On yesterday's Gamereactor we had a special treat for the viewers as we were joined by the developers of Xbox One's Max: The Curse of Brotherhood. Lead Designer Mikkel Martin Pedersen and Lead Artist Lasse Outzen from developer Press Play spent an hour with us playing the game and talking about all aspects of its development. In the second hour we played the game on our - you be the judge of who showcased the most skill.
It was revealed that porting over development onto Xbox One (from Xbox 360) only took them 4 months.
The developers considered using Kinect for controls and puzzles:
"We did consider it," said Lasse Outzen. "We chose not to put it in there. It is a controller based game and it was developed as such, because we had some experience from Max & the Magic Marker and we found out that controlling a marker was actually pretty cool with a controller. And especially if you wanted to do the combination of a puzzle game and a platform game where you have to react really fast. Having a secondary motion device, like a Wiimote or a PS Move controller or whatever, just makes that whole thing a bit clunky."
Speaking about what inspired them when developing Max: The Curse of Brotherhood:
"We grew up in the 90's watching all the classic adventure movies," said Outzen. "Goonies, Indiana Jones," offered Pedersen. "And, of course, a game like Heart of Darkness has been a huge inspiration," said Outzen.
Max: The Curse of Brotherhood is currently available on Xbox One, and will hit Xbox 360 in the future.