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Just a note, Gamespot has a preview of King Arthur at this link...
"King Arthur looks like it will provide a lot for fans of the film, and even if you haven't seen it, you'll get what seems to be a good, solid melee combat game with some decent replay value. The included two-player cooperative mode doesn't change up the gameplay much--each of you will play one of the two available characters per stage, and you'll rack up experience independently--but it's always more fun to play games like this with a friend than with the AI."
Gamespy has their second developer diary on King Arthur with Sound designer, George Stamatiadis, from Krome Studios. It's an interesting read, with George explaining how some of the sounds were created and captured for the game, with real swords built and whacked on various surfaces around the street...
"I took to taking the DAT recorder out onto the streets and whacked large poles, fences, railings, and scaffolding with the sword. I mixed these sounds with impacts from smaller, more sonorous items like kitchen utensils and bells, speeding some elements up, slowing others down until I was happy with the result. Some impact sounds would be simple clangs; others would have a bit of sword scraping. You can't walk around anywhere with a sword, so I would usually record in places like car parks or on private land so that I didn't attract attention of the police or passing ninjas."
George also discusses the issues of getting the sounds right on consoles where memory is a limiting factor, and how they work in game.
It's not often you come across developer diaries covering anything from the sound department, especially ones from local developers. It's refreshing to read a bit about this area of game development, and it's worth checking out!