I was wondering if you could talk about that. There've been a few significant attempts to do a Hong Kong cinema-style game: there was obviously Stranglehold there was Rise to Honor that came out of Sony… But it doesn't seem like anyone's quite hit the mark in terms of getting it - both hitting the nail on the head creatively and stylistically, but also making a huge success out of it. There's obviously a lot of high expectations people have for this genre - both the gaming genre and the cinematic genre - so, first and foremost, that was our big blueprint for the game just really embracing Hong Kong cinema and all of the different types of action and the counters that a player would come to expect from that. Mike Skupa: I think a lot of us looked at it as we really needed to expand upon what we knew and take the lessons we've learned throughout all areas of development and really push that forward so we could really differentiate the title from other open world games.Īlso, just looking at the subject matter, knowing that we wanted to make a Hong Kong cinema action game, you're dealing with a lot of logistic components that are natural to an open world setting: you have the traffic, you have the Hong Kong influence, you have the Triads. If you could get to feel like Jackie Chan, Bruce Lee, Chow Yun-Fat, or one of those guys in an open world setting, that'd feel pretty awesome. Hong Kong cinema - a lot of the movies have classic martial arts combat, fluid, being able to move around the environment, fight people, use the environment in really interesting ways - that's something we're really passionate about. At the same time, we're looking at what we're inspired by. Again, you're looking to make an open world game, and you're looking to differentiate yourself from the competition. SvdM: I think one of the core inspirations was Hong Kong cinema. The open world is just a delivery mechanism at that point, right? It's just a game structure it's all so that you can do different things inside of it and have that freedom that you get in a lot of open world games but be able to bring these interesting mechanics that they won't have used before into the scenario. When it comes down to the core combat system - melee combat, using melee weapons, bringing the environment into the combat system - there's going to be stuff that people are going to be able to do in this game that they can't do at all in other open world games. We've taken a different turn with ours, and we've really pushed much more on the hand-to-hand mechanics than any of our competitors. They obviously go for the real over-the-top gameplay style. Saints Row, I think, has carved out a really interesting niche for themselves. GTA is obviously the grandfather of them all, and we have a ton of respect for what they managed to accomplish within the open world genre. It's about facing those difficult decisions that people in undercover situations have to make.Īs far as the game itself goes, I think everybody does something a bit differently. The story is about being a cop, not about being a gangster or a thug. I think what we're trying to do with the game, specifically with it being an undercover cop story, is bring a different sort of model of perspective, or a different feel to it. Stephen van der Mescht: Absolutely I think there's room. Do you think there's room to capture an audience? It seems like Saints Row has really come into its own, as well. When Grand Theft Auto got so popular, there was a mini-boom of open world games but open world crime games didn't really solidify into a genre that a lot of companies worked with.
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