Spider-Man 3
Every year, summer starts earlier for Hollywood, which is good news for gamers. Activision's third Spider-Man game based on the Sony Pictures movie franchise marks the first time that Hollywood Spidey appears on next-generation consoles. With great processing power comes better gameplay, according to Gregory John (GJ), Senior Producer for Spider-Man 3 at Treyarch. The development studio that's been behind all three movie games, as well as several comic book Spider-Man adventures, has really taken advantage of the multiple enemies from the film and the new black suit - and they've burrowed beneath the Big Apple for new environments. Treyarch also worked with Marvel to incorporate new enemies into the game and expanded the storyline so that fans of the film will have plenty of new action to swing through in the video game version.
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1. Can you talk about what next-generation consoles brought to the table in allowing you to bring the movie's world to this game?
GJ: The next-generation consoles allowed us to expand our gameplay into a more exhilarating, intense experience. At the beginning of the project, we took a look at every aspect of the previous Spider-Man games and asked ourselves what we could do to make this game more engaging, challenging and cinematic all at the same time. We then took the power of the new systems and made sure we were squeezing every last bit of processing out of them. I think players will be excited about not only the number of enemies on the screen, but the even bigger city that is simply stunning, as well as advanced AI, more combat, and the most cinematic boss fight sequences and finishers players have ever seen.
2. Can you talk about the collaboration between your studio and Sony Pictures/Sam Raimi and how that has evolved over the last three games?
GJ: Sam Raimi and Sony Pictures have always been incredibly supportive throughout the entire game creation process. Over the years, we've definitely received more movie materials and creative input with each game we've made, which helps us create a more realistic game experience.
3. What has it been like to work with the actors from the films for the game and what do they bring to this marriage of the two mediums?
GJ: Working with the actors on Spider-Man 3 was amazing. Having Tobey, James, Topher, Thomas and J.K. not reprise their roles in the game wasn't even an option. All the actors know their characters inside and out and it really shows through in their VO work and adds that extra layer of movie authenticity to the game. Players will enjoy the actors' work and will really be fully immersed in the Spider-Man movie-game experience.
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4. What are some of the gameplay changes that have been implemented into this new game to drive the story?
GJ: In Spider-Man 3, we wanted to keep the elements that made the previous Spider-Man games so successful, like swinging in the city, as well as build on them and make them even greater. We brought the other core elements, such as combat, up to the level that fans expect. The new combat is awesome - fast, frenetic, and fun. Once again, the new power of the consoles let us amp up the number of amazing animations and the overall intensity of the interaction with the enemies. Did I mention the black-suited Spider-Man?
5. What are some of the comic book characters that have been added to this game and how do they connect with the film world?
GJ: Along with including the movie villains, we've added Lizard, Scorpion and Carlyle, among many others. I won't go into detail and spoil the surprise but there are more than ten storylines to explore and each has a Spider-Man enemy associated with it...some even intersect with each other.
6. Can you talk about the PlayStation 3 game and what players will experience as the New Goblin?
GJ: We poured the power into making over-the-top gameplay for the PlayStation 3 game. We have also integrated the SIXAXIS functionality into our control system and players will be able to experience it to its fullest during a significant portion of the game. In the Spider-Man 3 PS3 Collectors Edition, the playable New Goblin is a really fun character. Using some of Harry's father's modified equipment, he flies all around Manhattan fighting crime and participating in unique races created just for him. The change in the locomotion dynamic, from swinging to flying, adds an entirely new experience to the game that I think the players are really going to enjoy.
7. How did Spider-Man's new powers in the film influence the gameplay, and what will players be able to do that's new this time around?
GJ: The movie is all about the new black-suited Spider-Man and Peter Parker's inner battle with it. In the game, black-suited Spider-Man takes gameplay to a whole other level by giving gamers the opportunity to truly experience Spider-Man's darker, more aggressive persona. Playing as black-suited Spider-Man enables greater strength, more hit points and the ability to absorb damage, and a completely unique set of more powerful combat maneuvers. Additionally, black-suited Spider-Man delivers players an all-new rage system that allows the black suit to perform devastating attacks, knocking enemies down the street and taking out 10 or more baddies with one hit - a totally unique Spider-Man experience.
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8. How has New York City been expanded and improved in this game and what role do you see the city, itself, playing in this franchise?
GJ: Spider-Man 3's New York City is bigger than ever before, and players are really going to take notice! We analyzed city maps which were then laid out in in-game maps and then cut up into the different boroughs. The city now includes subways, sewers and more building interiors that add to the entire experience. Manhattan also has a citizen satisfaction index (CSI) that alerts players of how well Spider-Man is cleaning up the gangs around the city. Gamers can climb to the tallest building and take in the breathtaking view from the top. New York City is a fundamental component in some of our most exciting and elaborate missions.
9. What elements of this new game are you most proud of?
GJ: I would have to say that I am most proud of the black-suited Spider-Man element. It adds a completely new layer to the game story and play.
10. Can you talk about how the development team walks the line between the mass market movie audience and the more hardcore gamers in terms of delivering a game that satisfies both audiences?
GJ: When making a game like Spider-Man 3, we want to make sure that all gamers can play the game and get a great, fulfilling experience. For the hardcore gamers, we give the game added depth and we ramp up the difficulty as the player progresses to the end of the central storyline. Having done three Spider-Man movie games, we've always, first and foremost, believed in making a great game. Then we make sure the great game has the look and feel of the movie by using the same art style, characters, storyline, and actors.
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John Gaudiosi has been covering the world of video games for the past 12 years for outlets like The Washington Post, Wired Magazine, Playboy Magazine, The Hollywood Reporter, AOL Games, SportsGamer.com, and Yahoo! Games. He specializes in the convergence of Hollywood and video games and travels the world to check out the latest builds of new games, and to visit the sets of the growing number of video game movies. |
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| May '07 -
Treyarch's Gregory John
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