Dining With Developers, Vol. 2: Haden Blackman, Part 1


4/16/2009 7:17 PM | 7 Comments | Page 6 of 8

Scott Jones
Scott Jones
Status: Coffee makes me feel 4-percent sexier.
Jones: Are there things you're simply tired of talking about, or being asked about?

Blackman: We actually got asked a lot about some of our older IPs, like Monkey Island, Grim Fandango and Full Throttle, and stuff. We were really focused internally on building the next big Star Wars game, so getting asked over and over again when we're going to resurrect those IPs was frustrating. I always wanted to say, "No, we're actually here to talk about Star Wars."

Some people asked us if we thought, maybe, that the Force was too unleashed in the game, and that maybe it was straying too far from the films. And sometimes, no kidding, people would show up and go, "Oh. So this is a Star Wars game?"

Kahn: In general, interesting questions are rare from journalists. [Looks at Haden] Am I wrong?

Blackman: No, you're not wrong. But to be fair, there were also a lot of questions that I had hadn't been asked before. And that's always refreshing. I do think that a lot of the people who were sent out to do interviews with us were hardcore Star Wars fans, and they really dug in with the questions.

Narcisse: I remember, two or three years ago Adam, when you did that first big Force Unleashed press conference in New York.

Kahn: November ... 2007?

Narcisse: The thing that struck me then was that you gave us the whole story.

Kahn: The whole thing?

Narcisse: The whole thing. And that stunned me as a journalist, because one, you never get the whole thing right out of the gate; and two, with a fan base as obsessive-compulsive as Star Wars fans are, I figured you'd want to hold onto the details. What was the decision behind that? To give the whole story, Vader's betrayal and everything, straight-up?

Dining With Developers, Vol. 2: Haden Blackman
One beer down.
Blackman: We decided that story and gameplay were going to be equally important to us. It's funny, because before I started working on The Force Unleashed I used to have this comment when we were in meetings, and we'd spend an hour and half on the story and characters and only 30 minutes on the gameplay. I used to get really frustrated. And I'd say, "Look, you never read a review where people say, hey the gameplay sucks, but the story is so great you have to play all the way through." You've never read that. But you read the reverse all the time, right?

And I feel like, in some of the reviews that were hard gameplay, we actually got that. Some people actually wrote, "You know, there are a lot of rough patches in gameplay, but the story is pretty good, so you should finish the game just for that." So the motivation behind [revealing the entire plot] was that we felt we had the goods. We felt we had a story that was compelling. We felt we truly had a story that bridged the gap between the two trilogies. I mean, in hindsight, it probably would have been cool if we'd waited a little longer until we had some cinematics. But I think we thought that we had it, and we wanted to share it.

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Comments

  • CG-Prophet

    4/17/2009 2:29:40 PM

    @RyanKuo:

    It just seemed like the game gives you all these cool powers but the boss fights ignore everything you've learned in favor of button pressing. So you have learned all these cool things but they don't matter. You can't use them against the Jedi, the Sith, Darth Vader or the Emperor.

    What the hell am I learning all these things for if not for these encounters?

    Reply »
  • the.skunkape
    the.skunkape

    4/17/2009 12:01:56 PM

    I can't remember playing a video game I enjoyed that didn't also frustrate me in some way. TFU had some unforgivable problems as far as bugs go. The fight scene with Proxy just stopped working at one point. There was a situation where I got caught in a little crevice of rock and couldn't get out. Little things like that are annoying just really ruin the illusion.

    But, I've played so many games where the illusion gets ruined. From trees that explode when you hit them twice with your combat knife, to buildings that the Hulk can't smash.

    Every game comes to a point where the engine defies straight-up logic. When TFU failed, it felt like an error. Not something where the developers hoped we'd never find the problem (like impervious cows in Hulk: Ultimate Destruction). I resented that the Dark Troopers were so powerful, as well, but I was able to understand why. The Jedi were hunted down and killed off. Which means there must have been something out there that could do the job.

    For the most part, I liked TFU, not just the story, but the gaming part of it as well. It was fun, and I didn't feel too insulted by the game engine. Except for the fact that I could pull down a Star Destroyer, but I couldn't throw the Emperor around a bit. That kind of broke it for me, but at that point I was already at the end of the game and willing to finish it up.

    Essentially, I liked the game and never understood the amount of negative press it received. It was a really good game.

    Reply »
  • RyanKuo

    4/17/2009 11:29:26 AM

    @CG-Prophet:

    What sort of problems? You mean bugs?

    Reply »
  • CG-Prophet

    4/17/2009 11:27:08 AM

    @RyanKuo:

    there were a lot of problems with the game that were glossed over in this interview. Still it is good to hear about process.

    Reply »
  • RyanKuo

    4/17/2009 11:19:37 AM

    Hmm, with 100% good feedback on the story and almost none on the gameplay, this seems like a perfect game to watch on longplay.

    Reply »
  • MSUSteve
    MSUSteve

    4/17/2009 11:05:03 AM

    Very enjoyable read. I'll look forward to part two.

    I must say, I can't empathize with Blackman's bellyaching about the reviews, especially reviews that called the targeting out. That system was fundamentally broken in the game and they deserved to get heat for botching such a huge portion of gameplay. This made TFU one of the most frustrating games I've ever played. Well that and the ridiculously overpowered Dark Troopers. Battles with those guys ended up devolving into me taking pot shots and hiding, rise-repeat. That's not fun. Also, why give me all of these great Force Powers and then have the endgame full of enemies that are essentially immune to them? And what's with the first bay of enemies in the Death Star? It's nigh impossible to actually fight them all, but the game gives you zero indication that you should just rip up the floor panels and drop through. I can't say how many times (at least a dozen) I retried that area before finally consulting a FAQ that told me I shouldn't be trying to fight at all. But discounting all the rest, the targeting system was abysmal and made the game far more frustrating and difficult than it should have been.

    I'd love to have Blackman address why there were unskippable cutscenes before brutally hard segments. Inevitably I would die a few times and each time I did, it was more and more frustrating to be forced to watch the cutscene again. There is no excuse for that.

    Regardless, the story in TFU was so damn good, I powered through to the end. That's saying a helluva lot for me, given the number of aneurysms I was *this close* to suffering during my time with the game. The story really is good enough that in the end I was glad I had followed it all the way through.

    Reply »
  • CG-Prophet

    4/16/2009 11:30:22 PM

    Interesting how they pitched the game concept to Lucas and he was like "go for it." Looking forward to part two.

    Reply »

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