Showing posts with label Interview. Show all posts
Showing posts with label Interview. Show all posts

Wednesday, September 8, 2010

Harker Interview

Introduction

Bram Stoker's novel Dracula remains one of the most influential and adapted pieces of literature of all time and now game developer The Collective takes one of the novel's supporting character and put him in the spotlight with Harker, an upcoming vampire themed action game that is early in development. FiringSquad got a chance to chat with the game's senior producer Nigel Cook to find out more about their plans for Harker.

FiringSquad: First, The Collective has been very busy this year with two games (The Da Vinci Code and Getting Up Contents Under Pressure) out earlier this year and it was recently announced that it would merge with Shiny Entertainment's team. How do you feel about the current state of The Collective's team?

Nigel Cook: The Collective is now stronger than it's ever been. We've had steady growth over the years, and this is especially important recently given the increasing size of teams to reach the Xbox 360 and PS3 platforms. We have fully made the leap to these consoles, and are prepared to make great games!

While The Collective and Shiny will do a lot more collaboration in the near future, and will be co-located, we will remain as separate development teams, each with our own personalities and our own strengths. Our two groups have a lot of respect for each other, and feel we can both benefit from this collaboration.

FiringSquad: How did the idea for Harker come about?

Nigel Cook: As a successful independent studio we reached a point in the growth of the company where we wanted to try something new. Rather than working on another movie license, which of course has its own challenges, we chose to develop a series of internal game ideas for next generation consoles. Out of the top few, Harker stood out from the crowd, not only as a title that has its own segment; being a Survival Horror game with a heavy Melee combat, but also is a game that has Action Game content that is something the Collective Studios has gotten really good at.

FiringSquad: Of course, comparisons will be made between Harker and an early Collective game Buffy The Vampire Slayer. Was there a worry that the team was doing something that was the same as the earlier title?

Nigel Cook: Buffy was developed many years ago and has a combat system that was an excellent mix of ranged and melee combat in a very action orientated game from which we have learned a lot and enjoyed developing in the process. What we learned from developing Buffy does not mean we will replicate any content directly into Harker. Rather, we are taking our knowledge and learnings from Buffy to create an all-new combat system for Harker that heavily focuses on the up-close brutal punishment and execution of Vampires.

FiringSquad: What can you tell us about the storyline for Harker and its main character?

Nigel Cook: Harker is a character from the novel Dracula by Bram Stoker. In the novel, Jonathan Harker is written as an attorney who, though ill equipped, is forced to battle evil. In Bram Stoker?s novel, Jonathan Harker is portrayed as an ordinary man who in spite of himself, manages to survive. In Harker the game, we?ve taken our inspiration for our main character from the novel, but we are casting him in an entirely new light.

For the game, the motivation for Harker attacking and killing Vampires is still in an attempt to save his wife Mina; however, we?ve decided that the forces he faces have made him into a hardened, ruthless hunter, a flawed character.

Harker?s sole reason for living is to kill every single last Vampire. His poor wife Mina is hovering somewhere between life and death. The actions of the Vampires have literally thrown Harker into a rage, an all consuming passion for vengeance.

The story revolves around Harker?s search for each and every Vampire involved. During the course of the game, there will be a number of surprising twists to the plot that will keep the player guessing just what the motives of the enemy are and, indeed, who can be trusted.


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Monday, September 6, 2010

Superman Returns Interview

Introduction

The history of video game is littered with the corpses of awful titles based on DC Comic's best known super hero Superman. Electronic Arts via their Tiburon studio hope to change that with Superman Returs, their upcoming open world PS2, Xbox and Xbox 360 game that's based on the recent movie but plans to add a lot more for gamers. FiringSquad got a chance to chat with the game's supervisory producer Jeff Peters to find out more about their plans for Superman Returns.

FiringSquad: First, the Superman Returns game was originally going to be released around the time of the movie's release in theaters. What happened that caused the game's delay?

Jeff Peters: Through a series of internal reviews and external playtests, we gradually came to the conclusion that a few more months of development could push our game from 'good' to 'very good' or 'great'. Playtesters really liked what they saw, but they wanted more - more stuff to do, more variety in the buildings, etc. The delay allowed us to spend the summer addressing the feedback received, resulting in a more polished and cohesive gaming experience. Our focus with this product was to always to create the best game possible, and this was a collective decision to allow us to do that.

FiringSquad: This will be EA Tiburon's first non-sports game in quite a while. Was it intimitating for the studio to work on an action game rather than a football title?

Jeff Peters: Think of it as expanding a successful portfolio. It was more a creative challenge than anything else with our goal to take the successful lessons learned while building Madden over the years and branch out into more action-oriented fare. The team was mostly assembled from the ground up by bringing together seasoned action-game developers from within and outside of EA. Most of our designers, for example, had previous action game experience, so these learnings allowed us to overcome the hurdles you face when developing in a particular genre for the first time.

FiringSquad: Superman video games in the past have had a reputation for not reaching their high expectations. Was the team conscious of the history of the previous Superman games to avoid the mistakes of the past?

Jeff Peters: Everyone was very conscious of the history of the previous Superman titles, almost to the point of excluding anything that had a remote association with a previous title! Anyone who brought up the word 'ring' or 'kryptonite gun' risked a possible cube ransack. Inevitably, we did have to include some elements from Superman's gaming past (melee combat, rescuing citizens, etc), but for the most part we stayed away from the clich?s that sunk the earlier titles. The main problem with Superman as a video game character is that he's three-games-in-one-guy: flight sim, fighting game, and projectile-based action game. All of these play mechanics are part of Superman at any time (based on who the chararacter is) and creates some design difficulties with making sure none of these areas is more powerful than another, and, on the most simplistic level, you inadvertantly run out of buttons to make all this work together well. He's probably one of the hardest characters to translate successfully to a video game, but I think we found a good mix.

FiringSquad: What can you tell us about the storyline of the game and how it differs from the movie version?

Jeff Peters: The core storyline mirrors that seen in the film. However, there are several sequences added to the story, which fill in gaps in the film's timeline (for example, what was Superman up to during his time away from Earth?). There are also additional story threads which parallel the movie plot, specifically the introduction of various Supervillains attacking Metropolis. In the end, we finished with about a 50/50 split of movie content and original content, which felt about right.


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