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4. Communicated
the power of the Hulk on the DS.
Over the course of development, the phrase "Feel
the power of the Hulk" was our mantra. At every stage of production we
kept in mind that Hulk needed to feel like an engine of destruction. The design
of the game called for Hulk to be fighting enemies at a distance as well as up
close, which necessitated a certain amount of space around him. On a device as
small as the DS, that left us working to make a half-inch tall green guy feel
like a powerhouse.
Just about every element of the game lends to
that sense of Hulk's power. Sound effects were a huge bonus on this front, from
footsteps that boomed with every step to powerful impact sounds from smashed
objects. The fact that Hulk could destroy everything he could touch went a long
way -- as did his abilities to knock enemies into each other, smash vehicles
then hurl them at foes, and to turn giant boulders, tree trunks, and cars into
weapons.
We also implemented two special features to
add to Hulk's sense of power. One was a feature called "Gamma Boost";
while utilizing this feature Hulk essentially emitted a field of destruction
that killed or destroyed everything near him, encouraging the player to run
through the level with reckless abandon. The more Hulk destroyed, the longer his
destructive state would last; however, if he took one hit, the Gamma Boost
would deactivate.
The other feature was a series of "Rage
Vaults." By grabbing onto a flagpole or a floating gamma detection
satellite, Hulk could hurl himself through the world on a set path, destroying
everything in his way. This feature not only added to Hulk's power, but also
gave the designers some unique opportunities to create platforming puzzles by
which the player could navigate the levels.
What Went Wrong
1. The
gameplay came together late due to new technology implementation.
With our studio having developed numerous DS
games, we had engines to support a variety of game genres for the platform in
both 2D and 3D. Since none had tackled fully destructible environments, however,
we had to undertake extensive engineering work up front to prepare. The benefits
of achieving this goal did not end up outweighing the costs.
While the engine changes were underway, the
art and design team could not develop on target. This affected our relationship
with the client since it was relatively late into production before we had a
solid build to show.
On DS projects in which we built upon existing technology,
we have had working -- sometimes spectacularly so -- prototypes on platform
during pre-production. On those projects, we instilled confidence with the
client early on, which made everyone's job easier.
On Hulk,
because we developed new technology for the game, the on-target build came
later in the process, causing our client to grow impatient. The delay hindered
the process for the remainder of the project.
On subsequent projects we have
refrained from developing new technology, however impressive we think it might
be. We've chosen to rely on proven tech during the dev process, with
improvements and innovations to the tech coming from outside the project
critical path.
2. Creating
the technology to support destructible environments eroded time available for
level creation and polish.
Again, the upfront tech investment limited our
polish time. Rather than work at a measured pace from the start, we were
pushing hard to get all content in the game and be feature complete by alpha
and beyond.
While our client was enthusiastic about the fully destructible
aspect of our design, the detracted polish time that resulted from its
implementation was a warranted source of frustration on both sides.
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I'd love to see more postmortems on games that may not be as well received as others, but were nonetheless products of hard work and dedication. Postmortems like this one can provide insight on why some games had certain issues, and on how can other developers improve on tackling such challenges with their own projects.