The Chronicles of Riddick: Escape From Butcher Bay - Development

Development

Escape from Butcher Bay was announced in March 2004 for the Xbox. It was developed by Swedish company Starbreeze Studios, and published by Vivendi Games and the Vin Diesel-founded Tigon Studios. Universal Studios Consumer Products Group granted the The Chronicles of Riddick license to Vivendi Games; both companies were owned by Vivendi Universal. Tigon Studios' Cos Lazouras said, " features an original storyline that provides insight into how Riddick evolved into such a complex character".

In contrast to other film tie-in games, which often closely follow the events of their source material, the development team of Escape from Butcher Bay focused on differentiating the game from The Chronicles of Riddick. They sought to explore Riddick's character in a prison break setting, and took inspiration from films such as Escape from Alcatraz. Starbreeze was also inspired by video games such as GoldenEye 007 and the Tom Clancy's Splinter Cell series. The opening sequence, in which Riddick is escorted into Butcher Bay, is a tribute to Half-Life, and the game's hand-to-hand combat was inspired by Punch-Out!!. Starbreeze focused solely on developing the game's single-player mode, and did not include multiplayer; the company believed that such a mode would require a design team twice as large and another year of development.

Vin Diesel, the lead actor of The Chronicles of Riddick, provided his voice and likeness for Riddick. He and director David Twohy also contributed to the game's plot and character design; the game's story was developed in conjunction with the film's. Per the filmmakers' instructions, the designers made the origin of Riddick's "eyeshine" vague. Diesel offered guidance to the game's lead writer during voice recording sessions; this included dialogue rewrites to reduce Riddick's lines, as Diesel believed the character spoke too often.

Starbreeze intended for Escape from Butcher Bay to feature more complex role-playing game systems, but feedback from Diesel and game testers dissuaded them. Starbreeze senior producer Peter Wanat said, "We tried to limit the number of really hard or really intricate RPG elements, and that was a choice because we wanted the game to be playable." Other removed features include an electric bullwhip for the guard Abbott, and a 25-minute final boss fight. There was also a PlayStation 2 version in development but was cancelled so the company could focus on the Xbox version.

The game uses normal mapping, which allows detailed textures to be drawn on models with lower polygon counts; this, despite an increase in visual fidelity, results in higher frame rates. It also featured dynamic lighting with per-pixel stencil shadowing and self-shadowing

Escape from Butcher Bay was completed in 18 months. Vin Diesel promoted the game and the accompanying movie at the May 2004 Electronic Entertainment Expo (E3) video game convention. The game was released shortly before The Chronicles of Riddick in North America, on June 1, 2004. North American pre-orders of the game included a DVD of promotional content, such as a partial interactive walkthrough and footage from the film. The game's soundtrack, composed by Gustaf Grefberg, was released by Vivendi as a free download on June 24, 2004.

Following rumors, Vivendi confirmed in July 2004 that a Windows port of Escape from Butcher Bay was in development, entitled "The Chronicles of Riddick: Escape from Butcher Bay Director's Cut". The game features a higher display resolution, additional cigarette packs, and new scenes where Riddick steals mechanized riot armor. It includes developer commentary which details the game's creation and design decisions. The game was released on December 8 in North America.

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