Tag Archives: Marvel

Thor: God Of Thunder

It’s pretty sad you don’t even need to read any reviews to know this game is bad. It’s a movie tie in, made as a marketing vehicle for Marvel’s Thor movie, a movie not particularly highly rated at that. It’s everything you’d expect from a movie tie in. It’s glitch filled – I actually took the disc out thinking it was dirty when I first loaded the game and saw the stuttering frame rate. It’s derivative; It’s an action brawler, trying to be the next Arkham Asylum but failing miserably; and it’s not fun; the camera, the controls, the hit detection, the repetitiveness. If I really wanted to, I could totally rip into it, tear the developers a new one with funny comments on how bad it is, and so on.

But you know what? This time I’m not going to. Because, I’ve worked on worse games. I worked on Dukes of Hazard: Return of the General Lee, Hellboy: The Science of Evil, Legend of the Guardians: The Owls of Ga’Hoole, and Transformers: Revenge of the Fallen. All franchise or movie tie in games, all made on incredibly short timeframes and incredibly small budgets.

Someone like me, over at Sega, busted their guts to make this game. There is someone out there who worked from 8 in the morning to 12 at night writing code to get the shadows and glare to work like it does in the movies. There is an animator who spent weekends weighting the character models so Thor’s arm wouldn’t clip through his face when he threw his hammer. There are environment artists who worked through their children’s birthdays to build levels which were cut at the last moment. There are testers who spent ungodly hours sitting around, waiting for builds, finding and reporting bugs which, due to time and budget constraints, couldn’t be fixed.

I know there are many people out there who think making games are easy, and the bad games are just the result of lazy developers and greedy publishers. This is, putting it mildly, utter bullshit. In 8 years of working in games, I’ve not met one person unwilling to put the same level of energy or effort into a game like Thor compared to a game like Halo. Simply put, if they were lazy, they’d be out of a job, but moreover, making a game, critically successful or not, is something to be damn proud of.

People hear about how much a game costs, and think it’s a fortune. And yes, to you, my reader, who statistics show is a 22 year old male who’s just finished college; $10 million is a lot of money to make a game based on a franchise, isn’t it? Should be easy – don’t have to think of costumes and locations and story and such, right?

But let’s break that down – firstly, that’s $10 Million over the 3 major consoles – Wii, Xbox and PS3. Now we’re down to $3 Million per platform, or ‘sku’ as it’s known. Secondly, you’ve got roughly 10 months to develop a movie tie-in, so that’s now a budget of $300,000 per month per sku. The average wage of a developer is $70,000, so on average you have 5 people per sku on the project from kick off to gold. Of course, this waxes and wanes throughout the production cycle, but this is how you work things out. Now that $10 million isn’t looking like very much, is it?

Often, this money comes out of the films marketing budget. This means the marketing people have a greater stake in how your came comes out. Marketing always has a say in how games are made, but the people at Microsoft Marketing have much more realistic grasp on how games are made compared to those at Fox Pictures, for example.

Many people think you automatically have the story and characters for use when making a movie tie-in, and essentially all a developer needs to do is make a fun game out of it. But Thor isn’t based on the plot of the movie; it’s a whole new story. Transformers didn’t even have a story until after principle filming had completed – by which time the game was nearly beta!

There are new locations and new enemies and new characters. All of this has to be designed, created, and approved by the rights holder – in Thor’s case, Marvel – as well as the movie rights holder, as well as the game publisher. So, not only are you making a whole game with a new story from scratch, you’ve also got many fingers in the pie, something non-movie based games don’t have. You can bet only people who had to approve Masterchief’s armour were the Bungie creative directors.

If a studio is really lucky, they might get access to the film’s assets. That is, the 3D assets for props or environments, access to the sound library, motion capture data, and so on. But even if they do have this, the resolution of film is so much higher than a video game console can handle. So, in addition to making props and characters and items for any level not in the movie, these assets must be optimised for the game. Artists will chop out verts, re-skin and re-texture to reduce the size of the original assets, which then need to go through the approval process.

Any changes to the movie affect the game, too. In Transformers, Bumblebee’s headlights changed in the movie, so we had to adjust them on the game model. Then they changed a second time. Sure, it’s only a days’ work, but that’s two days wasted when you need to be doing other things. And if it’s something major, like a major character is cut from the movie but is already in your game, you need to make justification for this. The most common solution is adding a cutscene, my “favourite” solution to hear from an external producer.

Adding a cutscene isn’t as easy as doing it for a movie. For a movie, you call your actors together, go on-site, and reshoot. For a game, it takes an environmental artist, a prop artist, an animator or two, and a programmer to put it together. Remember how before I said there is an average of 5 people per month on a project? Well, these people have tasks they need to do to get the game done, and now because of changes of the film which are completely out of their control, they have to find time to do this extra stuff as well as their usual tasks.

Another issue is sound. For the cutscene example above, you’ll need all the actors to come back in and re-record. Actors cost lots of money, and moreover they’re often unavailable. That’s why often in movie tie-ins it sounds “phoned in”. Often it is. Even if it’s in an actor’s contract they need to be available for VO work, they’re tired after doing 8 months of filming and a 2 months press junket. Then there are the on screen actors who look good but can’t act their way out of a paper bag, and that becomes embarrassingly obvious when you hear them do VO.

Then there are the executive producers. Some of these people are wonderfully fantastic and fully understand the issues and pressures you’re under. From personal experience, it’s the Western game studios – your Activision and Microsoft people, who are most accommodating. However, when they’re not reasonable, or worse, think they’re creative, that’s when real problems arise. They may know about making games in general if you’re lucky, but they don’t know about your studio and your game in particular.

If you’re unlucky, they’re straight out of business school and have no clue about production cycles. They look at spreadsheets, and calculate time based on hours in a day, not the way people actually work and live their lives. These are the people who come in and say “the movie has major stars that are not in the game… put them in the game” or “change the entire structure of that platforming minigame” a week before your beta date, even after every other person in both the studio and the publishing company has told them these are very bad ideas. They make calls based on creative whims or market demands with little concern of how to achieve them, but demand them to be done simply because they’re the boss.

Conclusion:
These are just some of the issues I’ve faced working on movie tie in games, and I know for a fact the guys behind Thor would have had similar experiences. I can tell as I play through the game. I nod sagely when I see an enemy glitch out. I sigh the sigh of one who’s been there, done that when Thor’s cape stretches off to infinity. I’ve butted heads against the same types of producers who think they’re creative and demand changes at the last minute as is obvious with Thor. I’ve waited until 2 am for a build which is broken because of an art change. I understand what they went through to get this game out and that’s why I can’t be harsh on the game.

Most importantly, I understand why they do it. Partly it’s because you have to. You have a job, and it needs to be done, and you do so to the best of your ability under the circumstances. Partly it’s the hope your next project will have a vision you can sink your teeth into, and a budget which supports your expansive or innovative ideas.

But mostly it’s because, no matter what the critics score it, no matter what disparaging remarks commentators on web forums say, there will always be people out there who will enjoy the game, no matter what, simply because it is a tie-in. And because it’s Thor, the chance for that fan to inhabit their favourite character in their favourite worlds, as flawed as it may be, has brought joy for just a little moment. Because as a game developer, there’s no greater justification for doing what you do than when you get an email or letter or forum post from someone on the other side of the world that reads “I love this game. Thank you.”

Pros:
It’s Thor! You’re a damn Norse God throwing around a big fuckoff hammer.
Great environment art.
Great character and enemy art.

Cons:
It’s a typical movie tie-in game.
Poor, glitchy combat controls.
Glitchy camera.
Repetitive gameplay.
Odd animation issues.

45/100

The Punisher

What would you do if you were an ex Vietnam Vet, and your entire family got wiped out in a Mob hit, and the police were unable or unwilling to help you? Would you sit back and allow the criminals to overrun your city, infesting the streets, hurting innocents and mocking you with their brazenness? Or would you put your years of training and fighting to the test, become a vigilante and start taking the law into your own hands?

In THQ and Violition’s The Punisher, you take on the role of Frank Castle, Ex-Marine turned vigilante in order to give pain back to the bad guys. No spandex tights and mask for this mean dude, he wants people to know who he is and know what he’s going to do to you if you get on the wrong side of him. He beefed up, found a really cool looking transfer to iron onto his t-shirts, and became the Punisher.

And there’s a whole lot of pain to be dealt. The Punisher is no ordinary superhero, fighting for justice, or truth, or the American Way. He’s a dark, brooding, gritty, mean and angry man, and wants revenge on the mob gangs who killed his family, and won’t let anyone get in the way of his revenge. This game is very much aimed at the mature gamer, and it shows from the very opening scene, as The Punisher brutally shoots his way out of the Takagi building before surrendering to police. Yes, The Punisher nods it’s head to the storytelling device made infamous by Tarantino, and, like a Tarantino story there is a great deal of violence and bloodshed, but this is backed up by an engaging storyline and strong lead character.

The story, from acclaimed Punisher comic book writers Garth Ennis and Jimmy Palmiotti, slowly unwraps itself as you move through the game. A cutscene plays before each level, showing an interrogation situation with two cops drilling The Punisher for information about what he has done – and what you are about to play out. This device works really well, making you want to play through the game to find out exactly what is happening, to find out why has The Punisher allowed himself to be captured, what he has done to be incarcerated, and who he’s going to kill next. But more than being a cheap plot device, the story is actually interesting and engaging as well.

The gameplay itself is really quite simple, but it is also quite a lot of fun. Each of the 16 levels sees the Punisher go from point A to point B shooting everything that moves. The controls are standard Shooter fare – Left Joystick moves, Right looks about, and the Right Trigger fires while the Left Trigger throws grenades. To assist you in this task is over 20 different weapons, although not all of these are available to you at first. There’s your usual fare of pistols and shotguns and automatic rifles, plus a couple of bigger weapons like flame throwers and anti-tank guns. To bring more pain to the bad guys, The Punisher can wield two weapons at once, but only two weapons of the same sort. He can also ‘precision aim’ (or use the sniper scope) by clicking the right joystick for all those important headshots. This is also handy when the bad guys have a human shield of their own, as the only thing you’re not allowed to shoot is an innocent.

To make the game deeper, you are given style points for being creative with your kills and avoiding being shot. To avoid being hit, you can dodge / dive with the B button, and crouch by depressing the left joystick. You can also grab nearby enemies with the A button, and used them as shields and toss them through closed doors. The more bad guys you kill without being hit, the higher your multiplier can go, and the more points you get. These points can be exchanged for better armour, health, scopes, attached grenade launchers, bigger ammo clips and so forth. They also grant you medals that unlock the extra content, which, if you’re a fan of the Punisher comics is a real treat.

But this would all be humdrum if it wasn’t for quick kills and interrogations. Pressing the X button when near or when holding a bad guy will result in a quick kill. For these, Violition pulls out a massive number of animations, from execution style pistol to the head, to knife through the skull, to shoving a grenade in their mouth and watching their heads explode. They’re all violent, and all look very slick and cool, and it is fun to run through a level and see how many you can do. There’s also a “Slaughter” Mode, engaged by the Y button, which is kind of a Max Payne style bullettime where The Punisher pulls out his knife and simply runs amuck. Like Max Payne, this time is limited, and you refill the meter in the same way you get Style points.

At anytime you have hold of an enemy, you can press the A button to interrogate them. There are four different types of interrogation – Choke, Face Smash, Punch and Gun Stress, corresponding to the direction of the joystick, and when you activate this mode a stress meter appears. By moving the joystick up and down, you move the meter into the yellow stress zone, and keeping it in this zone will cause the bad guy to break. The average bad guy will tell you generic things like “Jigsaw will kill you”, or will set of a memory which unlocks a still from the comic books. Then there are those with the White Skull above their heads, who will divulge better information, like how to get out of a room, or where certain things or people are, and so on.

In addition to this, there are also special interrogation areas around the map. These are located with a White Skull, and these areas are where the gruesome interrogations come in. They can only be used once, but they are mighty fun. There are things such as bandsaws, deep fryers, ledges over shark-infested waters, wood chippers, and a whole host of other deadly spots where The Punisher can extract information. Once you’ve extracted the information, you’re meant to let the bad guy go, but it is far more fun to simply let them have it and kill them, and watch their animated death. If you do this, you lose style points, and the screen turns black and white in order to maintain it’s MA15+ rating. Some people see this form of censorship as wrong, but I think it adds to the overall feel of the game. There’s also Special Kill area, marked with a Gold Skull, and these grisly places of death offer no punishment to you for utilising them.

The Punisher looks good too. As mentioned, the mood of the game is dark, and this is reflected in the gritty set design in all the levels. Even the bright neon in some levels have a drabness to them. There are a wide variety in the levels, from the close quarters of a Russian frigate and downtown crackhouse to the openness of an outdoor military compound, allowing a bit of variety and strategy to come into play – do you take your assault rifle or shotgun? There is also a lot of nice set dressing, especially later in the game, and whilst not being fully interactive, there are some props and glass walls that can be shot and blown about the place. The Punisher himself is very well modelled, and looks mean in his leather jacket. The bad guys look a little stiff at times, but when you face the bosses all of them are well conceptualised.

Sound wise the game is good too. The Punisher, voiced by Tom Jane who played the lead role in the 2004 Punisher movie, is deep voiced, reflective and almost philosophical at times. He narrates over the action much in the same way Max Payne did, and there are quite a few amusing lines thrown in here and there. The screams and pleadings of the bad guys can be funny too, especially during interrogations as you get closer to breaking them. The music in the game is suitably comic book action style – it reminds me of the Batman movies and Max Payne games, and suits the action in the game very well, when you notice it over the gunfire of course. The gunfire is perhaps not intense as it should be, considering the amount that happens, and at times it is difficult to know when you are being hit by bullets because there are so many flying about.

Conclusion:
The Punisher is an enjoyable, if somewhat short (about 10 hours), action shoot ’em up. It’s relatively easy too, but incorporates some interesting, if somewhat violent, gameplay ideas that work really well. The violence in The Punisher game is over the top, like the comic it is based on. It never seems overly disturbing like in the game Manhunt, and you never feel that you are playing anything other than a comic based game. The censorship that has come into the game actually adds to the overall feel, but I can see this game grabbing the attention of those who think violent games are a the end of civilisation as we know it, so expect this to go the way of Manhunt in a few months.

Pros:
– Simple yet fun run and gun style gameplay, with an engaging storyline
– The interrogations are and interesting gameplay device, and fun to execute
– The Style Points and Medals offer incentive to play through again
– Lots of unlockables, in-jokes and references to the Marvel Universe for the comic freaks

Cons
– Quite violent, so don’t let the kids play it
– Quite easy to get through on the default setting, and pretty short
– The Boss fights are very easy.

81/100