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Xbox | RPG | Sudeki

Boxart for Sudeki
Sudeki 54 screen shots
  • GRAPHICS: 5.0
  • SOUND: 4.5
  • CONTROL: 4.0
  • FUN FACTOR 4.5
  • AVG USER SCORE 3.9
  • AVG CRITIC SCORE 3.6
Winner of the GamePro Editor's Choice Award

Feature: Sudeki Developer Interview

We sit down with the director to get the skinny on the game and a look at some new, exclusive screenshots!

Microsoft and Climax have been pretty tight lipped about Sudeki for the past few months, preferring to answer most questions with a "no comment." So when the company announced plans to let the public sample the game during Gen Con So Cal (Dec 11-14, 2003 in Anaheim, CA) we pushed for some inside info. Jason Avent, the Games Director responsible for Sudeki was kind enough to answer our questions as well as reveal three brand new, exclusive screen shots. Read on for the goods!

GamePro: What makes Sudeki different from the typical console RPG game?

Jason Avent: We have a crafty blend of arcade combat with the depth of a traditional RPG. There are four characters that you can control individually and switch between at any time. You have to make them work together as a team in order to get through the game.

GP: For Valentine's Day, 2003, Microsoft sent out a provocative e-card featuring the two Sudeki girls. Does the game lead more towards the risqu? side, or were they just sexing it up because of the occasion?

JA: Buki and Ailish are very sexy. The game is long. It's nice to look at pretty girls when you're sitting down to a game for a decent amount of time, but it's not what the game's all about though.


How would you like these lovely ladies to be your valentine?

GP: Tell us a bit about the story behind the game. How did it come together?

JA: The story is about good and evil. There are four heroes, a sultry wizardress, a gunslinger, a powerful swordsman, and a dark huntress, who are set in a world ripped apart by deceit and betrayal. The catch is you have to make sure you're on the right side. There are so many twists in the game that you're not sure what's right and wrong.

GP: Sudeki has been delayed more than once. Has the game changed a lot from the initial concept?

JA: In many ways, the game has changed a lot from the initial concept. Climax always knew they wanted to do a big RPG so that hasn't really changed but the early design was very organic. Now we're much more focused on delivering an action RPG. The art style is very much our own now rather than being initially inspired by Anime.

GP: Could you tell us about how the game was scored? What goes into writing a soundtrack for a RPG?

JA: We have a really good musician here. We've hired contractors for specific tasks as well. I have to say that most of it was done by our very own Tom Colvin. He's really talented and we're anticipating that "The Music of Sudeki" will be released on a CD independently soon. Tom looks at an environment or a playblast for a movie and matches his music to it. We have dynamic music as you move between areas and gamestates so he has to write blends for each piece as well.


Screenshot 22 -- The view from Shadani Mountain