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After trying to do that myself, I can safely say that it’s by no means an easy task.Set in metropolitan Tokyo over the course of one night, characters include Mari Asai, a 19-year-old student, who is spending the night reading in a Denny's. I mean, let’s not kid ourselves here, the reason Kung Fu 3 took so long was because Ken made over 100, very high quality animations.
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When you’re sitting in front of your PC at 2 am in the morning, looking at this wooden lifeless Max skeleton, knowing that you’ve got over 100 animations to make by the end of the year, then you realize just how important the role of the animator is.
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Anyone who casually says "oh, sure, I know how to animate, that’s easy" in the forums, is either lying or really doesn’t know what they’re talking about. Maddieman: I’m glad you asked this, because it needs to be said: animation has been by far the hardest part of this project for me. Here's a snippet:ĭeep Six: Maddieman, exactly how difficult has it been to animate the different standard and martial arts fighting moves? What do you use as reference when devising motion and movements? To end this outstanding feature we asked some final details on what and when to expect Katana 2 to be released. Through this last part we continue the level design discussion highlighted in part 2, introduce you to some technical details, and related the modification with the modding context through the different points of view of the men involved in this operation. Some 4000 words, 21 new exclusive new shots and the final exclusive gameplay movie, the subway battle trailer () (46.8Mb), come along for the ride.
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It is a pleasure to present before you, the closing part of our much successful interview with the Katana 2 Mod team of Maddieman and StratonAce. So what are you waiting for? Let your praise or flames be heard guys! Confessions aren't easy to nab, our fists are soaked in blood. So right here, right now, we present before you the results of the interview session that took place hundreds of meters below ground at the very epicenter of the Deep Six Installation, the intensely loathed Interrogation Room.
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Consequently, I brainstormed quite a bit in order to come up with the right questions that would hopefully capture the whole essence of Katana 2 the passion, sweat and determination that stems from two outstanding individuals at the heart of one of the highest profile mods in the Max Payne scene. The success of an interview session depends a great deal on what doors the interviewer attempts to open and what he finds lurking behind these doors.
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This is the opening part of our 3-part interview series that intends to explore and bring out to the light everything you have always wanted to know about Katana 2. Due to the massive nature of this article, there's no point in quoting it here, so I'll just present the intro and the rest I'll leave it to you: So, set aside your homework, put the kids to sleep, take out the trash or do whatever is it that you have got pending and bring on the caffeine. I'll grant you this, the whole feature it's a bad monster, with each of its three parts comprising nearly 4000 words or over 8 pages long.
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Two other juicy trailers as well as character renders will be released along with part II and part III, a week and two weeks from now respectively. Coupled with the first installment of this feature we are the premiering the exclusive and so far unreleased Hover Bike () (14.4 Mb) and Sewer Battle () (35.4 Mb) movies. A couple of weeks ago, Deep Six teamed up with the Katana 2 mod team, namely Maddieman and StratonAce, to bring you the feature to end all features: a massive Katana 2 interview covering everything you have always wanted to know about this mod, and then some.