The other work I am most proud, the best work I think Ive done up until now, is something that Ive never been able to share with the world; it was a prototype we made straight after Kameo finished.
Thats interesting. Cant you at least give us a hint?
Phil: Trust me Id love to, but I still feel compelled to respect Rares confidentiality in the same way as I did when I was working at the company. What I can say is that coming off the back of Kameo, we were frustrated at having to make games that didnt really match with the Xbox demographic, so we wanted to make something that pushed completely to the other end and was aimed squarely at the average Xbox player; both in terms of visuals and play style. Unfortunately, Microsoft felt that they already had plenty of games that catered to that audience.