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The Collective's Dave Stalker
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We quizzed The Collective's Dave Stalker, producer of the Buffy Xbox game about making a digitial Buffy feel real, working with the cast, the script of the game and Buffy's future on console. Here's what he told us.
Making Buffy feel real What sort of challenges were involved in giving the game the genuine Buffy action feel?
Fighting over thinking How did you balance the gameplay between the fighting and puzzle elements?
Educating the writers Did scripters Chris Golden and Tom Sniegoski have a good understanding of what can be achieved in modern games, or was there an education process involved?
Telling stories The game has a very strong narrative - what decided you to take that tack with it and what's your feeling about the place of narrative in games generally?
Nice to see you again Can you tell us which other familiar faces will pop up in the game?
Graphic grapplings Some of the violence is quite graphic - what sort of factors went into the decision about how high to set the level and realism of the violence?
The real Scoobies How did you find working with the stars of the show? Was it a big disappointment that Sarah Michelle Gellar couldn't be available to record Buffy's part?
Best moments What did you find the most fun about working on the game?
Buffy's console future. Any plans for a sequel? How about an Angel game?
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