
The developers also added customisable characters and multiplayer, two things that were not present in the original game. They increased the movement of the Time Sweepers by 1.6 times, and added lock-on when shooting with the vacuum, something planned for the original game but not completed in time for release. Microsoft had compiled every review, user comment and piece of feedback on the original Blinx, something the developers constantly referenced while developing the sequel. Oshima, in a developer diary for IGN, stated that the game was an answer to critics of the first game, with it doubling in scope from the original.
#Lionhead video diary series
Directors Matsumoto and Ohshima aimed to create a game with many new features setting it apart from its predecessor in an interview with Xbox Japan, Matsumoto joked that they had skipped from the second entry of the series to the third as a result of making so many changes. Development ĭue to the increased workload of creating two individual stories with unique gameplay styles, the development team was split into two for Blinx 2, with one half working on the Time Sweepers and the other half working on the Tom Toms. Takuya Matsumoto was brought on to co-direct with Naoto Ohshima, director of the original game, due to his significant contributions as main programmer of Blinx and the increased scale of the sequel. Despite this, the game sold over 600,000 copies worldwide as of 2004, causing Microsoft to green light a sequel in hopes of releasing a significantly improved product that would make much more of an impact. However, they found the game receiving only mixed-to-positive reviews, with it not selling as well as they had hoped in Japan.


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