Terminator 3: The Redemption Interviews
Info: Enter our Terminator 3: The Redemption contest
We promised to provide more behind the scenes info, by means of for example in interview with the developers of the game. We strived, but due to lack of time we (read STAFFmaster Vic) did not get to it :(.
Luckly STAFFmember Maurice did have time and effort to ask a lot of cool questions (some by fans of the official T3.com boards) and compiled it to an featured item on his own Terminator 3: The Redemption countdown promotions, as available through his site. We've also searched the net and found the site of GameChronicles and their interview with the staff behind the game.
To still provide you with the latest in Terminator information, below is a compilation of both interviews with Jim Galis, Executive Producer for T3 and Josh Hackney, Producer for T3 of Paradigm Entertainment, Inc. - Atari.
Enjoy!
Interview by Maurice 'HopeOfTheFuture' Huijs
ryan4485: What where your set goals going into the project? I assume you know Terminator fans are very protective over the Terminator franchise and about people possibly messing with it. Did this influence you any when working on the game?
One main goal was to let the player "be the Terminator" like never before. The designers kept asking the question, "Does this make you feel like the Terminator?" when implementing the gameplay, and we feel that definitely comes across. Another goal was to deliver on high intensity action, to keep the player on the edge of his seat throughout the whole game. Hopefully, players will feel that way from the first level on!
ryan4485: Did you use any the feedback from Rise of the Machines, Dawn Of Fate or even War of the Machines as any sort of influence as to what people wanted in a Terminator game?
We definitely used things we learned from Dawn of Fate and other third person action games we have produced. Knowing that Rise was a first person game, we wanted to exploit the fact that we had Arnold's likeness and show that off to the player. We do listen to forum feedback and put the game in Focus group tests to get a good indication on what works and what doesn't.
ryan4485: Where there anything that you wanted to do with the game but just weren't able to do for whatever reasons?
The initial feature list for a game like this is pretty large, and then gets refined as the project progresses. One of the refinements was to have Arnold piloting vehicles, but we determined that it would take away from some of the other features now in the game.
ryan4485: Did you feel any pressure when you are seeing people say this is "the best Terminator game ever" or when they are saying this is the game "all Terminator fans have been waiting on". Or was this just used to fuel your work on the game and make you want to live up to the hype?
This is exactly the reaction we were hoping for. With a huge franchise like Terminator, you want to do everything you can to insure that the fanbase is satisfied, and it is really encouraging to hear those types of comments. It does work well to inspire the team and keep the motivation level high when the team needs it the most!
ryan4485: How did the game change through the course of development? Or did it stick to what the original concept was? Also did you manage to meet your expectations or even surpass what you where hoping for to achieve?
Game development is an evolution of ideas, especially when related to gameplay and the "fun factor". Sometimes you implement things that you think will work, only to find out the element "just isn't fun".
We did expand on the combo moves design, since it really felt like it gave the player that Terminator experience, and we found that we could expand it to include some very cool moves. We also wanted to get across the feeling of the Future War, with destruction happening everywhere, Endos coming at you nonstop. We were very pleased with the way the Future levels turned out, as the player becomes totally immersed in the world and the gameplay.
ryan4485/Maurice Huijs: How long did work on the game go on for? From start to finish? And was it always intended to do the game as a surprise for the fans when they pick up Rise of the Machines?
The game was in production for more than 2 years, with a lot of early concepts and prototypes included. The team was fairly large, and almost everyone in the studio contributed to some part of the game. It's just good to see the game out on the shelves, and know that you put everything you could into the project.
ryan4485: Did Arnold of the cast of T3 forward any kind of information as to what they wanted in the game or whatever? I have seen in a video that Arnold was influential on the final state of his character model.
All of the interaction with the cast from T3 was through our licensor, C2 Pictures. Arnold did have to approve his likeness in game, as well as his model for the CG sequences. We feel our model is accurate down to the last detail, but the player can judge that for himself.
C2 allowed us to conceive of ideas that go beyond their original T3 storyline, but they made sure that we stayed true to the franchise from all respects. This was a great working relationship, and C2 was very easy to work with on our original concepts for future vehicles and environments.
ryan4485: In the T3 movie it is a well known fact that multiple lines where recorded and or scripted but not used in the movie. When it came to the game script was all the lines scripted or did some happen on the day of recording?
The story line and script were based on the T3 movie, but branched in many different directions. Some of the script does change to accommodate gameplay needs, but the majority is recorded under the direction of our audio director during a multiple day session. Arnold did record most of the one-liners that the player hears in the game, and spontaneity during the recording can lead to some very good takes. Voice sound alikes were used for Connor and Kate in the game.
ryan4485: On completion of a level or the game will the upgrades purchased previously continue over to a second playing of the game and or level? To possibly increase on the time you got the first time or for more upgrades?
Once you earn upgrades, you don't loose them. You can go back and replay levels as many times as you wish, using the earned Terabytes to gain power for killing endos and extending the use of Scanvision, a very powerful weapon for Arnold.
Maurice Huijs: The conceptual artwork list most machines as FK. What does FK mean? I hope not Flying Killer, since not all of these machines can fly.
FK stands for Future Killer in our game. This was part of our universe terminology that we created in conjunction with C2.
Maurice Huijs: How many different SKYNET machines are in the game?
There are over 20 vehicles that the player can control, both ground and air based vehicles. This ranges from the smallest, the FK Hover that accelerates through the Skynet tunnels, to the massive FK Titan that is used to mow down hordes of endo armies.
...Not to mention the signature Indian black and white police motorcycle Arnold rides in the present day levels!
Maurice Huijs: Many fans found the previous Terminator games disappointing. Before creating Redemption, did you take a look at these games and what the fans disliked about it, before starting with Redemption?
The team performs a heavy amount of research prior to starting a project, and that is part of the process when conceiving a new game design. We set out to show that you can make a great game based on a movie license, and feel we were able to do that.
Gene-3D: What does "The Redemption" mean to the game?
In some respects, it means 'redemption' for the Terminator fans. We wanted to do the T3 license justice, and introduce our ideas on making a cool and fun Terminator game.
TechCom: Are there any plans to create a game based on T-1 or T2 or if there is any plans for a future Terminator game at all.
What the future holds for Terminator licensed games is unknown at this time, but right now, there are some interesting ideas floating around!
Interview by GameChronicles.com
Thank you for your time. Would you please get us started by introducing yourself and telling us about the team behind Terminator 3: The Redemption?
My name is Jim Galis, Executive Producer for T3. This was a fairly large team for this game, the largest Paradigm ever assembled.
What unique challenges have presented themselves work creating a game based on the Terminator license and have you had any assistance from those on the Hollywood end?
One very critical challenge was to capture Arnold's likeness in the game. This is the first time that games can use Arnold's likeness, and it meant a lot to us that we get that right. Our character artists spent a lot of time on every detail of Arnold's model, the facial features as well as the outfits. Players should also check out the damage models for Arnold, as you can watch bits of flesh being blown away, revealing the metal endoskeleton underneath!
It was also a high priority to make sure the player feels like the Terminator all the time. This is almost as high a priority as the likeness, and completes the package to have the player looking and feeling like the Terminator!
What is going to set Terminator 3: The Redemption apart from other Terminator games that preceded it?
The other T3 games have all had unique features, but Redemption is the first 3rd person character action game, that includes Arnold's likeness. We designed the game for high intensity action, a non stop heart pounding barrage from enemies from start to finish. Check out the driving action as well as some awesome combo moves when Arnold is on foot!
Please tell us about the missions and objectives that will be set out for the player in Terminator 3: The Redemption.
Missions and objectives vary throughout the game. The player will find himself on foot, defending against weapon wielding Endos; driving and jumping between vehicles; driving challenges to find short cuts and Terminator moments and fighting huge numbers of Future Killer mech enemies in the post-apocalyptic world of Skynet. Gameplay is fairly linear, allowing the player to perfect his skills before he proceeds. The payoff comes at the end when the player finally kills the TX, and gets a glimpse at what the future holds for the next Terminator!
What sort of settings will the player be fighting their way through?
The game is divided into three unique worlds: Future, Present and Alternate future. The Future world is a view into the visions our artists conceived for the post-apocalyptic Skynet universe. The player experiences waves of Skynet Future Killer machines to eliminate, with some help from the existing Resistance Army.
Present day levels take moments from the T3 movie and recreate them in gameplay. The amazing crane chase scene which shows the battle between Arnold and TX takes place on a typical LA street, with the crane crashing through buildings causing destruction every foot of the way!
The Alternate Future is another world that the player can experience, where Skynet has taken over completely and the world is void of Resistance help. Massive terraformers are seen scraping the earth of all nutrients, and spewing red colored gases into the atmosphere. These are scenes never seen before in Terminator games or movies, and were created in accord with C2 Pictures, licensor for the movie.
As for tools and weaponry, what will the player have at his or her disposal?
The player has a wide variety of weapons: hand held weapons, plasma rifles and of course, the signature shotgun! Arnold can also gain access to turret guns found in the levels to wipe out multiple Endos at once. The player can steal weapons away from Endos, or rip out an Endo's power cell, and use it as a hand tossed grenade!
What can you tell us about the controls in Terminator 3: The Redemption?
Our approach to control for Redemption was simplicity. We wanted the player to be able to pick up the controller and play the game with ease. The steering and speed control is on the left stick, no "gas" button is used. Targeting and aiming is a critical issue on Redemption, due to the fast paced action. We tweaked and refined a challenging targeting system that allows multiple targets to be locked at once, giving the player an amazing ability to take out airborne enemies.
The camera is a free flowing behind the player camera, allowing auto-centering with R3 and giving the player the flexibility to see oncoming enemies from all angles. Camera controls were also focus tested, to insure that the design is easy to use and intuitive.
Lastly, please tell us about the audio/visual presentation that players can expect to find in Terminator 3: The Redemption.
The cinematics and movies are awesome and something not to miss. We've tried to present the game's story in full visual detail, leaving nothing to the imagination. The player will see for the first time how Arnold is transported back in time through the Time Displacement Chamber, as depicted from our vision.
Audio cues were added for everything in the scene, to put the player in the universe. Arnold also has one-liners that are cued during gameplay, with Arnold's classic lines like "Don't loose your head", as he casually blows the skull off an enemy Endo.
Thank you again for your time! Would you care to leave our readers with any parting thoughts or impressions?
Redemption brings new elements to life in the Terminator world. The game offers visuals never seen before, and addicting gameplay that surpasses all previous Terminator titles. Any Terminator fan, or gamer that wants a fast, non-stop thrill ride will find a great time with Redemption. Arnold is back!
Click top link to enter our Terminator 3: The Redemption Contest (open till october 15th, 2004)!
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