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So you guys, did you come over to
EA with the intent to form as a team and make another military game,
like Splinter Cell?
RS: I think we came over to EA with
the intent of making a, making a new I.P. in the shooter space. Whether
it was military or whether it was something else, I think that was really
something that it turned into in the process. We didn't come over with
the intent to make, you know: "Let's make a military game!"
We knew how to make great shooters. If you asked us to make a football
game, we'd probably be the worst people on the planet to do that. But
in terms of making a shooter, that's one thing the team's going to do
really well, in terms of focusing on that.
And you talked about how the idea
went through some iterations, or you went through some concepts, such
as "buddy cops" or whatever, that didn't pan out. How did
you end up developing the idea that you ended up with?
RS: Well, we actually -- it's funny,
a couple years ago there was an article in Time magazine. And it was
an article about the rise of Private Military Contractors. And then
-- ever since about three years ago, actually at this point -- and it's
interesting because now Blackwater is getting all this attention, and
all this focus.
But three years ago this wasn't a big
[deal.] This was just at the point where PMCs -- Private Military Corporations
-- were starting to really have a big influence in the Gulf War, and
the conflicts in Afghanistan, that sort of thing. So, this was, this
was a topic that we looked at, we were like: "That's an interesting
setting. No one's really explored that genre yet." And then we
said: "That's our setting. That's what we're going to make the
game based on; make the game around."
We started researching this,
and we learned -- when you start to do research on it, you learn about
companies like Blackwater or DynCorp. These are companies that are making
billions and billions of dollars, and a lot of people don't really know
about them. Now they're starting [to be aware]. Now it's timely, because
Blackwater's in the news every day.
You've tapped some zeitgeist somehow,
you know. Maybe it's luck, in a certain sense. You picked a good topic,
definitely.
RS: Yeah, but there is a bit of luck
associated with it. I mean, you know, we picked a topic that was interesting
to us, and now it's timely. I mean, I think what's happened, obviously,
in Iraq, is really horrific and all that -- we don't want to gain based
on the people's misfortune. But at the same time, ultimately, people
playing Army of Two, if they're researching Blackwater, and if
this causes them to learn more about what's really going on in the rest
of the world, then that's great.
How politicized would you say that
the game content is?
RS: We're not out to make a political
statement. But if people are able to come to their own conclusions,
then that's pretty cool. We want to expose what really goes on out there.
The game is still taken with that -- it's interesting, because the background
is really serious, it deals with 9/11, terrorism, and that's really
the larger overall storyline, but you know, in terms of how the characters
are interacting with each other all the time, they're really interacting
in that "buddy cop" kind of a way. Where they're messing with
each other.
They give each other a hard time. That's what they do. So
it's got this really serious backdrop, and then the way that the characters'
dialog -- which is what really brings the characters to life -- has
these little bits of comedic moments to it.
So, you would say that it's a character-focused
kind of game?
RS: Sure. For us it's... when you're
making games now, character-focused games, it's really important to
start to think: who your characters are, what motivates them, and why
they exist. Why they exist, and why they do what they do. So, we have
some, two really talented scriptwriters on the game. They were really
helpful to us, in fleshing out their characters. Fleshing out the characters
inside Army of Two. They did a really, really great job with
that, and when we began to build out these characters, we really gave
them personalities.
So, one guy is the young, hot, he can
fly off the handle easily, served time in jail. The other, more experienced
guy. What really sells the characters, and when you play the game I
think you'll experience this as well: the dialog, and the banter back
and forth, is really what brings out their personalities. So, you know,
we have, we have some really funny lines in the game, we have some serious
lines in the game, but when they, the way they interact, is how you'd
expect, you know, two guys in this "buddy cop" kind of feel
to interact.
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