Despite what David Jaffe said a month ago, his development company Eat Sleep Play has been working on a new version of Twisted Metal for PlayStation 3. Sony unveiled the title at their E3 2010 press event today.
The game will include air combat in addition to the classic car combat the series is known for. An objective-based team mode called “Nuke” was demonstrated at the presser, with the goal to destroy an effigy of the other team’s leader (in this case, Twisted Metal mainstay Sweet Tooth)
Eat Sleep Play cofounders David Jaffe and Scott Campbell also sat down with PSX Extreme to talk about the new title.
“We’ve known for about four months that we’d be announcing it at E3, which means we’ve had to lie…I mean, flat-out lie to the press and everyone. You know, ‘we’re not making the game’ and all that,” said Jaffe about his previous comments on the matter.
The duo wanted to let players know that the game will be a reboot for the franchise and single-player has not been forgotten despite the E3 demo.
"I’d call it a reboot. We have the story and fiction; we’re showing the characters and really focusing on the multiplayer experience and the team play. What we’re showing today is only multiplayer but the fiction still exists, there is of course a single-player component,” said Jaffe. “But it’s absolutely not a multiplayer-only game. We had originally said it would be online-only like Warhawk but then we did focus testing and brought it to Sony, and there was resistance to that idea.”
“We sort of kicked and screamed about single-player; we thought we were done with stories and we wanted to focus on multiplayer. But a lot of people involved said we’d go down the wrong path if we didn’t bring in the single-player aspect. “
Jaffe maintains that classic fans and new players alike will have something to be excited about.
“When we first sat down to talk about what the next TM would be, we didn’t want to only cater to the hardcore gamers,” he said. “We wanted to create a version that was more accessible to the masses; bring in new players and let them just ‘pick-up-and-play.’ The pacing is so intense and there’s a lot of firepower so the hardcore can always make those quick decisions, but we spent a lot of time playing around with the controls. We found we can keep that high tempo while keeping it accessible, and we’ve done a lot more with awareness. “
“The only question is whether or not we can bring all the excitement and fun to everyone…we really don’t know,” Jaffe concluded. “I guess you never know. But I think we’re confident we’ll deliver a really fun game.”

