Interview  
Sentient paper animals in the palm of your hand
They said it'd be brilliant on the DS: see the new and fully
optimised outing for Rare's many-coloured menagerie...
1 .2 .3 Next
Eager for info? Read on. We've persuaded Viva Piñata: Pocket Paradise producer Paul Machacek and designer Gary Richards to spill a few beans prior to VP: PP's release later in 2008.
1) Was it always the plan to transfer Viva Piñata across to the DS, or did it take some prompting? If so, who were the principal prompters?

PM: No, and yes, erm, in that order. In discussions for a follow-on project for DKR DS it became a greater focal point, and in hindsight, seeing what we came up with, it's proven to be a complete no-brainer. We love it.

2) New Piñatas, new game modes, a new control interface: what, in your personal opinion, is the single best new feature of Viva Piñata: Pocket Paradise?

VP: Pocket Paradise - Whirlm seal of approval
GR: The control interface has got to be the highlight for me, even my wife can play it!

PM: Being able to draw funny pictures in the sand in the Playground mode, and then save them to impress your friends later :)
3) Pocket Paradise is presumably one of the less contentious/misconstruable titles you came up with: any highlights from the discard list?

PM: You've got the wrong end of the stick (or carrot). Project 'Pocket' was the original codename for the game that became Viva Piñata on Xbox 360. 'Paradise' because it is, and then we can call it VP: PP. Funnily enough, we didn't spot anything contentious about it when we coined it. It was simply our favourite from a big long list of dross.

GR: My personal favourites were Viva Piñata: Donna Summer or even better, Viva Piñata: Dig & Sow.
1 .2 .3 Next