PC | Gamecube | DS | Wii | PlayStation 2 | PlayStation 3 | PSP | Xbox | Xbox 360

News | Reviews | Previews | Features | Classics | Goodies | Anime | Forums



 

As of this writing, TRON 2.0 is almost ready for the masses (August 2003) and we get the low-down from Cliff Kamida, Producer, on the project.  We ask about the daunting task of creating a game "sequel" of a cult movie, TRON's look and whether "corporate suits" should meddle in game development.  Thanks for your time, Cliff!

 

Related Links:

Preview: TRON 2.0 (PC)

 

Newsletter

 

Be notified of site updates. Sign-up for the Newsletter sent out twice weekly.

Enter E-Mail Address Below:


Subscribe | Unsubscribe

 

TRON 2.0 with Cliff Kamida

Conducted by Omni

 

How long have you been in the gaming industry, and how did you get

your start?

I started in the gaming industry in 1994 as a production assistant at Knowledge Adventure and joined Disney Interactive as a producer in 1995. I'm basically a gaming/comic book/animation geek who found a way to make a living at it.

 

What is your role on TRON 2.0?

I'm the producer. I oversee the development of the game from start to finish.

 

What was the genesis of the TRON 2.0 project and given its cult status, was the idea of creating a game "sequel" daunting?

After our success in the children's software market, Disney was interested in branching out into core gaming, and what better property to do it with than Tron, which was, after all, a movie about computer games. Also, we've got some of the biggest Tron geeks in the world working here, so it was only a matter of time before a Tron game was greenlit.

 

Given the film's status - it was a landmark film for the computer graphics industry and inspired a generation of game developers - yes, it was very daunting to take on a game sequel to the film, but it also made a lot of sense. I think Tron is a lot more relevant today than when the film first came out in the early 80s, when people used punch cards. Computers are a part of people's daily lives now. I also think that, even though it's a 20 year old property that has lay largely dormant for a number of years, TRON 2.0 looks refreshingly different from all of the other gritty, hyperrealistic shooters that are on the market, due to both the visionary art of the original filmmakers and Monolith's talented team of artists.

 

TRON's look was very specific--was it difficult to stick to that image while still creating your own vision of the evolution of the TRON world?

Monolith did a fantastic job on the art - they were able to keep the essence of the original look and feel of the film, and yet update it for the 21st century. Syd Mead flew up to Monolith for a day and gave them his "Art of Tron" presentation. He showed the team a lot of concept work that never made it into the film as well. The team also looked at a lot of the work done by Moebius. The general idea was, what does the digital world look like given today's technology?

 

Why is it important to integrate the light cycles into the story?

From an action standpoint, the lightcycles were a highlight of the film, so we felt it was absolutely essential to include in the game. I loved how the light cycles in the movie had that closed arcade booth feel. Doing a Tron game without the lightcycles would be like doing a Batman game without the Batmobile.

 

Advertisement

 


Obviously the TRON disc will be an important weapon, but how does it stack up to the other weapons on the roster?

When I'm playing the game, I use the disc almost exclusively. The ability to block an enemy's disc back at them *and* derezz them with their own disc is incredibly satisfying. I also like being able to throw the disc and guide it towards an enemy in mid-flight. And of course, the boomerang shot is a great thing to have in your pocket for multiplayer.

Advertisement

 

Is there anything being done specifically to allow a mod community to develop?

Monolith will be posting the level editor on their website when the game launches in August, so we're hoping to see a few Tron mods out there.

 

What kind of PC will gamers need to fully appreciate TRON 2.0's small details?

Obviously the more powerful the better, but you'd be surprised how good the game looks and how well it performs on a less-than-bleeding-edge system. That said, I was just playing it on the new GeForce FX cards and it smokes!

 

Have there been many obstacles or setbacks during TRON 2.0's development cycle? How did the TRON 2.0 team work together in close proximity and under time constraints?

There are always obstacles and setbacks in any production, but luckily we've been able to weather the storm. Monolith has been a fantastic partner to work with - I can't say enough good things about them. The QA department at Buena Vista Games has also been instrumental in the game being as good as it is.

 

Should "corporate suits" or management dictate how a game is developed?

Boy, that's a loaded question. I'll have to take the Fifth Amendment.

 

(June 22, 2003)

 

Digg this Article!  | del.icio.us

Advertise | Site Map | Staff | RSS Feed

Affiliates:

- BDGamers -   - CnC Den -   - CivFanatics-   - Creative Uncut -   - Darkstation -   - DarkZero -   Devil May Cry   - Dreamstation.cc -   

- Fable 2 -    - GameZone -   - Gaming World X -   - Mario-Kart.net -   - PS2 Fantasy

- PS3 : Playstation Universe -   -TalkXbox -   - Zelda Dungeon -

All articles ©2000 - 2008 The Armchair Empire.

All game and anime imagery is the property of their respective owners.

Privacy Statement - Disclaimer