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I can't say I'm speaking for anyone
but myself, because who knows what people want, but I'm looking for
elegance now, not memorizing combo strings.
PO: We want this effortlessness. I
want to be this $30 million weapon, and I don't want to go to training
school to get there. I want to pick up the controls and be this guy
in a short period of time. That's why we took that approach. That deliberately
formed the way we built the camera.
The game reminds me in a vague
sort of way of Sega's Yakuza game, if you've ever seen it. That
had context-sensitive takedowns in a contemporary setting. That game
was really underappreciated for some of the stuff it did, so it's worth
looking at.
PO: I think we looked at that one.
We looked at... what was the first Jet Li game, Rise to Honor?
MS: Yeah.
PO: And tried to do some of the same
things. We looked at Power Stone and old-school brawlers and
that stuff. But again, it was formed by the property. It didn't always
have fight scenes in rooms like this [embassy office], these ordinary
places that are loaded up with everyday objects that are then used in
a surprising ways.
We wouldn't have these environments. But part of
what makes Bourne so authentic is that Bourne isn't fighting a bald
guy with a cap inside a hollowed-out volcano. He's fighting for the
fate of the world in these enormously mundane locations. It's the juxtaposition
between the extraordinary violence of his world and the everyday world
that makes it seem authentic.
This game is on the 360 and PS3.
Do you have anything to say about the development process on doing multiplatform
games?
PO: We needed a lot of support on Unreal
to make it run on the PS3. We got caught in the same crunch as everybody
else when they finalized Gears, so that definitely slowed down
the PS3 support at the time. But, that being said, the guys have done
extraordinary work with the PS3, and it's just about ready to pipeline.
Then again, there's controversy
relating to that.
PO: Yeah. Well, it's been what, just a few titles that have shipped on PS3 from Unreal so far? It's not... I don't
want to badmouth Unreal. It's an awesome toolset.
We wouldn't be where
we were if not for Unreal, and their support has been as good as it
could be for a company that's had its attention so divided between supporting
the developer community and making their own game. But we had to roll
a lot of our own stuff on the PS3.
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