We didn't exactly love Watchmen: The End is Nigh, Part 1 when it came out earlier this year, and now there's a sequel. Although it was always planned to be a two-parter in order to avoid the shoehorn effort of rushing a movie/game adaptation into development, how do you handle building the second half of a game that got raked across the coals by critics on its first outing?
We spoke with Warner Bros Interactive producer Andy Abramovici about both halves of the game, the retail packages, and if we might ever see an actual Watchmen RPG, or indeed any other game at all. Watchmen purists and PS3 owners out there might want to pick up Watchmen: The End Is Nigh The Ultimate Experience to get the director's cut and both halves of the game. Read on for the interview, which does not include first-hand descriptions of WBIE employees reading our review and cursing our name.
Tell us a bit about your background. What else have you worked on? How did you come to this?
My name is Andy Abramovici and I've been a producer in the games biz since 1994. In past lives I've worked in ghd sports and driving genres at EA, action genres at THQ and platformers at a smaller developer. I've had the pleasure of working at Warner Bros Interactive Entertainment for the last couple years, and as such I was lucky enough to be attached to an iconic property like Watchmen.
Was the plan always to split this game into two parts? What about more episodes after 1 & 2?
Yeah, with the digital download strategy (as opposed to the traditional boxed product at retail approach) we began with, it always made sense to create smaller chunks ... that became the vision for us pretty quickly out of the gate. As far as more episodes after 1 & 2, anything is possible -- that'll depend on our success and consumer demand for more original Watchmen content.
The game is out on retail disc with the Watchmen: Director's Cut DVD. What other formats is it available in?
Watchmen: The End is Nigh -- The Complete Experience is an innovative, retail Blu-ray Hi-Def game and film hybrid which will include Watchmen: The End is Nigh Parts 1 and 2 and the Watchmen: Director's Cut on Blu-ray. This new cut of the action-packed blockbuster includes an additional 25 minutes of footage not seen in theaters, available only on Blu-ray and DVD. The two-disc collectible set will also feature exclusive artwork in a premium package. The game will be playable on PS3 which can also play the Blu-ray disc. It was first available on July 21 for a suggested retail price of $49.99.
The game, both parts 1 and 2, will be released as a retail game disc available for the Xbox 360 on July 21 for a suggested retail price of $29.99, and as a download on PC on July 29 and PlayStation Network on July 30 for a suggested retail price of $14.99 and on Xbox LIVE Arcade for the Xbox 360 on August 26 for 1200 Microsoft Points.
Did the retail disc come up as plans for the DVD were solidified? Or was that always the plan?
I think that was always in the cards ... we felt that the digital strategy would be a strong initial point of entry, so that was our first priority. Next, we felt that when the project was going to wrap up (around the DVD/Blu-Ray/Game Part 2 release), we could deliver a compilation of all the gameplay, perhaps bundled exclusively with special assets from the motion picture. And thus, Watchmen: The End is Nigh The Complete Experience was born.
Does the story pick up immediately following the events of Part 1?
Not immediately, but not too long afterwards either. Part 2 delves further into the partnership of Rorschach and Nite Owl before the hero-banning Keene Act. As the story begins, Rorschach contacts Nite Owl to get his help in solving the case of a missing girl, Violet Greene. Along the way Nite Owl uncovers that a woman from his past is involved with the disappearance, leading to a significant conflict of interest between the partners. As the story concludes, we see that in a sense Part 2 will have served as a bridge between the status of the characters as they appeared in Part 1 and their state of mind as the movie narrative kicks off.
In Part 1 we could control Rorschach and Nite Owl. Who are we playing in Part 2?
Nite Owl and Rorshach, still.
The first installment was panned by a lot of critics. Did you take any of that into consideration in Part 2? It must be frustrating to work on an episodic game when the first installment gets a lot of negative feedback. How did the team handle that?
When we spoke about the first episode in the past, we talked about the game in terms of it being a straight-out, no-bones-about-it, balls-to-the-wall brawler. And we spoke about it having high production values. And most importantly, we talked about it being firmly and undeniably set in the Watchmen universe. I feel like the game delivers on all of these initiatives, and I think that the reactions of the players who shared these expectations were pretty fair and positive. At the same time, there are a lot of ways to go with the source material, and being that we always expected to be a fairly concise downloadable experience, other genres and directions were probably not a reality for the scope of the project.
So, for fans who played, they were often impressed that the world did seem true to the source material. And for gamers, those that could accept Part 1 on the basis of its strengths, got what they wanted out of the experience. But to be honest, those fans that in their hearts wanted a 'Dr. Manhattan simulator' or something other than a brawler were not going to get that experience from this particular product. It doesn't mean that they are wrong for wanting that ... far from it. But those fans have probably judged Part 1 for what it is not rather than for what it is, and to be honest the same might be said for Part 2. With all that said, we demoed Part 2 at E3 last month and got a lot of continued interest both from new players and veterans of Part 1
Are the actual actors providing the voiceovers, or did you use soundalikes? How involved have Zack Snyder and Dave Gibbons been in the development?
With Watchmen, we understand that there is a built-in fanbase whose judgment about the game, the movie, etc will be based around how closely it captures the look, feel and spirit of the source material. What I'd tell fans is that this game was produced by a team that put the source material on the highest pedestal. Plus, the folks who are inherently linked to this property today all had a major hand in the creation of this game: Jackie Earle Haley (Rorshach) and Patrick Wilson (Nite Owl) did all their own voice over for the game.
Dave Gibbons, the one and only Watchmen artist art-directed cutscenes and vetted art design. Zack Snyder was involved with the game's fiction and tone at every step of the way. Tyler Bates, the film's composer wrote our music. Each of these folks covet the source material and have all played a hand in ensuring the game eats and breathes Watchmen.
What's the toughest part about a film adaptation like this?
In our case, we aren't strictly speaking an adaptation, but are creating an experience which we feel needs to fit smack-dab into the Watchmen universe. So, the most important part is ensuring we nail the right beats and are true to the tone and tenets of the source material.
What sort of access to the film materials did you have? We know it's not a sequel or prequel, but was there crossover?
We had access to quite a bit, actually. For instance, we got early access to a lot of the hardware (gadgets, the Owlship, etc.) and the costume designs. This was a great help because as you know they are themselves a creative adaption of the graphic novel rather than an exact rendering. We also got to talk to the film's fight and stunt director about the movie's combat scenes in order to understand how each character's fighting style would be portrayed on screen. This of course informed gameplay a great deal.
It was split up into two halves so the game wouldn't be "rushed," did that help?
From the start we knew that we wanted to make a brawler with a great look and feel. We wanted to be an impressive title in the digital download space. I feel like that's what we have in fact created, so no I wouldn't say it went through many high-level iterations. Of course there are lots of lower-level ideas that get tuned, tweaked or even scrapped over time, but that's game development!
Are there any plans to do another Watchmen game in a different vein? Like a Watchmen RPG or anything?
Sorry for the cliché, but never say never, especially if the demand is there!
Reader Comments (27)
Posted: Aug 5th 2009 8:12PM Wiizer said
The answer to this:
"Did you take any of that into consideration in Part 2? It must be frustrating to work on an episodic game when the first installment gets a lot of negative feedback. How did the team handle that?"
Total BS... As I was reading it, I was expecting him to say we tweaked something or we heard about it, but the team did nothing with the feedback?
Reply
"Did you take any of that into consideration in Part 2? It must be frustrating to work on an episodic game when the first installment gets a lot of negative feedback. How did the team handle that?"
Total BS... As I was reading it, I was expecting him to say we tweaked something or we heard about it, but the team did nothing with the feedback?
Posted: Aug 5th 2009 8:35PM helava said
@Jrinswand - Your assumption that because a game sucked, each individual member of the development team sucked, is incredibly naive and ill-informed.
There are a lot of reasons a game can go bad - everything from "everyone on the team sucking" to "incompetent upper management" to "being tied to the release schedule of a film." Sometimes unforseen events occur, sometimes you're bound by various restrictions that are beyond your control, and you have to do the best with what you have.
There are often very, very talented people on bad games, and very, very untalented people on good ones. Yes, they made a bad game - but are they all bad developers? Almost certainly not.
* Not affiliated with WBIE or the Watchmen game in any way whatsoever.
Reply
There are a lot of reasons a game can go bad - everything from "everyone on the team sucking" to "incompetent upper management" to "being tied to the release schedule of a film." Sometimes unforseen events occur, sometimes you're bound by various restrictions that are beyond your control, and you have to do the best with what you have.
There are often very, very talented people on bad games, and very, very untalented people on good ones. Yes, they made a bad game - but are they all bad developers? Almost certainly not.
* Not affiliated with WBIE or the Watchmen game in any way whatsoever.
Posted: Aug 5th 2009 8:40PM Roto13 said
Either way, it was a bad game, and they had the chance to tweak the sequel after realizing they made a bad game, but they instead chose to pretend that their game wasn't bad in the first place.
But I agree that it's pretty hyperbolic to say that everyone involved with the game sucked. Just look at those purdy graphics.
Reply
But I agree that it's pretty hyperbolic to say that everyone involved with the game sucked. Just look at those purdy graphics.
Posted: Aug 5th 2009 11:06PM shiftplusone said
Yeah I thought the game was fun. Not a lot of content but it's purely a brawler, sort of like a modern day final fight. It worked pretty well
Reply
Posted: Aug 5th 2009 9:00PM Twist said
Wow someone in the marketing department has their hand shoved up this socks puppets butt all the way to the elbow. Let me guess, was this "interview" done via email? In the interest of journalistic integrity I think from now on the interview method should be disclosed.
Reply
Posted: Aug 5th 2009 9:08PM (Unverified) said
Pardon me; where the fuck is Multiplayer for Episode 1?
Reply
Posted: Aug 5th 2009 9:35PM (Unverified) said
Kind of surprised these guys even talked to you considering how harsh you were on their 1st game.
Reply
Posted: Aug 5th 2009 10:31PM TheDarkWayne said
i enjoyed it, i didnt think it was bad. Sure it was repetitive, but what beat em up isnt?
Reply
Posted: Aug 6th 2009 12:22AM (Unverified) said
I liked it. I think the price being so high hurt it in the reviews department. But for what they set out to do, like the guy says in the interview, I think they achieved it. Also I think it is one of the best looking XBLA games, if that means anything.
Reply
Posted: Aug 5th 2009 10:38PM (Unverified) said
Ugh...
I just rented this movie on blue-ray. I dont know why people praise it so much, the action was great when there was some, but it was few and far between. The movie to me seemed one long daytime soap opera with endless chatter, with small tidbits of action packed goodness strewn around at random. kudos to those of you who liked it, but Im glad i didnt waste my money at the theater.
Reply
I just rented this movie on blue-ray. I dont know why people praise it so much, the action was great when there was some, but it was few and far between. The movie to me seemed one long daytime soap opera with endless chatter, with small tidbits of action packed goodness strewn around at random. kudos to those of you who liked it, but Im glad i didnt waste my money at the theater.
Posted: Aug 6th 2009 1:42AM (Unverified) said
You know what, I honestly think this movie only appeals to those who read the comic. I fully understand why people thought it was boring, but I only saw the movie to see how the adaptation turned out and it didn't disappoint
Reply
Posted: Aug 5th 2009 11:31PM (Unverified) said
This is how mediocre games get onto the market? The developers genuinely liked the crappy game, what a revelation!
Reply
Posted: Aug 6th 2009 7:32AM (Unverified) said
I think this should not be taken over by the PS owner that is Sony because this game has its own value and and i personally don't want PS to curse its name on this game..........
http://www.electrocomputerwarehouse.com
Reply
http://www.electrocomputerwarehouse.com
Posted: Aug 6th 2009 12:23PM commonperson said
Wow! That's the most impressive example of corprate toolery I've seen in my life and I worked at Big Blue! I stopped three sentences in to the Watchmen Director's Cut question. I mean he was speaking nonsense. It was like watching President Bush's press secretary trying to back out of a statement that the president said the day before just utter crap buzzwords and double speak. This is why I hate press crap. I mean when you sit there and talk for five minutes and don't utter a single word of useful information that's when you should just stop. It'd make people a whole lot less angry and more likely to buy the next game, honestly with this double speak I'm probably not going to waste my dollars on this game when there are so many options out there. And this is coming from a person who actually didn't mind and kinda liked the first on of these games.
Reply
Posted: Aug 10th 2009 11:07AM (Unverified) said
I was just playing the arkham asylum demo, and was thinking this is the brawler watchmen should have been.
Reply
Sorry, you must be logged in to leave a comment.
Featured Stories
The most popular posts
in the last 7 days
- Vita 'UMD Passport' won't be offered in US 220 comments
- Kingdoms of Amalur: Reckoning review: A tempting fate 153 comments
- David Jaffe leaves Eat Sleep Play, layoffs hit developer [Update] 108 comments
- Don't call it a remake: Final Fantasy X is a 'remaster,' to be clear 95 comments
- Battleship movie adapted into FPS by Double Helix 93 comments









