![]() |
|
|
PC | DS | Wii | PlayStation 2 | PlayStation 3 | PSP | Xbox 360 | Retired: GBA | GameCube | Xbox |
|
|
News | Reviews | Previews | Features | Classics | Goodies | Anime | Forums |
|
|
|
|
|
|
|
|
Hulk: Ultimate Destruction Post Mortem Q&A Conducted by Omni with Questions from the Armchair Empire Staff
Okay, state your name, role on Hulk: Ultimate Destruction, your past experience in the gaming industry, and the last restaurant you had lunch at. Name:
Tim Bennison Title:
Co-Producer, The Incredible Hulk:
Ultimate Destruction Experience:
10 years at Radical Entertainment as a Technical Director, VP Technology
and Producer on titles like The
Hulk, Crash Tag Team Racing and
The Incredible Hulk: Ultimate
Destruction. Last
Restaurant where I ate lunch: Radical’s Kitchen (game producers
don’t have time to step out for lunch!) The question that’s really burning a hole in my brain right now is, “Were there a lot less restrictions when it came to Ultimate Destruction than with Hulk, based on the feature film?” I’d
say there was more creative freedom on Ultimate
Destruction. The only
license-holder we worked with was Marvel (and they were very supportive
and helpful), whereas on the Hulk movie game, we were also working with
Universal’s Theatrical film division. Our
main goal with Ultimate Destruction was to deliver an authentic comic book
experience, so we worked closely with Hulk and Spider-Man writer Paul
Jenkins on the story and The Ultimates artist Bryan Hitch on character
design. Other than staying
true to the Hulk license, we got to create our own story, game world and
we even got to re-invent some classic characters from the Hulk comics.
The other question burning a hole in my brain is, “Why is there a log cabin in Radical’s office?” All Canadian game developers have log cabins, ours is just the biggest.
Obviously, the two games are very different but was the experience with Hulk directly applicable to Ultimate Destruction? We
learned a lot from the first Hulk game and knew we had something cool in
terms of the destruction and combat…Hulk SMASH!
For Ultimate Destruction,
we wanted to build on that feeling for the entire game. We
also learned that people don’t like being contained in corridors when
they’re the Hulk, so we made Ultimate
Destruction a free-roaming game in a vast environment. Finally,
nobody wanted to play as Bruce Banner, so in Ultimate
Destruction, it’s all Hulk, all the time. Starting out, what was the overall goal of the Ultimate Destruction team? Our
main goal was to make you feel like you’re the Hulk. We
decided that the essence of the character is the feeling of ultimate
power. We broke that down
into four aspects: unstoppable movement, epic fighting, smashing
anything, and total freedom. Play
the game for 30 seconds and I think you’ll agree we’ve succeeded. |
|
||||||||
|
At the height of its development and excluding QA Testers, how many people were working on Ultimate Destruction? How does that stack up to the other projects Radical has worked on? |
Advertisement
|
|||||||||
|
On a multiplatform release it’s hard to play to the strengths of a console’s capabilities. Do the GameCube, PS2, or Xbox versions of Ultimate Destruction differ from one another? This
is a multi-platform game so you’ll get the same great experience on
any of the consoles. The choice often comes down to personal I
think that one of the great things about console games vs. PC games is
there are no recommended specs…you buy a game and you know it’s
going to work without a complex install Hulk is one of Marvel’s most powerful characters so how did Radical make sure that the gamer feels that power? See
above re: sound effects. Spielberg
said sound is 50 percent of the experience in a film, and it’s the
same for a game. There’s
more to it, of course… for example, putting the player in a giant
free-roaming city where you’re free to be the Hulk with no
restrictions. Also giving you an arsenal of over 150 upgradeable moves
that really capture the Hulk’s power. Our Weaponization moves let you
transform objects in the game into weapons of destruction. With Steel Fists, you can rip a car in half and make giant super-powered boxing gloves. The Shield Grind allows you to flatten a bus, turn it into a shield and then skateboard across town, destroying everything in your path while doing stunts.
What was the process to get the story officially approved and vetted by Marvel? Or does answering that involve revealing the deals of the license and therefore unanswerable? Marvel
was of course very involved in making sure we captured the spirit of the
Hulk license and were very supportive and allowed us a lot of creative
freedom with the story. We
worked with Paul Jenkins (award-winning writer of The Incredible Hulk
and Spider-Man comics) to make sure that we had an authentic comic book
game. Paul wrote the story,
cinematic script and in-game dialogue…it was a great collaboration.
Bryan Hitch (artist on The Ultimates comic) did our main
character design, so we have some of the best-looking character models
in any comic game. With the Xbox 360 coming out this Fall, was there much thought about producing a ramped-up version of Ultimate Destruction to take advantage of some new hardware? As with every videogame, not every idea can be worked into the gameplay or story of a game. What got cut out of Ultimate Destruction due to being unworkable or simply running out of time? (Or is it still there and unlockable with a hack from Internet?) I’m
not aware of any unlockable hacks called “Hot Gamma Green Tea” or
anything of that nature. But
you’re correct, we cut some stuff that we either thought would be fun
and weren’t, or couldn’t do in the time we had. We
have ten unlockable Hulk skins, but it would have been nice to put in a
few more. “Canadian Flag
Shorts” did make it in. Are any of the cityscapes in Ultimate Destruction based on real-world locations? If not, describe the process behind building the cities and populating them with destructible items. We
have two giant environments in the game, the City and the Did the game receive any further fine tuning after E3? After
E3 we did final difficulty tuning, camera tweaking, boss fight tuning
and of course lots of bug fixing. What was the most difficult obstacle overcome by the team during the course of Ultimate Destruction’s development? Going
from a linear game to a full open-world free-roaming game structure
Is it harder to begin making a game or wrap up its production on time? Starting
a game is tough because that’s when you have to do all the hard
creative thinking. Mistakes
made in early What aspect of Ultimate Destruction is the team happiest with – that one element everyone can point to and say, “Perfect!” Ultimate Destruction makes you feel like the main character better
than any other superhero game. We
got that Hulk Smash feeling down perfectly through a combination of
great controls, great animations, and state-of-the-art technology in
terms of destruction, physics and world streaming. If
you’re an action gamer, I guarantee that you will be having
bucket-loads of fun within 30 seconds of picking up a controller. Do superhero action games receive more criticism than other genres? Tim:
Well, superhero action games clearly have an inconsistent track record,
so the criticism is How much stock do you put in the opinion of game journalists? We
do care what you think. Your
questions so far have been Radical
is located in In
the What is your favorite videogame and how has it influenced the games you’ve worked on? My
favourite videogame of all time is Coleco Combat (circa 1978). It
was a custom hardware tank combat game and my brother and I logged
100’s of hours on that thing. It
taught me a few lessons: design tight controls which are easy to learn
but give you a lot of depth, simple gameplay elements combined in
interesting ways can give you hours of gameplay, and games that are FUN
will never grow old. It
seems that many games these days lose sight of this last point in their
attempt to Is current software taking full advantage of current console hardware? Most developers by now are squeezing every last ounce of performance out of the current console systems. It was once said about games that “Design is king!” What’s your motto when it comes to developing games? I’d say “Fun is king!” Your basic core game mechanics have to feel right and you have to get a smile on the face of the player within 10 seconds. Don’t ship the game until you’ve achieved this. Ultimate Destruction delivers.
(September 9, 2005)
|
||||||||||
|
Affiliates: - BDGamers - - CnC Den - - CivFanatics- - Creative Uncut - - Darkstation - - DarkZero - Devil May Cry - Dreamstation.cc - - Fable 2 - - GameZone - - Mario-Kart.net - - PS2 Fantasy - - PS3 - -TalkXbox - - Zelda Dungeon - |
|
All articles ©2000 - 2008 The Armchair Empire. All game and anime imagery is the property of their respective owners. |