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Now
I'm assuming it's full, multi-platform tech. This game is shipping on 360 and
PS3 -- is it shipping on PC as well?
CB: Yep, there's PC as well. Then there's a
PS2 version as well, which is developed out of house, and using the Mercs 1 tech.
So
is the PS2 version actually basically a different game?
CB: Yeah. It has a lot of similarities, but
it's really tailored to the capabilities of the PS2, much more. So, you know,
it's the same basic storyline, it has the same sort of characters and setting
-- it's set in Venezuela -- it has the same kind of core story.
The missions themselves, it's not like
there's a one-to-one correspondence between the missions or the world layout,
or anything like that. So it's similar, but it's actually its own game, to the
point that, as director of the next-gen project, I'm very enthusiastic about
when we ship this game. One of the things that I'm going to do on my vacation
is play the PS2 version, so I can play a Mercs
game that I didn't get involved in every detail of!
That's
kinda cool. When it comes to generational transitions -- I guess the game I
think of the most is, when the Xbox 360 was still relatively new, they shipped
two different Splinter Cell games
that year, and they were different games. It's kind of an interesting thing,
when that sort of thing happens.
CB: Right. That's been a kind of fun part
of going from Mercs 1 to Mercs 2, we're starting to see a lot
more expressions of the game universe. There's a comic book now, there's a
mobile game that is really awesome -- it's actually, I'm not a huge player of
games on my cell phone, but the Mercs
cell phone game is unbelievably cool!
It's like this really, really awesome,
8-bit kind of "Commando" Mercs, with like little 8-bit Mattias
running around. It's really neat; it's really, really fun, just as someone
involved in the creative direction of Mercs,
to see other people starting to run with it, and seeing reflections of it in
other places. That's a really fun thing.
Let's
go way back and talk about -- this series started a few years ago; can you talk
about where it came from originally?
CB: Yeah. Well, it's, the original idea of
doing a mercenaries game, or a game with a mercenary as the central character,
really came from Andrew Goldman, who is our CEO. And his title is CEO, but he
really functions as kind-of -- I don't know what you'd call it, but he's the
chief creative consultant of the company. He's got his fingers in pretty much
everything that Pandemic's made, it has a little piece of Andrew's brain in it.
So he and I were talking, and we're really,
we'd really gotten to think about, I guess what we would call... obviously we
were heavily inspired by GTAIII at
the time. We were just blown away by what Rockstar had done in, really,
creating a new genre, and really opening up the structure of the game. We were
really inspired by that, and we started talking to each other, and seeing that,
wow, taking this into a more military environment -- so, you know, putting it
in a war zone, and having the tanks, and helicopters, and focusing more on more
epic destruction -- would really be a more interesting spin on that genre of
game.
We started throwing around this "GTA in a war zone" kind of idea,
and I remember Andrew just came to me one day, and he said, "What if
you're a mercenary?" And we started talking about it, and it became clear
that there was this really interesting freedom that came from that concept. You
know, the freedom to work with whomever you wanted, the freedom to not follow
orders, and it really felt like a way to not get sucked into being just another
military game.
It really let us have the best of both
worlds, in terms of taking stuff from a civilian world -- you know, a mercenary
can drive sports cars, and can be in crazy drug lord villas, and do a lot of
the really cool civilian stuff that you would associate with an action movie --
but then the merc is just as at-home on an open battlefield, with the tanks,
and the helicopters, and the air strikes, and soldiers, and massive battles. So
it was really exciting when we started thinking in those terms, and going, you
know, you could basically turn up for the battle in your Lamborghini, or
whatever, and we're going, "Wow, that's a really interesting idea."
And there weren't a lot of games at the time, and there still aren't that many
games, using that kind of premise.
Not
really, I don't think.
And I remember at the time, I guess it was
back in -- I don't remember when it was. But I guess it was in 2002, or
something like that. Or 2003. And I remember, it was really like, for me, I was
vaguely aware of the private military companies, and the Blackwaters, and the
executive operations -- or the executive outcomes, I should say -- it's clear
where the executive operations inspiration from Mercs 1 came from.
And I remember when I began to research
that stuff, and read into it more and more, and learn about these very
corporate, private armies, and these private soldiers. It's just a fascinating
world. And once we'd gotten into that -- once we started looking into it, and
started thinking about the gameplay possibilities, it just kind of snowballed
from there. It became a no-brainer, you know?
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