Exclusive: QJ interviews Hellboy Producer Paul Armatta |
We know you are all familiar with Anung Un Rama. He was born in Scotland sometime around 1944. His background, though quite publicized, still escapes most of us. He used to be with the Nazis but circumstances led him to the arms of U.S.' Bureau for Paranormal Research and Defense. People who met him personally have mixed feelings at best.
He sports red skin, a tail, and horns, not to mention his might right hand made out of stone. Sometimes he is good, sometimes he is bad - but he is never evil. Yes, you all know Anung Un Rama. It's just that you call him Hellboy. QJ recently sat down with Konami Digital Entertainment, Inc. Producer Paul Armatta and talked about the upcoming video game adaptation on PSP.
Here's what transpired in our meeting...
QJ: What's the current status of Hellboy in terms of development?
Paul Armatta (PA): The
game
is coming along
very
nicely. The basic gameplay and levels are complete, and
we're
getting close to the point where we can really start fine
tuning
everything.
QJ: To what extent are Mike Mignola and
Guillermo
Del Toro involved in the game's
production?
PA: Mike
and
Guillermo
have
been really great to work with on this project. They have
made
themselves available to bounce ideas off of and have given us
great
creative
direction in the areas of storylines and art
style.
QJ: With the sequel for the movie already in
the
works, how does having a movie fan base to build around affect
the
concepts
behind the video game adaptation?
PA: The
game
we're currently
working
on doesn't have any direct ties to the first movie or the
sequel.
Ultimately, though, everything we do refers back either directly
or
indirectly
to the comics. And, even though we never had the intention of doing
a
"play-the-movie" game, you'll notice some similarities between
the
game and the films as well as the animated series in the characters
and
settings. The idea has always been to create a new experience
for
Hellboy
fans
that stays true to the universe that Mike created in his
books.
QJ: Let's talk about the grappling system
and
"soft-lock" system. How do these play out in the
game's
context-sensitive brawling
system?
PA: The game will have both a "soft-lock" and a "hard-lock" system. Our goal with the "soft-lock", context-sensitive control is to make the combat feel as natural as possible, and the "hard-lock" provides a deeper level of control to allow for more strategic combat. A player should be able to progress through the levels without necessarily needing to use the "hard-lock", but it's there so anyone can make more detailed decisions about how they prefer to play.
QJ: Can you share with us some of
the
difficulties encountered in bringing the game to a handheld
console?
What
were
the essential adjustments that had to be made in terms of graphics
and
gameplay
(new and shorter levels, concessions that had to be made because of
the
technology, etc)?
PA:
We
actually struggled with this
a
lot early on in development. Initially, we were trying to keep as
much
of
the console experience on the PSP. We realized that it just wasn't
the
best
way
to approach the game. So, we made some major adjustments to the
combat
and
level design as well as the overall art style. We
completely
reevaluated
the
combo system so that it works much better. The other main
difference
that
you'll see when playing the game, is that the levels and the pacing
are
structured in a way that the combat encounters can be more focused.
The
player can pick up the game and play in shorter bursts without
having
to
make a big time commitment or losing their progress through the
game.
QJ: It was mentioned that the PSP version of
the
game will feature a different story from the movie. Does this
entail
new
characters
and/or enemies that we haven't see in the movie and/or comic book?
PA: The
PSP
version of the game does
have
an original story. The game is set up in chapters so that each level
is
a
somewhat self-contained story or mission, but they are all
tied
together in
one
overall story that plays out over the entire course of the
game.
We referred back to the comics for settings and
characters,
but the levels are not tied to any particular mission or story
from
either
the books or the movie. We have also created original characters.
Some
draw more heavily than others from the character in the comics, but
all
of
them
have some amount of reference back to the
books.
QJ: It was also mentioned in a previous
interview
that there will be a "unique power-up combat system" exclusive to
the
PSP. Can you tell us more about
this?
PA: Combat is centered around the player tapping into Hellboy's infernal heritage. As Hellboy fights he builds demonic rage that can be harnessed once it reaches a critical mass. Unleashed, Hellboy deals furious devastation with a whole set of new and powerful attacks. During progression new Rage moves are unlocked and the player also earns the ability to sustain Hellboy's raging energy, which will prove crucial in the heavier, supernatural battles.
QJ: Are there any more PSP-exclusive features/content that we can look forward to? Like how will Abe Sapien and Liz Sherman factor in on the co-op mode for the PSP?
PA:
I don't
want
to give away too much here so stay tuned for
the
game!
QJ: Will we also be able to whip out
"The
Samaritan" in the heat of a battle, or will we be depending solely
on
Hellboy's Right Hand of Doom?
PA:
Hellboy
will use the
Samaritan
throughout the game as well as the Right Hand of Doom. The action
is
designed
specifically to create a balance between the need for melee and
ranged
combat. Hellboy will be able to use either the gun or fighting
and
grappling
at
any time. So, the player will be able to decide how they want to
play
the game.
QJ: What about the Rewards and Inventory
systems?
How do these play out in the game? Are they level-specific or
found
throughout
the whole game?
PA: The player can collect hidden shards of ancient spirits that once walked the earth. Through these shards the player can unlock game specific rewards. As the player explores they will also discover weird and powerful artifacts, to aide Hellboy against the supernatural and to also help him in his adventures.
QJ: Let's talk about voice talent. We know
Ron
Perlman will be making a comeback as Hellboy, but what about the
other
characters? Anyone our audience might be familiar
with?
PA: We're excited to have Ron Perlman involved with the video game. As Hellboy in the popular 2004 film, Perlman cemented his status as the perfect man for the role with his imposing stature, deep rolling voice and deadpan sense of humor. With the addition of Perlman's voice acting and creative direction from film director Guillermo del Toro and creator Mike Mignola, Hellboy looks to be an incredibly faithful video game debut of the hit entertainment property.
QJ: And finally, when can we expect to get our grubby hands on
Hellboy?
PA: The game will be coming out later this year. Stay tuned!
Aside from the PlayStation Portable (PSP) version of the video game, Anung Un Rama Hellboy will also be appearing on Xbox 360 and PlayStation 3 (PS3). As promised, he will beat and charm the bejeesus out of us during the third quarter (Q3) of 2007.
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Comments [refresh]
but you really should install a spell checker module (at least for the headlines)