There are certain situations. On your first play through, I would say it would be very hard to impossible to play through without bullet curving. After you beat the game once and sort of go back through, diving for unlockables or achievements, or whatever it is. We have different modes of play where you can play with all close quarter combat kills, which becomes really hard, and you sort of often have to use the curve bullets on one or two enemies. I think you have to kill 92% to 96% of the enemies with stabbing, so there are certain enemies that are really hard to kill by stabbing, and you will need to use the curve bullets even then and there.
We wanted to make it so that it was necessary but didn't feel like a burden; you weren't carrying curved bullets on your back like, "Ahhh. I gotta do this!" Curving bullets is fun. It is not really hard. It is really quick to learn. The biggest thing about curved bullets is the depth from playing it through, like just a couple of levels, and then actually getting good at it. You watched Ryan play during the show, right? He is just sick! We actually have to show him down, because we are like, "Ryan, people don't see that you are locking on and curving the bullet, because you are doing it so quickly."
That was a big worry for us early on; does the lock on of curving bullets slow the game down? What we found was that it slows it down for a brief amount of time when you learn how to use the system, but then when you do, it is like learning how to drive a stick, right? When you first try to drive a stick, you are like stop, start, stall. When you finally learn how to drive a stick, you are like, "I love it!" It is responsive.
So many movie games will copycat. They don't do anything innovative. |
We are praying that we get the ability to do a second title, because the ideas that we have for a Wanted 2 game are amazing as well. I think we have folders of ideas for a second game. You never know. Hopefully we will get the opportunity to do it. We have a really cool idea how to incorporate the healing wax, too.
I heard you saying that you guys didn't include it because you felt like other games have sort of nailed it right now, so the market is littered. What was that about?
There are too many good multiplayer games. Go play a decent multiplayer. You name a game that's not Halo or Call of Duty or Gears of War or what have you that has decent multiplayer and go online and play it. There is nobody there! I am not even talking about bad multiplayer experiences. I am talking about games that spent some time and some money in the go. The bottom line is the audience gravitates towards the big suns and the big planets that suck everybody else in.
When you have a game out there like Halo or Call of Duty, it is very hard to get multiplayer action on something else, because you go where all the people are. The whole point of a multiplayer game is playing with multiple players, so it is hard to play a multiplayer game when you are less populated. For us, a lot of people weren't going to buy Wanted to play multiplayer. With that said, they will probably play Wanted because they liked the film or the comic book and they see that the mechanics we are doing in this one are innovative mechanics and fun to play, and that they don't just copycat other stuff.
Well the bullet curving is pretty cool, people are going to want to play a multiplayer with bullet curving. Is it something that you would think about including if you guys get to do another game?
Absolutely. If we could do it and we could really do it right, then we would definitely do it in a case where we would be able to do it.
Nick was saying that people really want to see a Wii version, because you could kind of curve with the Wiimote. Why didn't you all work on that?
For us, I think we were doing sort of a more mature rated game. If we found somebody who was interested in publishing a Wii version, we would love to talk about it. But for us, we were making a next generation game for next generation consoles. To have done a Wii version would have meant that we would have lowered our lowest common denominator in terms of graphics. It would have to be a brand new engine, new team, and game design.
We didn't just take a shit and put it in a Wii box and say, "Hey. Now you can sell it!" |
The thing with curved bullets and the waggle type stuff would go great together, but it would mean doing it with a real focus. If we weren't going to have that kind of focus, then our thought was that we shouldn't do it.
Moviewise, critics and people online bagged on Wanted for certain reasons. When you guys were developing, did you try to address anything like that? I know you worked with Mark Millar who created the comic book, but how did you do it? Did you keep some of the framework of the film?

