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

Saturday, September 17, 2011

Darksiders II - Interview Feature

If some of Darksiders' gameplay elements felt a little... familiar... at least it can't be denied that it had a visual style all of its own. Joe Madureira (of Marvel Comics fame) crafted a distinctive look for his Zelda/God of War hybrid and it paid off, with the first game in the series shifting over 1.3 million units. With a sequel looming on the horizon, TVG sat down with Daniel Isaac McGuffey, Creative Manager for THQ, to find out more about parallel time-lines, Death, and the Apocalypse.



 


Let's talk about the setting of the game. Why have you chosen to set it at the same time as the first one?


We want people to understand that the Darksiders world is much larger than what they saw in Darksiders I, which all happened on Earth. There's a complete alternate dimension - which we showed a little of today - in the Abyssal Planes, and we want to really explore that, and also set up what's to follow with the four horsemen. We do want to get them all in eventually, but we feel it's really important to showcase each of them one at a time, and show you what makes that character special, show you their motivation, show you their tool-set, how this character moves; traverses; interacts with the world, so the best chance to introduce Death was within that time-frame because of his motivation at the moment, which is to redeem his brother. We didn't want to completely remove War from the story either and just make it completely Death focused because we know people found War endearing and we want to connect the two together, so that's part of the reason why we're doing it in a simultaneous time-frame.


So will you be revisiting some of the events of the first game from another perspective, and meeting up with War as you go through?


Without divulging too much, yeah, there will be some crossover, and you will get a little more insight into what happened in Darksiders I via Darksiders II.


In terms of the new mechanics, what sort of new puzzles can we expect?


We do want to bring back some of the items you had in the first game. You saw the Ghost Hook, which functions a lot like the Abyssal Chain only it has some of Death's sort of signature traversal added to it, so he can get more mileage out of it and use it in different ways. However, he can also use it like War could, so you can use it in combat, pulling enemies towards you, or pulling yourself towards enemies. We wanted to refine the gear experience, so while there were six pieces of gear and a bunch of passive abilities you could get in Darksiders I, this time what I will say is, there will be only three gear items but they will change, evolve and level-up so that they will gain abilities as you go along. We want to keep players from having to go back and forth between menus equipping items; we want you to have the full tool-set available to you at all times once they're all made available to you, and be able to switch between them very fluidly without having to equip and unequip items. So while initially it seems like there will be fewer, they're much more nuanced and robust than what you were able to play with in Darksiders I.


So what are those three gear items? Are we talking equipment or weapons?


Well some of them will function as both, so they will all have a primary function but some of them will have a combat function as well. You saw the Ghost Hook, I don't think we're talking about one of the other ones yet, but there will be a return of the Portal Gun, so the Void Walker will be returning, but it's going to have a lot of different functionality that we didn't see in Darksiders I - it's definitely getting an upgrade.


How extensive will the customisable loot and armour be?


It's super extensive. War had the Trimmer Gauntlet, and Death's Scythe - essentially two different secondary weapons. We want to give the player a chance to get into combat in exactly the way that they feel comfortable with. So if they want to use really light weapons where they can get into combat and do a lot of damage up close, then we want to offer them those; if they want to do really heavy damage with much slower weapons, we want to offer them those. So we have multiple classes of weapons: we have axes, maces, we have melee weapons - which resemble gloves that have claws on them - we have hammers, different pole-arms, broadswords, and those will all have different effects on them. You can expect to see a really vast selection of weapons that will even get different benefits based on the armour that you equip. So there will be sets that you can find - you can find sets of armour that have weapons that correspond and vice-versa.


So will you be able to carry all those through into the multiplayer?


Into multiplayer? We're not talking about multiplayer at the moment.


But there's going to be multiplayer?


I don't think we're quite talking about what we're doing yet with the connected elements.


Can you talk about co-op at all?


We do have a few different things planned, but right now it's just not something we're talking about.


So you've mentioned that there will be other characters, other than Death, in the game - we've got War - is there going to be Fury as well, is that right?


Fury and Strife are the other two horsemen, and we're not talking about what their significance is in the game yet.


See I always thoug



ht it was Famine and Pestilence...


Part of Joe Madureira's involvement is that he has a remarkably different take on things. If I were to tell somebody to draw a tree and Joe to draw a tree, what he does is not going to look anything like what anybody else would do, and that's what he brings to the game. He's going to make Death and War look different to what anybody else would've imagined, and likewise, these guys - Joe and some of the other guys at Vigil - didn't think that Pestilence and Famine sounded like cool characters to play as, so Strife and Fury just fit more into the universe.


So obviously the game's going to be on Wii U as well - can you talk at all about the unique features that that version's going to have?


The team's still designing those. Because the hardware's so early and the team's only had a very limited time to work with the hardware, we're still determining what the most beneficial things to provide for the Wii U user-base will be, but it certainly will have most likely different interface capabilities than all of the other SKUs will have.


There's been talk about possibly releasing a comic book and a movie based on the series. Is there any more news on that?


There most certainly will be a comic book, and as we get closer and closer to the launch of Darksiders II you'll be hearing more and more about that. At THQ - I don't know if you know Danny Bilson, or THQ's mantra... it's one of trans-media - supporting games with products that make sense. Whether that be a movie or a comic book, we want to pursue those options as long as Dan... you know, obviously Darksiders is a game of incredible mind-share and quality; the art, the universe, is something the team works very hard on. So, if a movie makes sense, and upholds the vision of Darksiders, and makes sense in the grand scheme of things we'll do it. If it were just a play for publicity or revenue, it's not something that interests us. We're going to do it when it makes sense to do a Darksiders movie, but yeah, if those elements come together then you can expect to see one.


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Friday, September 16, 2011

GoldenEye 007: Reloaded - Interview Feature

While Eurocom's Goldeneye Wii-make was never in danger of threatening the classic status of the N64 original, it nonetheless proved to be a robust study of Rare's seminal shooter, re-cast in modern FPS conventions. With an HD port now confirmed for Xbox 360 and PS3, TVG spoke to Activision Producer, James Steer, to find out more about Bond, Stealth, and Goldeneye 007: Reloaded.


Why the decision to bring it over to the HD consoles?


When we were originally thinking about making a Goldeneye game it felt right to make that game for the Wii platform because of the N64 heritage, but when we were developing the game and we started showing it to the press, retailers, and then eventually to the public, it became clear that that wasn't enough, and that people wanted to be able to play the game on PlayStation 3 and  Xbox 360. The problem is that we needed to update the engine for that, and we wanted to be able to deliver 60 frames a second gameplay, 16-player online multiplayer, and photo-realistic graphics. We had the game team at Eurocom concentrate on making sure the Wii game was the best game they could


 


possibly make, while all


 


 


the technology team were able to develop an engine for us to deliver, so when the game team were finished making the Wii version they could roll off. Hence this year we'll see the release of the Xbox 360 and PS3 versions.


So when you were designing the original, the engine was designed with a port in mind straight away?


No it was totally separate. Eurocom work with a separate technology team, because that's the best way - those guys can go make the best tech possible - the gameplay guys are just concentrating on the game. So they can then go and push the graphics engine as far as they can, and the team can just make the best game. Then they come to merge at some point, but while they were making the Wii version we didn't really want to disturb them... so we were like, 'You make sure this game is the best, while the other team worries about the engine.'


What's changed for the port? Are there any new single-player levels in the campaign?


No. The storyline is the same as the story we had updated for the Wii - so we had Bruce Feirstein take the original movie and update it for 2010 to make it relevant. So rather than being about the Cold War it's more about the banking crisis so people recognise it. Because we're introducing Daniel Craig's Bond to the story, we needed to update the story as well. In terms of the actual levels you'll play through in the single-player campaign, they are the same. Obviously every level's been massively updated: new geometry, new textures, new animations, new effects, audio, and a completely new AI system - so the way that they'll play will be completely different to the Wii version. And obviously we've added the MI6 Ops which is an entirely new gameplay feature that wasn't on the Wii, so that's kind of adding over ten hours worth of gameplay - very different style, from Assault to Elimination, to Stealth, to Wave Defense - something for every type of player. For people that like to be defensive, they can challenge themselves by playing those missions and trying to post a really high score, whereas someone who likes to run and gun can go and play Elimination. Multiplayer has also been completely updated to support 16 players: new modes, new maps, new characters, new weapons. We really haven't left any of it alone; it's been completely updated.


So even new animations? Did you get Daniel Craig's body double back in the Mo-Cap studio?


Yeah, we have some more footage of that and we've updated all the animations in the game. Eurocom have their own motion capture studio on-site, so it's really handy for them because they can just get actors in, get them to perform the animations, and they have their pipeline that gets them into the game really quickly, so it's very handy really.


I see - so you brought him back and recorded new ones for the updated version as well?


Yeah.


So in terms of the MI6 Operations mode, where are the levels from - are they sort of sections of the single-player?



 


They're a combination of some of the single-player levels, some of the multiplayer levels, and some new; whichever worked well in the game. The level designers go and look at the levels and think 'Actually, that would make a nice kind of arena for say, Wave Defense'. So it's a combination. Some maps have been updated because they've needed to be made larger because they now hold 16 players, so there'll be some maps that people with the Wii game will recognise, some that will be updated entirely, and some that are completely new.


And there are four modes - are they going to be available on every map?


No. There are specific maps for specific challenges.


So each one has maybe one mode per map?


Yeah, well, there are ten different challenge missions within the MI6 Ops feature. Each one has a leaderboard attached to it so you can be the best at playing say, 'Memorial Defense', or maybe 'Jungle Elimination'.


But then there wouldn't be say a Jungle Assault, or a Jungle Stealth for example?


No, we've picked the environments and the maps specifically for that style.


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Thursday, September 1, 2011

The Baconing - Michael Dobson Interview Feature

In a career that spans over 30 years, Michael Dobson has lent his voice to more super-heroes/villains than you can shake Batman's Utility Belt at. With voice-acting stints on various X-Men, Fantastic Four, Iron Man, and Batman TV series over the years (yes, that's right, he's voiced Batman – an achievement worthy enough to have engraved on your tombstone as far as we're concerned), and a number of high-profile roles in video-games over the years, from the SSX series to Warhammer 40K: Dawn of War, he's nothing if not prolific in the universe of voice-acting geekdom. Over the last couple of years, Michael has faced up to arguably his toughest challenge yet: voicing  DeathSpank, the 'hero' of Ron Gilbert and Hothead Games' series by the same name. With two games behind him (the original and sequel, Thongs of Justice), DeathSpank now prepares for his third adventure in The Baconing (which releases next week). We spoke with Michael Dobson to discuss the character and this next instalment in the series.

What was it about DeathSpank that initially drew you to the role?

MD: Hothead Games’ Audio Director, Adam Gejdos had mentioned a new project to me and that Hothead would soon be holding auditions. When I saw the character designs and learned more of the plot line... it harked back to the off-the-beaten-path humour of Monty Python with the hero sensibilities of Adam West's Batman.

Thongs of Justice and the hero's name is DeathSpank... Boo Yah!!!... I knew instantly I had to play this character... this would be a blast! Luckily after a round of auditions and me constantly calling Hothead from a small window sill twenty stories up the role was mine!

You’ve played quite a few heroes and superheroes/villains in your career. How would DeathSpank do in a fight against some of the heavyweights you’ve played?

MD: I think it would be a hilarious pairing, to have Cobra Commander and DeathSpank hang for a day!  But in a DeathSpank vs. Cobra Commander Smack Down... I think DeathSpank would drive C.C. even more over the edge than he is already and ultimately C.C. would just throw himself on his staff and end the mental anguish!

If DeathSpank could form a kind of Justice League, who do you think he would choose and why?

MD: Well Wonder Woman would be his first pick... she's HOT... and would look great in a Thong of Justice... Boom Baby!  Batman... he has awesome toys! Flash Gordon as a PA... there's nothing worse than a cold Taco! Ambush Bug Man... why?... because he just looks so damn cool and he needs to get out more. Aquaman... he and DeathSpank could start a new business venture and turn Atlantis into a Casino and Theme Park as well as a fast food Fried Chicken restaurant chain called Boom Baby Chicken...

Personally, I think DeathSpank is quite a charming character but I’m not exactly sure why because he seems to be quite oblivious. What do you think it is about him that wields that charm?

MD: I think you hit the nail on the head... it's that innocence with DeathSpank. His straight ahead logic with everything... it has a charm to it... he doesn't take anything as a negative... he is always able to see the bright side to any situation. He knows he is the good guy and evil must be vanquished and he has fun being the purveyor of Justice!

As a hero who’s unaware of his own comedy, DeathSpank reminds me a lot of The Tick. Are there any other characters from pop culture that you’ve drawn upon in playing DeathSpank?

MD: Adam West as I mentioned before... you watch the early Batman series and you can see the fun he is having with the character. That tongue in cheek humour... he's a genius at never taking his character too seriously but at the same time giving the character depth and conviction. That's a tough balancing act and Adam West is the Master. I've seen him in other projects and he's amazing! So him for sure... Monty Python was a huge influence for me as well. I grew up in London in the UK, so my friends and I were constantly acting out scenes from the show and getting ourselves into trouble with our school teachers. Many an hour spent in a hallway. You mentioned The Tick... yeah, I loved that show.... definitely one of the funniest animated series ever!

Where will The Baconing adventure take DeathSpank?

MD: The Baconing sets DeathSpank’s adventure in a new world of sci-fi wonders and well known references. This adventure starts in Spanktopia, a wink and nod to Blade Runner and DeathSpank’s home city, but soon our Hero will visit many rich and colourful destinations. After summoning the AntiSpank, an evil version of himself, by wearing all six pairs of the Thongs of Justice, DeathSpank has to find and visit five Fires of Bacon to help him defeat his enemy. These can be found in The Forest of Tomorrow, The Forbidden Zone, Rainbow’s End and other areas within the game. This really is an adventure beyond any other!

Following his previous two adventures, DeathSpank is becoming something of an RPG veteran. Are his questing days coming to an end or is there plenty of life left in the old dog yet?

MD: This stray cat will eat Justice for breakfast. DeathSpank is fighting his worst nightmare, a powerful and evil version of himself. There is no time for mindless diversions; the quests that are upon him and the characters he encounters on his way are a matter of supreme importance and consequence. The Baconing is the quest of an ancient Thongolith Myth, that requires nothing but a true born adventure veteran who is likely to own several Weapons of Justice.

I like Sparkles the Wizard, don’t get me wrong, but is there any chance DeathSpank will be looking to upgrade to a more powerful side-kick in future, or would that get in the way of his ego?

MD: It has to be the new sidekick for The Baconing, Bob from Marketing. A Hammerhead Shark in a business suit with lasers shooting from his eyes. This slick looking sidekick has access to a lethal arsenal of attacks including the ability to wield an extra sharp swordfish and use his razor sharp teeth to devour enemies.  And since Bob from Marketing can also be good for DeathSpank’s popularity, he is the perfect sidekick to share in the spotlight.

Do you think DeathSpank would be happy with the way Ron Gilbert created him, or could Ron have given him more powers and better looks?

MD: Have you seen DeathSpank’s chin? There is probably more power in just that chin than in all of Gotham City! As for his looks, well, even without his dashing voice (“ahem”) I think DeathSpank is a damn fine handsome fellow, don’t you? Ron did a great job of bringing DeathSpank to this world and elevating him to his (un)natural heroic status.  

In a world where DeathSpank is a hero, should the inhabitants be filled with hope or be very, very afraid?

MD: Oh... they should be afraid... but that's what makes life exciting... well, that and evil chickens! Does DeathSpank always get his man? Well, we certainly think so!

TVG would like to thank Michael Dobson for taking the time to speak with us. Hothead Games' next instalment in the DeathSpank series, The Baconing is due out on XBLA, PSN, and PC from August 31st (those who pre-purchase via Steam can currently get a 20% reduction on the £9.99 asking price).


View the original article here