Posts Tagged ‘viva-pinata’

High Stakes for the Medium: Rare

By Kieron Gillen on May 13th, 2008.

I like the Romancing

Powering up the Electric Internet in my new place in the Smoke – yes, I’m now RPS’ official Man In London – I see that Wired has published the results of my recent trip off to see Rare. While neither the new Banjo Kazooie or Viva Pinata have been confirmed for PC, I do interview Justin Cook, who’s lead designer on the latter and had worked on the former. And since that’s on the PC, and we mainly talk about the original and the importance of games-for-kids and games-as-education, it fits under RPS’ mandate. Go read. He’s a lovely guy.

If you’re wondering about the title, it’s what I tried to slip past the Wired editors as the title of my main article. Sadly – but unsurprisingly – cut, but I had to use it somewhere. I’ve been annoying everyone on my IM list by saying it repeatedly at them.

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Evolution Of Viva Piñata

By Jim Rossignol on December 17th, 2007.

With delightful gardening/breeding game Viva Piñata having recently turned up on PC, I thought it appropriate to link to this rather interesting design article over at Gamasutra. In it developers Rare discuss the unique visual design of the game from initial conceptual art to commercial product. They discuss things such as the problems of stuff a game with quite so much cuteness:

In the original plan, non-resident Piñatas would retain their colors and markings while being indistinguishable by shape, only morphing into full form in the garden. All Piñata subsections, e.g. birds, quadrupeds, small things, slimy things etc. would have their own non-resident shape. On this slide you can see it next to their final form. The Mallowolf and Macaraccoon were almost just jellybeans on stilts; the Parrybo and Crowla retain some distinctive bird features. The cut duo of rattlesnake and cane toad both look like baby salamanders, while the Whilrm and Taffly appear to have grown ears. Pleasingly, the Whirlm has gained an eye. Although he still looks sinister.

One of the main reasons this feature never made it to the final game was because it would require yet another model for every Piñata. Given the overheads we had already, trying to free up the space would have been very stressful.

Aww.

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You Hit Them With A Stick And Candy Falls Out

By Jim Rossignol on August 14th, 2007.

Papier-mache animal breeding game Viva Piñata is set to be released on the PC. If you missed this one in console land, it’s a sandbox creature-caring scenario, where you breed living piñatas, giving them names and building a garden for them to live in – that sort of thing.

Hideously, my instinctual prejudices came out when I read about this: “hardly a PC game”, I thought. “PC games are about guns and terrain!” Oh, the shame. The PC is, after all, the home of the best-selling creature-coddling game in existence: The Sims. We do nothing better than making pets of computerised lifeforms, and with Spore on the way we can expect plenty more such emotive angles.

Anyway, there are no real details yet on the hitting-stick paper lifeform game – the PC version will feature the same Piñata world, complete with the same customisable vegetation, colourful animal genetics, and rogue miscreant piñatas, as the 360 game. This should be another major Games For Windows title – being Microsoft ‘n’ all. I wonder if it will sell…

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