The lead character was able to change from one demon state to another, with her combat styles and attacks matching her demonic state and abilities. This was, at the time, an ambitious project. Mitch Philips - Lead Character Animator, Primal:
Crucially, the strange double-act of Jen and Scree worked extremely well, thanks to the performances of Hudson Leick and the late, great Andreas Katsulas whose warmth, dignity and good spirit overarches the world of Primal. Finding the right level of humor and genuine danger within Primal’s singular cast of characters was an enjoyable challenge and we were always looking to add as many layers of depth to script and performances to maximise the game’s impact. The environments for Primal were stunning, ambitious and completely immersive. Primal was my first opportunity to work with the Sony Cambridge studio and I met a fantastically creative team (headed by Jean-Baptiste Bolcato, Chris Sorrell, Katie Lea and Mark Gibbons) bringing great artistry to all elements of the game’s development. Jon Ashley - Scriptwriter and Voice Director, Primal: With tomorrow’s PSN re-release, I also wanted to open the floor to some of my fellow Primal co-conspirators so they can share their favorite memories with you.
PS2 PSN STUFF DOWNLOAD PS2
Now for the good news: Primal is returning today as a PS2 Classic playable on PS3! I hope in this re-released form that a few more people will get the chance to meet the demon king Herne, swim in the tranquil waters of Aquis, fight the vampire-like Wraiths, and awaken the sleeping djinn of Volca. Above all, Primal’s warm-hearted, demonic soul was set loose when the world’s mass appetite for supernatural dramas was only just beginning to reveal itself. Originally released in 2003, the game’s soundtrack, ambitious, explorable environments, immersive artistry and non-throwaway storyline all help to explain its ongoing appeal. I always felt privileged to see - on gaming forums and the like - that Primal made quite an impact in some people’s lives. But I think all of that makes Primal all the more notable as a one-of-a-kind, story-driven adventure with a quite unusual charm. In retrospect, it’s clear that in some regards our ambition exceeded our reach, and that the path we took with Primal was at odds with the larger directions the gaming world was headed - the open-world excesses of Grand Theft Auto or the social/casual gaming trends pioneered by Singstar and Eye-toy. Musically our game world needed some ‘bite’, and a chance email to the lead singer of one of my favorite bands led to us working with industrial/electro artists 16-Volt whose tracks gave a great crunch to our combat. Together they brought a truly unusual warmth to our main characters that stood out at the time, and remains quite special even to this day. We were lucky to hook up with our dream voice cast to bring these characters to life – Hudson Leick (best known from the Xena: Warrior Princess) and the fantastic and sadly missed Andreas Katsulas (whose work on Babylon 5 I so admired). The premise was a classic: pretty girl meets gargoyle, explores demon worlds, acquires demonic powers, and (spoiler!) has to kill her boyfriend to save the universe.
We wanted to build a game that captured the vibe of these shows while also showing off some of the cool technical and artistic things we thought we could achieve with the (then) new PS2.
PS2 PSN STUFF DOWNLOAD TV
Core influences were some of the awesome TV shows of the day: Buffy the Vampire Slayer, Angel and Dark Angel to name the foremost. Primal grew from a warm, happy, and long-lost place where we were insanely fortunate enough to have an amazing team, an exciting new platform to build for ( PlayStation 2!), and the freedom to make the game we wanted to make.