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Demonik Tidings for PS3

The minds behind BloodRayne and horror maestro Clive Barker team up for their first next-gen effort.
Author: Neall Price
Published: May 9, 2005
I can still reach back, past all the damage the excessive bong rips and downed 40s have wrought, and recall with fondness Terminal Reality's first big effort, Terminal Velocity (later picked up by Microsoft, reskinned, and re-released as Fury[sup]3[/sup]). It was a simple, game, sure, but it was fast, delivered simple, engaging action, and ran well -- even on my POS 486.


That became a recurring theme for Terminal Reality's work; simple, engaging games that weren't exactly known for their depth of storyline, but still delivered some varied experiences. Those included a pair of flight sims, a pair of Monster Truck racers, and a pair of off-road racers. Along the way, something started to happen with the developer, and a slight gravitation towards themes of the occult and general spookiness started cropping up.

This gave birth to the visually impressive Nocturne (and later a game based on the Blair Witch movies using the same engine), but it wasn't until TR hooked up with Majesco that those themes really came to the fore with the BloodRayne franchise. Mixing girlie vampire hotness with Nazis and the occult made for an interesting story effort, but it's obvious the developer's forte isn't exactly crafting brilliant storylines.

Enter Clive Barker. Yeah, that Clive Barker, the guy who's job it is to make creepy moves like Hellraiser and Candyman. Teaming up with John Woo-founded production company Tiger Hill Entertainment and Terminal Reality go-to partners Majesco, the confluence of creative teams has birthed Demonik.

"Demonik represents the extraordinary collaboration of some of the finest creative talent working in Hollywood and video games today," beamed Majesco VP of Marketing Ken Gold. "We're confident that this culmination of artists, storytellers, and developers will define the action/horror genre for the next-generation consoles."

"Clive is known for creating great and horrific villains. In the game, you get to play the villain, and in the movie, you will be terrified by him," added Tiger Hill President and co-founder Brad Foxhoven.

The movie and game details are scant at the moment (save for a 2006 release), but Clive Barker isn't just signed on in name. Barker will have a guiding hand (and, presumably, final say) in crafting the game's story, cinematics, character designs and the voice actors that will lend their pipes to the roles. The mega deal also has the option of an added graphic novel and statue for maximum cash-in value when the game finally hits.

Barker chimed in himself, in typical press release fashion, adding, "Demonik will be an intense gaming experience. I’m having a lot of fun enriching the game’s mythology and polishing the characters till they shine. And, of course, adding a little bit of Barker darkness. Demonik promises to be a game that you will play with clammy palms.”

We've seen plenty of attempts between games makers and Hollywood trying to collaborate with usually disastrous results (at least from an actual gaming standpoint; the deals usually mean decent games sales) -- you don't have to try to hard to remember how badly the first Matrix turned out.

Still, the two mediums are getting better at collaborating, and if the Wachowskis' attention to detail in keeping the game in line with the Matrix movies is carried over with Barker and the Demonik project, we could be seeing a nice extension of the basic themes outlined in the two or so hours of the movie. We'll keep you updated, but for now you can see how the game's progressing with the first video footage by clicking the videos link on the game page.

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