Hands-on: The Saboteur
Lead designer Tom French calls this world "Disneyland Paris." That's not exactly what came to mind as I jumped from rooftop to rooftop dodging Nazis, machine gun fire, and rockets, but French wasn't characterizing this bleak, occupied (and dangerous) World War II-era recreation of the city. The Saboteur features a scaled down, open-world Paris with oversize landmarks splitting the skyline (like Disneyland!) that trails off into countryside connected to parts of Germany.
The entire world has been stripped of color, save for those blood-red symbols of Nazism and oppression. As Sean Devlin (inspired by the real Grand Prix star turned SOE special agent William Grover-Williams), I attempted to bring a little color -- what Pandemic calls "Will to Fight" -- back to Paris as I took on a demo mission to destroy a pesky BFG.
The entire world has been stripped of color, save for those blood-red symbols of Nazism and oppression. As Sean Devlin (inspired by the real Grand Prix star turned SOE special agent William Grover-Williams), I attempted to bring a little color -- what Pandemic calls "Will to Fight" -- back to Paris as I took on a demo mission to destroy a pesky BFG.
Gallery: The Saboteur
While French confirmed that The Saboteur is "content complete," there were still plenty of rough spots in this particular build. As I was cruising over to the mission start point in my Grand Prix racer, I pulled over to check out some commotion along the edge of a small, outdoor square. French informed me that this was a "harassment event" and that, in this build, I wouldn't be able to interact with it. I stood by, helpless, as a pair of Nazi soldiers executed several civilians. Wondering what I could do, I turned to a row of buildings and leapt at the closest facade. Denied! These particular assets hadn't been "tagged" for climbing yet. On to the mission then ...
I found entry down a narrow back alley, scaling up the backside of a house to get a look at the target. Climbing is less dynamic than in, say, Assassin's Creed, requiring a button press to jump up to a new position rather than simple, directional steering to automatically move across climbable surfaces. Still, French promised that any surface that looks like a handhold is one, removing much of the guessing game out of plotting a vertical course. While the climbing controls feel dated, they do serve to remind us that Devlin is more rough-and-tumble pulp hero than nimble, stealthy assassin.
The Saboteur does feature plenty of sneaking, though, which is the silent half of the "quiet in, loud out" gameplay dynamic that Pandemic encourages. Theoretically, Devlin creeps in, does his subversive service (plants a bomb, for example), and then BOOM -- fight of flight time. I flubbed that delicate balance, however, quickly blowing my cover as I stepped out into the line up sight. Let's just say I wanted to test the shooting.
The game's shooter element does use a "dynamic" cover system, which was still being ironed out, apparently. I had trouble getting Devlin to slide, snap or, really, make any effort to position himself into cover. (It should also be noted that there is no doge, roll or otherwise evasion action to perform.) There was no consequence in this demo, since it was in God mode, but I fully expect the finished version to feature a Devlin more concerned with self preservation -- the best offense is a good defense, after all. As for the strictly offensive move set, Devlin is capable of the standard shoot-from-the-hip or down-the-sights aiming (with traditional WWII weaponry), and he tosses grenades and reverts to his feet and fists when the combat gets close quarters. There are unlockable "perks," too, but French wouldn't talk more about them (I saw a "gunslinger" reward pop up after nailing a headshot).
I took my licks, but eventually made it across a series of rooftops to the BFG -- buying some time by sniping the lab-coat engineer who had armed the doomsday device and thus disabling an on-screen countdown. I planted my explosives, took a few steps back, and squatted behind a barrier, and then triggered the remote detonator (Pandemic has taken some liberties with respect to historical accuracy). Another such liberty, a Zeppelin airship, soon appeared in the sky (historically, just around the time Germany began its occupation of France in 1940, Zeppelins were scrapped for resources fed into the war industry). A single rocket blasted at the giant balloon ignited the helium hydrogen inside and the ship exploded, its skeleton plummeting onto a distant neighborhood.
Unlike Pandemic's previous open-world efforts, such as Mercenaries or Destroy All Humans!, The Saboteur is rooted firmly in narrative, not carefree destruction. The downed Zeppelin wouldn't have set fire to a city block, if I was to go look, nor will the player have other means to dismantle Paris instead of free it. French talked a lot about the scope of this project as I played: from city planning (each neighborhood will have its own visible characteristics) to the hyper-stylized color motif to the "historically inspired" set pieces. There's a revenge story: Devlin versus rival race car driver turned maniacal Nazi war criminal. There's a love story: French left it at "love triangle." And then there's the war story: the battle over territories (once one is secured and colorized by the Resistance, you won't have to worry about protecting it, except during a few scripted plot events).
Of course, there's no way to judge these concepts in action during a brief mission demo. French did fire up some additional scenes, showing off an interior space, one of several, which serve to balance the open-ended gameplay of the "outside" world. These segments will be played more like traditional, linear shooter experiences, as we saw Devlin fight his way out of a Nazi-controlled manufacturing plant. French also teased a giant Zeppelin level, as well as the introductory racing event (literally, a Grand Prix race). How these pieces fit together, including the little extras in the world (there's a secretive, in-game currency -- we picked up cigarettes and tuna -- and undoubtedly a host of side missions and perhaps minigames to explore), will ultimately decide how The Saboteur ranks against the ever-growing number of sandbox games. There's a lot of potential in this offbeat WWII adventure, if not a lot of work to be done to fulfill the possibilities. Oh, the suspense!
The Saboteur is scheduled for release between Fall and Winter 2009.
I found entry down a narrow back alley, scaling up the backside of a house to get a look at the target. Climbing is less dynamic than in, say, Assassin's Creed, requiring a button press to jump up to a new position rather than simple, directional steering to automatically move across climbable surfaces. Still, French promised that any surface that looks like a handhold is one, removing much of the guessing game out of plotting a vertical course. While the climbing controls feel dated, they do serve to remind us that Devlin is more rough-and-tumble pulp hero than nimble, stealthy assassin.
The Saboteur does feature plenty of sneaking, though, which is the silent half of the "quiet in, loud out" gameplay dynamic that Pandemic encourages. Theoretically, Devlin creeps in, does his subversive service (plants a bomb, for example), and then BOOM -- fight of flight time. I flubbed that delicate balance, however, quickly blowing my cover as I stepped out into the line up sight. Let's just say I wanted to test the shooting.
The game's shooter element does use a "dynamic" cover system, which was still being ironed out, apparently. I had trouble getting Devlin to slide, snap or, really, make any effort to position himself into cover. (It should also be noted that there is no doge, roll or otherwise evasion action to perform.) There was no consequence in this demo, since it was in God mode, but I fully expect the finished version to feature a Devlin more concerned with self preservation -- the best offense is a good defense, after all. As for the strictly offensive move set, Devlin is capable of the standard shoot-from-the-hip or down-the-sights aiming (with traditional WWII weaponry), and he tosses grenades and reverts to his feet and fists when the combat gets close quarters. There are unlockable "perks," too, but French wouldn't talk more about them (I saw a "gunslinger" reward pop up after nailing a headshot).
I took my licks, but eventually made it across a series of rooftops to the BFG -- buying some time by sniping the lab-coat engineer who had armed the doomsday device and thus disabling an on-screen countdown. I planted my explosives, took a few steps back, and squatted behind a barrier, and then triggered the remote detonator (Pandemic has taken some liberties with respect to historical accuracy). Another such liberty, a Zeppelin airship, soon appeared in the sky (historically, just around the time Germany began its occupation of France in 1940, Zeppelins were scrapped for resources fed into the war industry). A single rocket blasted at the giant balloon ignited the helium hydrogen inside and the ship exploded, its skeleton plummeting onto a distant neighborhood.
Unlike Pandemic's previous open-world efforts, such as Mercenaries or Destroy All Humans!, The Saboteur is rooted firmly in narrative, not carefree destruction. The downed Zeppelin wouldn't have set fire to a city block, if I was to go look, nor will the player have other means to dismantle Paris instead of free it. French talked a lot about the scope of this project as I played: from city planning (each neighborhood will have its own visible characteristics) to the hyper-stylized color motif to the "historically inspired" set pieces. There's a revenge story: Devlin versus rival race car driver turned maniacal Nazi war criminal. There's a love story: French left it at "love triangle." And then there's the war story: the battle over territories (once one is secured and colorized by the Resistance, you won't have to worry about protecting it, except during a few scripted plot events).
Of course, there's no way to judge these concepts in action during a brief mission demo. French did fire up some additional scenes, showing off an interior space, one of several, which serve to balance the open-ended gameplay of the "outside" world. These segments will be played more like traditional, linear shooter experiences, as we saw Devlin fight his way out of a Nazi-controlled manufacturing plant. French also teased a giant Zeppelin level, as well as the introductory racing event (literally, a Grand Prix race). How these pieces fit together, including the little extras in the world (there's a secretive, in-game currency -- we picked up cigarettes and tuna -- and undoubtedly a host of side missions and perhaps minigames to explore), will ultimately decide how The Saboteur ranks against the ever-growing number of sandbox games. There's a lot of potential in this offbeat WWII adventure, if not a lot of work to be done to fulfill the possibilities. Oh, the suspense!
The Saboteur is scheduled for release between Fall and Winter 2009.

















Reader Comments (Page 1 of 1)
tmacairjordan87 @ Jun 8th 2009 5:06PM
"The entire world has been stripped of color"
Stopped reading after that. Interest in the game plummeted to negative levels and it's now below "rental" level.
Seriously, who thought that was a good idea? I don't see anyone dying to have more black and white TV shows anymore, not even from my grandparents.
james @ Jun 8th 2009 5:14PM
ya, but once you liberate an area, doesn't it go full color?
I'm pretty sure it just goes black and white round ze germans.
Webster @ Jun 8th 2009 5:16PM
don't have such a closed mind. I think it does wonders to put the player into the time and setting, as well as set up the mood for the environment. I'm not saying you have to like the game (I don't even know if I do yet), but you should close your mind to the artistic possibilities. Thanks!
Roto13 @ Jun 8th 2009 5:16PM
"Stopped reading after that."
Obviously.
Chad Vanderbilt (Moptimus in Disguise) @ Jun 8th 2009 5:19PM
wait, tmac actually reads the articles?
tmacairjordan87 @ Jun 8th 2009 5:21PM
Yes I do you two nintendo fanboys. But I'm simply not going to waste a dime on a game that sucks all color out of the world to try and pass it off as unique. Not going to do it for madworld when I get a wii, and certainly won't do it for this.
todrigo @ Jun 9th 2009 11:18AM
Nobody does black and white?
Pick up the phone its a conference call with Schindlers List, The Good German, Good Night and Good Luck, Clerks, Ed Wood, Paper Moon. Oh and don't forget your 3 o'clock with Sin City and Memento.
Chad Vanderbilt (Moptimus in Disguise) @ Jun 8th 2009 5:29PM
yeah, if only they had a way for you to make the color return to the world instead of just having the devs cheap out on a 12 pack of Crayola markers
Jose @ Jun 8th 2009 5:36PM
So you didn't play MadWorld or Fallout or Far Cry or Gears of War did you, considering you have an aversion to the monochromatic?
Roto13 @ Jun 8th 2009 5:36PM
If you had actually read the article before shifting into hypertroll, you would know that you restore colour to the city yourself. As you progress, it gets more and more colourful. But hey, keep bitching about games you haven't played and know nothing about. God knows it's all you have in your life.
tmacairjordan87 @ Jun 8th 2009 5:42PM
I don't care, it should have been colored from the start. I know more about upcoming games than you could ever dream of knowing, just not this one because I immediately dismissed it when it was first shown and it said it was gonna be in black and white. I was hoping they changed that but I see they haven't, so they won't be getting a penny from me.
"So you didn't play MadWorld or Fallout or Far Cry or Gears of War did you, considering you have an aversion to the monochromatic?"
All sorts of geniouses seem to follow me around on this site. I thought we were passed that whole "durp durp FPS's have no color" phase?
Chad Vanderbilt (Moptimus in Disguise) @ Jun 8th 2009 5:48PM
"I know more about upcoming games than you could ever dream of knowing"
http://images.encyclopediadramatica.com/images/2/24/Orly_verbose.jpg
http://www.hjo3.net/orly/gal1/orly_spock.jpg
http://images.encyclopediadramatica.com/images/5/59/Orlyzelda.jpg
ZapDash @ Jun 8th 2009 5:53PM
Normally I don't look at the name of the poster unless someone else states it in a response, even more so if the post is grey, but, without fail, nine times out of ten the downvoted comment is made by you tmac. I'm not trying to get on the hate train but it really seems like you only like to post negative or inflaming comments.
I really like the art direction behind this game and have been looking forward to it for a while. If you don't then why even bother reading the article and wasting your time posting. I don't go on Halo boards or Madden boards and gripe, I don't even pay attention to them. So why do you pay attention to things that bug, annoy, or displease you?
I am really curious if some posters here love the infamy they get from being jerks and don't even care about what they comment on.
Crazy-008 @ Jun 8th 2009 5:55PM
Where is your appreciation for style... its not going to be completely absent of color. I imagine it something like Sin city, which was a tight movie.
Anthology @ Jun 8th 2009 5:59PM
Between your idiotic dismissal of a unique dynamic in a game and your "I know more about upcoming games than you could ever dream of knowing..." statement, I believe it's safe to call "troll" on you.
It's funny that you should complain that the color "should been there from the start," because I think your posts will be losing a little bit of color soon..
Crazy-008 @ Jun 8th 2009 6:00PM
@ZapDash "I am really curious if some posters here love the infamy they get from being jerks and don't even care about what they comment on."
Some men aren't looking for anything logical, like money. They can't be bought, bullied, reasoned, or negotiated with. Some men just want to watch the blog burn.
ZapDash @ Jun 8th 2009 6:03PM
Crazy-008, that really made me smile.
Discotheque @ Jun 8th 2009 6:04PM
I swear this guy's opinions are some of the worst this place has to offer.
Look At This Suit @ Jun 8th 2009 6:11PM
God, Schindler's List was such a bad movie. There were no colors. What the fuck?
God, the first half of The Wizard of Oz sucked. Then they added color. That part was good.
The Dark Wayne @ Jun 8th 2009 6:49PM
man I never get tired of Captain of Industry ORLY owl. Always funny
Jose @ Jun 8th 2009 7:04PM
Only one of those games is a FPS, Gears is a TPS, MadWorld is an action/adventure title, and Fallout 3 is an RPG.
The preferred spellings for the plural form of "genius" are "geniuses" and "genii."
Ridgecity @ Jun 8th 2009 7:29PM
Dude, you comment it's so idiotic I'm glad it is the first.
The gone b&w to give the sense of an old movie and the red thing probably comes from the Schindler's List an award winning film also done in b&w with some accents of red to give it simbolism of the blood spilled during the war.
And here they are doing it to make it look cool and different form all the WWII games.
Anticrawl @ Jun 8th 2009 9:39PM
I have a feeling we will be hearing about some angry Joystiq reader committing suicide after his figurative ass being handed to him.
Also what the fuck man. Far Cry? It's one of the few FPS's that knows there is a color green.
WiredKnight @ Jun 8th 2009 10:30PM
"tmacairjordan87"
I stopped reading after that.
Shagittarius @ Jun 8th 2009 5:07PM
Wasn't so excited originally about Grand Theft Nazi, but after seeing it in action during E3 its quite atmospheric and is under my consideration.
Ezio Auditore (Now equipped with double blades!) [PSN SniperChameleon] @ Jun 8th 2009 5:11PM
i kinda like this game. the premise is kinda interesting. it's the first time i've been truly interested in a WWII game in a LONG time.
MystileArmor @ Jun 8th 2009 5:14PM
"Pandemic has taken some liberties with respect to historical accuracy"
Like having a Disneyland Paris in the 1940's?
Messs17 @ Jun 8th 2009 6:42PM
Somebody misread...
nickux @ Jun 8th 2009 5:16PM
This hands-on left me a little worried. I was very excited for this game but maybe it's just not showing well at E3. I hope they get it together because it's such a unique looking game I want it to be great. Hopefully the quality improves.
Matt @ Jun 8th 2009 5:21PM
I have had this game on my radar now for a long time. I really like the black and white style and hopefully the game will be good.
Schoon @ Jun 8th 2009 5:53PM
Not to go science-nerd on you or anything, but helium is an inert gas not prone to explosions or flames. You're thinking hydrogen, the powerfully-lifting gas the Nazis thought was a good move. Incorrectly.
ejordan @ Jun 8th 2009 6:10PM
I was planning on saying the same thing. The ship itself may still burn, but the real damage will be the entire crew handling the emergency as Alvin and the Chipmunks.
Kdiggy @ Jun 8th 2009 5:55PM
Meh.. I like the black and white mixed with color look, but from what I've seen so far... I'm not blown away exactly.
ShadowOp @ Jun 8th 2009 6:12PM
interesting art choice... I look forward to how it plays out
interesting comment choice... I think tmac's need for controversy stems from a deep longing for social interactions that has been rejected by so many that social interaction is now tainted with deep and brooding negativity.
tmac, don't change, otherwise the world would be without conflict and gamers would be bored.
Petebot330 @ Jun 8th 2009 6:17PM
I thought this game had a more concrete release date? Sometime in October?
I watched the gameplay demos for this, Assassin's Creed 2, and Conviction and thought it was funny that they all centered around climbing to a rooftop and infiltrating a building.
Argent @ Jun 8th 2009 6:27PM
a link to the book about the real racers who inspired the game:
http://www.amazon.com/Grand-Prix-Saboteurs-Joe-Saward/dp/0955486807/
(wikipedia has entries for all three drivers, btw.)
don't have any real stake in this other than hoping that this (gorgeous looking) game will expose these folks to a broader public.
Petebot330 @ Jun 8th 2009 6:36PM
Also, are there any odds on boobs eventually being covered in the retail version of this game? I say 60 to 1, but i also have no idea how odds work.
DeluvianKing @ Jun 8th 2009 6:46PM
Im looking forward to this game, but this article kinda makes me wonder. The first few lines were all about the things he couldnt do, and then he mentioned that not only could he not get the cover system to work, but there's not even a dodge or roll button. I hope it gets ironed out.
Twinturbo120 @ Jun 8th 2009 7:04PM
The places that you capture come back to full color geniuses.
belovedconsole @ Jun 8th 2009 9:22PM
I really enjoyed this blog because the author was very carefully not saying, "The version I played sucked but the person over my shoulder ran a monologue about how great it would be." And then the author nicely said what any normal gamer would expect in this type of game, so if the creators of this game care at all, they'll read such posts, and outfit their game to a modicum of expectation. I have no problem with the black and whites, I think it's interesting stylistically, but I can't help but feel this is a team of underperformers with bigger imaginations than their management is going to let them get away with. Or, a team of under-performing programmers with okay artists. Not sure, but the taste from this so far, is not good-- it's coming across as less wonky than a movie-to-game port, but still far below other games out there. I mean, if James R-Dubyah gave them feedback (and he did in this post), they should go, oh shit! Player expects to dodge or roll, player deems this important and realistic (also what player has experienced on many games like this) and implement it. But if they're going for fall release, I dunno how well by then they will implement player and reader feedback.
lolpilipino @ Jun 8th 2009 11:40PM
Doesn't seem to bring anything new to the table, but I wouldn't mind playing another GTA-GearsofWar-Clone if the story and style was compelling enough to follow.
They really do need to fix those small problems though. If they aren't, this game will definitely have a hard time convincing me to continue. It has standards it needs to meet.