Why the character is weird? He suppose to be cool, like Wesley in the film, or another rookie killer with jeans and tshirt, or tuxedo. The masked character is like a robot. Weird.
Universal Pictures producer Nick Torchia explains how to shoot a gun around a corner.
The story of Wanted, in which an everyman is inducted into a secret clan of assassins with questionable motives, started in a comic book penned by comic author Mark Millar, and then hit the big screen in a 2008 motion-picture adaptation. Now Wanted is headed to a video game system near you in a new game that will draw inspiration from both the comic series and the movie, and will include plenty of ducking behind cover, dramatic slow-motion shoot-outs, and of course, curving bullet shots around corners. Universal Pictures producer Nick Torchia explains.
GameSpot: We understand that the gun battles in Wanted: Weapons of Fate are all about the unique gunplay made famous in the motion picture. Tell us about what went into the implementation of the bullet-curving mechanic that makes this game so distinctive. How did the team go about designing how it would work, and making it actually work in the game, in practice?
Nick Torchia: This was something that we spent a good amount of time on because no other game had tried to implement anything like it before.
We went through a ton of rapid prototyping and play-testing to get the feel of the mechanic down, and to make sure it was fun. Since the idea of curving a bullet is foreign to shooter players, we had to make sure that it felt accessible enough for all players to get into the game and have fun, but deep enough that you had to work at becoming great at it. Curving bullets is core to the film, and to the game, so it was really important that we spent our time iterating and iterating to make sure curving bullets felt right.
GS: Most shooters are usually about getting bigger and better guns over time. Given that one of the key features of Wanted is curving handgun bullets, how will this work in the game? Will we see curving sniper-rifle bullets or rocket-propelled grenades, for instance?
NT: You're right, that is exactly what most games do. For this game, we wanted to try something new and concentrate primarily on hand guns. Since the film concentrated on pistols, we had the background to support doing this, and with the new curve mechanic, adding giant machine guns would have felt awkward and wouldn't really have made sense. Wesley is an assassin--he moves quickly and effectively to eliminate his targets, he doesn't stomp around in giant metal boots carrying a BFG. We do, however, have sniper rifles and minigun action scenes, so it's not all pistols. But pistols--and double-pistol bullet curving--is a heck of a lot of fun.
GS: Aside from curving bullets with a flick of the wrist, another iconic image from the motion picture is assassins countering enemy gunshots with their own gunshots, so that bullets collide in midair. How does this work in the actual game?
NT: When we started, we talked about having that happen in the levels, but the mechanic was difficult to figure out, and implementing in the actual levels could have slowed our fast-paced action game to a crawl while players deflected bullet after bullet. That's really not what we were aiming for.
So instead, we have interactive sequences that let players shoot oncoming bullets. It is a nice homage to the classic arcade game Time Crisis when you shoot the bullets, so it's really fun. These interactive sequences are very elaborate set pieces for players and add a nice, refreshing twist to the gameplay. Incorporating these let GRIN take the action in these scenes way over the top, exactly like the look and feel of the action in the movie, which is great.
GS: We understand that the game will make strong use of cover as an important part of the game, and got our first look at the "active cover" system at last year's E3, which seems to have multiple parts. For instance, it seems like your character will automatically acquire context-sensitive cover as you go? Your character will automatically flatten himself against the nearest wall or duck under the serving cart in an airplane aisle, for instance? How will this auto-cover system work in a way that makes real-world sense without being frustrating for players?
NT: In the film, [Wesley is] an assassin and [is] incredibly fast and agile. We took that idea, and that definition of character motion, and applied it directly to the cover system of Wanted. A lot of fans are used to cover, but they will be surprised at how quickly cover in our game actually moves. It's different and fun, and something they haven't really seen before.
You can move from point to point with a simple push of the button. And this is context-sensitive, so that lets players move in a very easy fashion, yet have complete control. We call it "chaining cover," where players can move from cover to cover and, at the same time, build up momentum. So as you go faster, the enemies around you start to slow down, so you can be more strategic.
GS: Another aspect of cover seems to be the game's interactive environments. We've seen examples of players blasting explosive barrels or fire extinguishers to smash up walls and nearby cover, pushing dining carts to hide behind, and so on, but to about what extent will players really be able to change, interact with, and blow up what's around them?
NT: Of course, it is a pretty simple equation; players like to blow [stuff] up. For some reason in a level, there's this giant red barrel next to a bunch of enemies, and it's just fun to shoot the barrel and watch them all fly through the air. To me, it never gets old, and games still to this day have that in their level designs.
GS: Another important part of cover seems to be the way players will be able to seamlessly jump from cover to cover by hopping or mantling over small obstacles to constantly stay in motion. Will this system be in place for all levels in the game? How does it work in practice with cover that you can destroy?
NT: Players will be able to move from cover to cover from the beginning. How they use this ability is entirely up to them. Each level or area gives players the freedom to approach [each level] from any angle. Some players will be more likely to go run-and-gun; some will use the cover system to take out enemies. It really depends on what type of player you are. For me, I love to run-and-gun, but there will be a certain point in the level where you will have to use cover. As for mantling and hopping items--once you get moving quickly in cover, you'll find yourself flowing into that [motion] naturally and without stopping.
GS: All things considered, it seems like Wanted: Weapons of Fate will offer a very different experience from the average shooter. The game seems to be more about holing up behind cover, curving bullets, [and] then using the active cover system to stay in motion behind cover...rather than gunning on the run. How would you describe the pacing of the game? How will people who are used to run-and-gun gameplay adapt to this game?
NT: This game is really fast! We always have something thrown at players to keep them moving and shooting, and players who are good will still use "chaining cover" quite quickly, flying around a level through cover in a blur. Try to imagine a third-person action game that is the love child of Gears of War and Max Payne. That game is Wanted: Weapons of Fate. We take the best elements of both games and created a fun and action-packed title.
GS: Finally, is there anything else you'd like to add about the shooting, bullet-curving, cover systems, or just about the way the game will play in general?
NT: Master the curve! It is really fun to kill enemies in various ways with the curve mechanic and even more fun--when you really master it--to kill a bunch of enemies with a single curving bullet! Also, look for a supercool female unlockable character in this game. I think she is the coolest secret character in a game yet.
GS: Thanks, Nick.
I thought the demo was alright, there is some skill to bullet curving not much though. The difficulty was too easy though, unless the other settings make the game alot harder than the one in the demo this game will be medicore at best.
i don't think anyone will get anymore enjoyment from this game than what u see in the vids so if u like it now u will feel the same when it hit if u don't ur mind wont change thats just how i think of this game (U get what u see nothing more)
This is gonna be an OK game I feel....one of the better movie-based games... I liked the movie...and there are some other videos in which it IS NECESSARY to curve the bullets.....
the demo is available on xbox live, and it is crap!!! It sucked so bad that I wanted to puke! the character movement is so stiff and unrealistic, the AI is completely stupid, and the graphics are terrible!!! Avoid this game at all costs! Wanted game developers that know how to make a descent game!
as ussual, game based on movie will be sucks. But it's now GRIN play as the developers . . . so, i hope they can do their best, in same way with what they've done with Ghost recon :D
especially the bullet exploding..I wonder if they are doing that because there isn't any "headshot instant kill" with regular bullets..what's the deal?
i gotta agree with sauhlgood...they didnt really make good use of the bullet curving in the video. most of the shots didnt look necessary, kinda made the slow mos annoying to watch
shameless movie cashgrab... instead of shooting straight at the person, you can curve it? woop, all of those shots in the trailer did not need to be curved using their gimmick..
Like "Dark Sector"?, no I don't think you'll have analog control of the bullet AFTER it's been fired. Which was a BIG part of the gameplay used in "Dark Sector." In this game, you'll have to figure out the correct trajectory BEFORE firing. Huge difference. In fact, there was no predetermine "curve" used on the glaive, you had to do that yourself when the glaive was in flight.
Coolest secret character in a game yet? Zombie Alien Lara Croft with two M-16's attached to her legs doing step dances?
Well,another variation of Max Payne...Nothing special. Producers will have to do much more to make me (and many others)want buy this game...
OK so just rinse and repeat? thats nothing to be thrilled about. Oh, wait, now u can just stand behind a wall and curve bullets, heck why even leave the beginning of the level, just curve your bullets until the last guy is dead, then walk trough the level singing, i am singing in the rain.
why would u want to play a game that plays by itself? curving bullets?? so i should run to cover, press a key to get in "curving mode" and just press action to kill someone and wait for the awesome slow mo kill? ill pass thank u. good idea, well, no, not really.
Looks interesting...I never saw the movie or read the books, but the game might be worth checking out.
The movie was crap, but I'm sure the game is going to be good.... As Izzo said, I'm sure gamespot will give a score like that... jerks.
This actually looks pretty good. But if history means anything they're probably going to stuff it up somehow
looks pretty good so far, i just have a feeling the bullet curving is gunna get old fast. that novelty will wear off fast. hopefully in wrong
Looks like it could be good. I'm gonna wait for the demo first, though, because like the guy below said, "it is a movie game."
I think it looks decent and at all the people claiming that he could have just shot a good portion of the peoples but i think the auto aim is centerd at the chest or stomach area so that in order to hit there they would infact have to curve the bullet slightly up to hit the chest area.
I loved the movie but i dont think this game will be very good. The idea is cool but certain things like the context sensative controls made me cringe. That plus there will probably be no multiplayer. I dont know the game could still turn out good.
Depending on how well put together the rest of the game is, not just how cool bullet curving could be, this could possibly turn out to be a really good game based on the movie ip.
actually i think uzi curved bullets explode because you fire a couple of them and they collide when you hit the guy. handgun bullets dont explode.
Also, they made the bullets explode so if a kid was watching this there would be no blood because the bullets do not explode and there is a lot of blood
personnaly, i think this game is kick-ass. curving bullets is insane and diving out of cover in slo-mo in amazing. ive seen a lot of vids and i dont think this game will dissapoint. and answering subject's question, yes there will be a demo on March 5.
The logic as to why this could be good: Inverse law of bad movies to good games. Take the Riddick movie vs game! Amazing game, awful movie! Think of every other movie tie-in, and you usually have a good movie and a terrible game (the matrix). So... as bad as Wanted the movie was, the game should be fantastic.
This would only be interesting if it was based on the comic as it was much, much better story. The movie barely resembled the comic and frankly pretty bad for the cast and director it had.
Uh... I really hope they're showing a later level, because the suspension of disbelief is being seriously strained by the "regular" bullets exploding when they contact each other...
From the previews I saw in OPM, the game looked pretty good. However after seeing that 45second "curving bullets" trailer, it may disappoint. It looks like its going to slow down the game significantly and what was cool at first will become annoying. Hopefully not every shot needs to be curved and you can also just enjoy a traditional shooter at the same time, not an entire game based on a gimmick from a movie. Hopefully a demo pops up close to release and that will be the deciding point, on top of what ever else in my collection is being played at that time and what else is released.
@hemdos "and what's with those explosions on hit??! it's killing me!" oh thank god sumone else noticed that and was annoyed with it..
wow. the stages used look like they were ripped from dark sector. to be honest the book wasn't that good either.
- Release Date: Mar 24, 2009 (US)
- ESRB: MTitles rated M (Mature) have content that may be suitable for persons ages 17 and older.