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


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

Scott Jones
Scott Jones
Status: Coffee makes me feel 4-percent sexier.
[Aside: Blackman: "How'd I wind up with two butters?"]

Lucas: Talk a little more about the story and how it relates back to George.

Blackman: I think that the benefit we had with The Force Unleashed was that we were setting it in a time period that had been previously off-limits. George was awesome in that he said, "You guys are the first to play in this area; go ahead." We had a series of meetings with him. We actually did a few pitches. I think we had six or seven pitches, one of which was set in that time period. Once we kind of all agreed that it was the best time period, he said, "OK, this has always been off-limits, and here's what's kind of going on in that time period, from a very high level." So he didn't tell us, "Darth Vader has a secret apprentice," or, "The Emperor is this or that."

It was more like: The Empire is rising to power; there's a lot of resistance, so the Rebellion isn't formed yet; there are still some Jedi out there, but most of them have been wiped out, but it's OK to have some Jedi running around, etcetera. He kind of just gave us the political landscape.

The one thing that stuck in my mind, the thing that I never forgot -- what he told us was that the Emperor fundamentally views Vader as broken. He recruited Anakin because he was awesome; he was going to be this really powerful agent of his, or right-hand man to him. When Anakin gets messed up on Mustafar, that basically makes him broken. Useless. Not useless, but ... "broken" was the word that [Lucas] kept coming back to. So we kind of wanted to play with that. So the Evil Ending kind of has Vader broken.

We wanted to have a guy with Force powers running around this time period. But a lot of the guys who'd worked on the Jedi games weren't sure we could pull it off the way we wanted to. So we tried to make it into a Jedi secret agent game, where you had these really cool weapons, and weapon-customization was a factor, and the storyline revolved around you being this Imperial who gets betrayed and all this stuff.

You have Force powers that nobody knows about, so it was all about combining weapons with Force powers. You'd have some crazy ice weapon that would freeze enemies, and then you'd pick up a rock (with the Force) and smash him or whatever. But Force powers were more of an afterthought [in this pitch]. The more we focus-tested, the more we talked to fans, the No. 1 fantasy of all Star Wars fans is obviously to be a Jedi; to have the lightsaber and the Force powers. So we said, screw it; let's embrace that and go totally nuts, and not only make you a Force-wielder like you see in the movies, but we're going to go beyond that and let you do things you've never seen before.

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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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