObpSAA Audio version] via YouTube.</ref>


<ref name="Monaghan">{{cite podcast |url=https://maximumpowerup.com/episode-83-dave-upchurch-interview/ |title=Episode 83: Dave Upchurch Interview |website=Maximum Power Up |publisher=[[Wikipedia:Libsyn|Libsyn]] |last=Monaghan |first=Paul |date=21 January 2019 |time=2:30:25<!--2:23:36--> |archive-url=https://web.archive.org/web/20240531045917/https://maximumpowerup.com/episode-83-dave-upchurch-interview/ |archive-date=31 May 2024 |access-date=31 May 2024 |url-status=live}}</ref>
<ref name="Monaghan">{{cite podcast |url=https://maximumpowerup.com/episode-83-dave-upchurch-interview/ |title=Episode 83: Dave Upchurch Interview |website=Maximum Power Up |publisher=[[Wikipedia:Libsyn|Libsyn]] |last=Monaghan |first=Paul |date=21 January 2019 |time=2:23:36<!--2:30:25-->–2:35:00 |archive-url=https://web.archive.org/web/20240531045917/https://maximumpowerup.com/episode-83-dave-upchurch-interview/ |archive-date=31 May 2024 |access-date=31 May 2024 |url-status=live}}</ref>


<ref name="rru ps1">{{cite web |url=http://www.rockraidersunited.com/topic/4102-lego-interactive-producer-located#comment-85183 |title=I had an email conversation with Dave back in December, he's a really nice guy and had lots of cool stuff to share. |author=jamesster |date=17 February 2013 |type=comment on forum topic "LEGO Interactive producer located" |website=Rock Raiders United |archive-url=https://web.archive.org/web/20151007222710/http://www.rockraidersunited.com/topic/4102-lego-interactive-producer-located#comment-85183 |archive-date= 7 October 2015}}</ref>
<ref name="rru ps1">{{cite web |url=http://www.rockraidersunited.com/topic/4102-lego-interactive-producer-located#comment-85183 |title=I had an email conversation with Dave back in December, he's a really nice guy and had lots of cool stuff to share. |author=jamesster |date=17 February 2013 |type=comment on forum topic "LEGO Interactive producer located" |website=Rock Raiders United |archive-url=https://web.archive.org/web/20151007222710/http://www.rockraidersunited.com/topic/4102-lego-interactive-producer-located#comment-85183 |archive-date= 7 October 2015}}</ref>
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<ref name="credits NA GW7">{{cite video game |title=LEGO Rock Raiders |developer=[[Data Design Interactive]] |publisher=[[LEGO Media International]] |date=August 15, 2000 |platform=PlayStation |version=NTSC-U/C |scene=Credits |language=English |quote=LEVEL DESIGN – Gameworld Seven Ltd – [email protected]}}</ref>
<ref name="credits NA GW7">{{cite video game |title=LEGO Rock Raiders |developer=[[Data Design Interactive]] |publisher=[[LEGO Media International]] |date=August 15, 2000 |platform=PlayStation |version=NTSC-U/C |scene=Credits |language=English |quote=LEVEL DESIGN – Gameworld Seven Ltd – [email protected]}}</ref>
<!-- docs -->
<ref name="WC memo">{{cite web |last=Schwelling |first=Amy |date=17 May 1999 |title=LEGO Rock Raiders "Behind the Scenes..." for the LEGO World Club Magazine |url=https://archive.org/details/DDI-RockRaiders-RaidersWorldClub/mode/2up?view=theater |publisher=[[LEGO Media]] |type=memo |access-date=1 September 2023}}</ref>
}}
}}



Revision as of 13:36, 31 May 2024

LEGO Rock Raiders
Developer(s)
Publisher(s)LEGO Media International
Producer(s)
  • Tomas Gillo
  • David Upchurch
  • Stewart Green
Programmer(s)
  • Tony Stoddart
  • Steve Deacon
Artist(s)
  • Rob Dorney
  • Dave Garbett
Platform(s)PlayStation
Release
  • EU: November 1999
  • NA: August 15, 2000[1]
Genre(s)Action
Mode(s)Single-player, multiplayer

LEGO Rock Raiders is a 1999 action and strategy game developed by Data Design Interactive and published by LEGO Media International for PlayStation. The game is based on and was developed alongside the LEGO theme of the same name. Like the Windows version of LEGO Rock Raiders, it features a team of space explorers mining for energy crystals on a hostile alien planet. Rather than managing a team of Rock Raiders, however, the player directly controls one character in each level, traversing challenges using their chosen character's skills and any vehicles they find.

Initially conceived as a strategy game akin to its Windows counterpart, development on the PlayStation version of Rock Raiders started over in early 1999 at the behest of LEGO Media International. Developers were given only six months to complete the new version of the game, which eventually became an action game similar to Blast Corps. It released in Europe in late 1999 alongside the Windows version; however, the game was initially rejected by Sony's North American branch. The North American version went through a further period of development, receiving many adjustments and a new set of levels by GameWorld 7, before eventually releasing in August 2000. Though the game was reworked due to concerns that strategy games would not be successful on PlayStation, it ended up receiving mixed reviews.

Gameplay

Characters

Vehicles

Alien lifeforms

Other stuff like geysers and webs.

Missions

In total, the two versions of the game have fifty unique missions between them, and sixty-three total missions, listed below:

Europe (PAL) North America (NTSC-U/C)
Level One-player Two-player One-player Two-player
1
2
3
4

Development

The PlayStation version of LEGO Rock Raiders was developed by the Halesowen-based video game company Data Design Interactive, alongside its Windows counterpart. Works on it began in July 1998, following the Windows version's development that started in October 1997.[2]: 2 

...my dreams of Nintendo-like quality were sort of shattered when the MD, who was, well... My personal opinion was that he knew nothing about game development. I had to explain to him the difference between a 3D character and a sprite once. You know when you think, "I have to explain this?"

David Upchurch[3]

The PlayStation version of LEGO Rock Raiders was initially intended to be a real-time strategy like the Windows version. In February 1999, however, LEGO Media's worldwide managing director Mark Livingstone decided that real-time strategy games did not work on the PlayStation, following the commercial failure of a Command & Conquer title on the system.[3][4] Despite having only six months before the game was due to be submitted to Sony Computer Entertainment, the developers were ordered to rework it into an action game.[5] Tomas Gillo, the project's senior producer,[6] insisted he did not have time to rework the PlayStation game while finishing work on the Windows version, so David Upchurch was made the PlayStation version's producer in March 1999.[5] Upchurch had previously worked for LEGO Media as a producer for LEGO Chess and early versions of what would eventually become LEGO Island 2,[7][8] and had visited Data Design to playtest the Windows version of Rock Raiders several times.[9]: 10 

After many strategy-focused elements were removed from the PlayStation game, the developers were left with a 3D engine that could render deformable terrain, some LEGO vehicle models, and small minifigure sprites. Upchurch enjoyed controlling the vehicles and drilling through walls, and suggested making the game play like a hybrid between Gauntlet and Blast Corps. The player would be given missions they could complete either on-foot or using a variety vehicles, each with different attributes, and could collect LEGO bricks to construct new vehicles.[5]

...every night I'd retire to my hotel room, exhausted, thinking to myself "That was a good day, we made good progress... but the game’s still going to crap." All in all, it was a depressing and demoralising experience that soured my attitude towards working at LEGO Media.

David Upchurch[5]

As the game's submission date approached, Upchurch spent nearly two months living in Birmingham while he worked on it with Data Design Interactive, designing levels and playtesting it. After finishing work on LEGO Rock Raiders in August 1999, Upchurch left LEGO Media, going on to launch the magazine PlayStation World for Computec Media in 2000.[5][10] Upchurch later wrote about his experience on his website, where he described his assignment as being handed "the poison chalice" and cited his negative experience producing Rock Raiders as a major reason for leaving LEGO Media. He also hypothesised that Livingstone's desire to drastically change the game was due to poor sales of Command & Conquer on PlayStation.[5]

Although Sony Computer Entertainment Europe signed off on LEGO Rock Raiders, Sony Computer Entertainment America rejected it, stating that further fixes were required before it could be released.[11][note 1] The North American version received a further three or four months of development; LEGO Media and Data Design took this opportunity to further adjust the game's gameplay and levels. GameWorld 7 was hired to create an entirely new set of levels to replace Data Design's.[11][12]

Release

LEGO Media announced that LEGO Rock Raiders for PlayStation had shipped in North America on August 15, 2000. Its suggested retail price was initially US$19.95. LEGO Media's global director Mark Livingstone stated enthusiasm for the game's success, citing the reception that LEGO Racers received on PlayStation.[1] According to IGN, the North American version of LEGO Rock Raiders was officially available two days later on August 17.[13]

Reception

LEGO Rock Raiders received mixed reviews on PlayStation according to the review aggregation website GameRankings.[14]

Notes

  1. Upchurch stated in the source that SCEA accepted it and SCEE rejected it, leading to the European version being delayed. However, the latest dates on each version's files (1 September 1999 for the European version, 12 February 2000 for the North American version) indicate that he mixed them up, and the American version was delayed. The August 2000 release date in North America further supports this.

References

  1. 1.0 1.1 Gamespot Staff (August 15, 2000). "Lego Rock Riders Ship". GameSpot. CNET Networks, Inc. Archived from the original on 4 October 2003. Retrieved 30 May 2024.
  2. Schwelling, Amy (17 May 1999). "LEGO Rock Raiders "Behind the Scenes..." for the LEGO World Club Magazine" (memo). LEGO Media. Retrieved 1 September 2023.
  3. 3.0 3.1 Monaghan, Paul (21 January 2019). "Episode 83: Dave Upchurch Interview". Maximum Power Up (Podcast). Libsyn. Event occurs at 2:23:36–2:35:00. Archived from the original on 31 May 2024. Retrieved 31 May 2024.
  4. Data Design Interactive (November 1999). LEGO Rock Raiders (PlayStation) (PAL ed.). LEGO Media International. Scene: Credits. Worldwide Managing Director: Mark Livingstone
  5. 5.0 5.1 5.2 5.3 5.4 5.5 Upchurch, David (2012). "LEGO Rock Raiders (PS1)". DUpchurch.com. Archived from the original on 18 January 2019.{{cite web}}: CS1 maint: unfit URL (link)
  6. Data Design Interactive (November 1999). LEGO Rock Raiders (PlayStation) (PAL ed.). LEGO Media International. Scene: Credits. Senior Producer: Tomas Gillo — Producer: David Upchurch
  7. Upchurch, David (2012). "LEGO Chess (PC)". DUpchurch.com. Archived from the original on 21 August 2018.{{cite web}}: CS1 maint: unfit URL (link)
  8. Upchurch, David (2012). "LEGO Island 2 (Various)". DUpchurch.com. Archived from the original on 21 August 2018.{{cite web}}: CS1 maint: unfit URL (link)
  9. Crecente, Brian; Vincent, Ethan (14 July 2021). "Episode 28 – The Fans, Devs, and Remake of RTS Classic LEGO Rock Raiders" (PDF). Bits N' Bricks (Podcast). Participants: Simon Eriksson, Ferdinand Köstler, Alan Sokol, and Karl White. The LEGO Group. Archived (PDF) from the original on 19 January 2023. Retrieved 30 May 2024. Audio version via YouTube.
  10. Upchurch, David (2012). "PSW: Playstation World". DUpchurch.com. Archived from the original on 21 August 2018.{{cite web}}: CS1 maint: unfit URL (link)
  11. 11.0 11.1 jamesster (17 February 2013). "I had an email conversation with Dave back in December, he's a really nice guy and had lots of cool stuff to share". Rock Raiders United (comment on forum topic "LEGO Interactive producer located"). Archived from the original on 7 October 2015.
  12. Data Design Interactive (August 15, 2000). LEGO Rock Raiders (PlayStation) (NTSC-U/C ed.). LEGO Media International. Scene: Credits. LEVEL DESIGN – Gameworld Seven Ltd – [email protected]
  13. 13.0 13.1 Cleveland, Adam (August 16, 2000). "Who knew playing with Lego's on your PlayStation could be fun? We sure were surprised". IGN PSX. Snowball.com. Archived from the original on 15 December 2000. Retrieved 30 May 2024.
  14. 14.0 14.1 "LEGO Rock Raiders for PlayStation". GameRankings. CBS Interactive. Archived from the original on 1 May 2019. Retrieved 1 September 2023.
  15. Green, Earl (August 2000). "LEGO Rock Raiders (PS) - Review". All Game Guide. AEC One Stop Group, Inc. Archived from the original on 17 November 2014. Retrieved 30 May 2024.
  16. Ashe, Suzanne (August 30, 2000). "LEGO Rock Raiders (PS)". The Electric Playground. Elecplay.com Productions, Inc. Archived from the original on 14 November 2003.{{cite web}}: CS1 maint: unfit URL (link)
  17. Satterfield, Shane (August 24, 2000). "Lego Rock Raiders Review for PlayStation". GameSpot. CNET Networks, Inc. Archived from the original on 26 June 2003. Retrieved 30 May 2024.
  18. Soropos, George (January 2000). "Lego Rockraiders". Official Australian PlayStation Magazine. No. 30. Sydney: APC Publishing. p. 72.
  19. Steinman, Gary (October 2000). "Reviews: Lego Rock Raiders". Official U.S. PlayStation Magazine. No. 37. Oak Brook: Ziff Davis Media. p. 133.

External Links