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Electronic Arts Montreal's over the top action game project Army of Two debuted in March 2008 after a notable last-minute delay, but has ended up becoming a continuing franchise and somewhat of a success for EA, with over 2 million sales across Xbox 360 and PlayStation 3, the majority in North America.
Now there's a sequel - Army Of Two: The Fortieth Day -- on its way later this year, and in this Gamasutra interview, new creative director Alex Hutchinson, fresh from Spore, and executive producer Reid Schneider, returning from the
previous game, discuss the elements that came together to create the franchise -- and how they hope to expand on the
pluses and mitigate the minuses for the sequel.
The first game, the subject of some notable Gamasutra interviews, became known for its slightly controversial characters -- soldiers working
for a Blackwater-esque private military company -- and its outlandish character
fashion, including bling on guns and those notorious masks the characters wore.
The new game seems set to turn some of
these things on its head. Hutchinson
here speaks about the advantages of coming into a series' development on its
sequel, where the opportunity to refine what was already created -- while working
from a solid technological basis -- exists.
But he also talks about the challenges
of capturing more interest for the game -- from those who didn't like the humor
of the original, to those who weren't sure about its characters or their
motivations, as well as revealing the much-awaited return of the 'fist pound' game mechanic to the sequel.
How
do you guys look at the reaction to the first game in the context of designing
this one? What about the first game do you think wasn't successful, that led to
some of the negative feedback it got?
RS: Well, I worked on the first game, so I
can kick that off, and I'm sure Alex will have lots to add. In the first game,
what was interesting to us was the core gameplay feeling of you and your buddy
up against the world. That resonated with people. That really worked.
What didn't work was really the tone. If
you think about it on a scale, that's a good problem to have -- tone is more
easily fixable than having people say, "You know what? I don't even like
the core fantasy or the core gameplay that you're doing."
The game sold well enough, and EA wanted to
do a sequel. We've been working on this thing pretty much since we shipped the
first Army of Two. Now, we're able to
just build upon all the features, fix the stuff that didn't work, fix the tone,
and make it the experience we wanted.
Alex Hutchinson: To give you a different
perspective, as someone who played the first game as a consumer and then came
into the second game to work on it, I thought the reaction to the tone was
fascinating for a couple reasons.
One is that people seemed to feel that the
game was celebrating bad behavior. Actually, if you play it, I think it's
amoral. It has no opinion. That's really interesting to me from a development
perspective, because what it means is the press wants you to punish the bad
guys. They don't want you to have no opinion about the bad guys. They want to
say, "No, but they're evil! They need to lose!" And I think that's
kind of sad.
Isn't it more interesting to say to the
player, "What should you do? What do you do? And what is your reaction?"
I actually thought that was a little disappointing, even though I agree that
the tone that we're going for in the new one is more appropriate and will hit a
wider audience.
We want the tone on the new one to pass the
Steven Seagal test. If you can hear it as a line in Die Hard coming from Bruce
Willis, great. And if you can hear it in Under Siege coming from Steven Seagal,
cut it. That's our general in-house rule.
On the flip side, too, it's interesting to
me how intolerant the industry is of unusual tone or humorous tones or weird
tones in Western developers versus Eastern developers. You can have Metal Gear
Solid stories, which are pretty wacky. I'm a big Metal Gear fan. I love Metal
Gear, but it's wacky as hell -- it's so in its own universe. But anything
unusual from a Western developer is piled on, which I think is a bit
unfortunate.
RS: Humor is kind of a hallmark of the
franchise. We have the Steven Seagal test, and I think that's applicable, but
we want to make sure that we bring back humor in the game. It can't be just 100
percent straight and serious all the time. They have to be able to make a
sarcastic remark, as long as it's dark.
AH: Yeah. These guys are supposed to be
best friends. These guys are meant to be buddies, and they're meant to be in an
extreme situation, but they should behave like buddies. I think about gallows
humor, black humor, and about making sure it's situationally appropriate, and
better yet that it's kicked off by a player behavior as opposed to just being
something that comes out of nowhere. That's what we're trying to do.
It's
funny that you mention some level of intolerance toward a strange or goofy
tone. I guess I felt differently to some of the press, because I had been
hoping that Army of Two would
actually push further in that direction, with some of the almost campy nature
that's not a parody of anything, but is just bizarre and surreal.
If
I had a criticism of the tone in the first game, it would be that it wasn't
confident enough about going in that direction. But earlier you were telling me
that actual players didn't mind the goofy nature, even though the press did. Is
that the case?
AH: Yeah.
So
why even worry about pushing in that direction if it's only the press that doesn't
like it? Does the press weigh more heavily for some reason?
AH: Yeah. I think it's interesting in
games. If you go and look at Rotten Tomatoes for movies, you see that there's
almost no correlation between reviews and sales -- just zero. In games, there's
a lot of correlation between the top 100 sellers and the top 100 reviews.
But I think it's starting to break down,
which is a sign that games are finally becoming mass market. There's a big
enough audience, and a big chunk of that audience is not on websites 24 hours a
day. We're all on it; we love games, we're in the biz, we read all that sort of
stuff, but there's a big chunk of players who are just looking for an
experience. They're looking for a core fantasy that a game is selling.
And I think that Army of Two has an awesome core fantasy. It's in the title. It's on
the box. These two guys together versus the world. It's not eight players, it's
not sixteen -- I may not have that many friends myself to play video games
with, but I have one gamer buddy who I can play with, and that core fantasy
resonates hugely.
I think the new game is going to hit that
core fantasy equally strongly, so now we're trying to grab the rest of that
audience as well. I think those people will come back, basically. And in terms
of the tone and what you can do in the game, what we really want is the ability
for players to push it further if they want, but not to impose it on them.
I would love to see -- and hopefully this
is a problem we'll solve in the mechanics -- if you want to push the social
stuff or the humor further, that we will give you the means to do it, but we
don't force your hand. I think that's where the line is. Those people who
reacted poorly, it was because they felt that in certain instances that the game
forced them to do act in a certain tone.
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Looking forward to the game and some sweet sweet next gen fist pounding action.