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The Saboteur - PS3

Game Description:Pandemic Studios invites you to experience the ultimate open-world action/adventure—as The Saboteur. Avenge the loss of your loved ones by hunting down your sworn enemies in Nazi-occupied Paris. Fight, climb, and race your way through this unique world to destroy the lives of those that have taken everything from you. Enter the seedy world of a saboteur living in a stylized 1940s Paris, where the women are sexy, the missions are epic, and the revenge is satisfying. Welcome to Nazi-occupied Paris, a unique open world where you are The Saboteur. Play as Sean Devlin, a street-tough Irish racing mechanic seeking personal redemption on a Nazi officer that has taken everything away from him. Now, it’s time for payback—with the help of the French Resistance, British intelligence, an arsenal of weaponry, your own street smarts and brawn, you must exact revenge on those who aimed to destroy your life. Motivated by retribution and armed with tactics of sabotage, blow up zeppelins, derail trains, implode bridges, destroy armored tanks, and level enemy facilities in the name of vengeance.
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The Saboteur: Rethinking the WWII Gaming Genre Comic-Con 2009 Archive
http://www.g4tv.com/games/ps3/45187/the-saboteur/articles/67925/the-saboteur-rethinking-the-wwii-gaming-genre-comic-con-2009-archive/
http://images.g4tv.com/ImageDb3/149760_LGST/the-saboteur.jpg
Article_67925

The Saboteur: Rethinking the WWII Gaming Genre Comic-Con 2009 Archive

By - Posted Jul 27, 2009
[2:03] Sterling M: "Welcome to "The Saboteur: Rethinking the WWII Game Genre" Panel at Comic-Con 2009. This is Sterling McGarvey, Sr. Reviews/Previews Editor at G4tv.com, and I'll be giving you the play-by-play here from San Diego!"
 
[2:04] Sterling M: "We're still waiting to start. The theme of the panel lays out Pandemic's approach to WWII games, and how The Saboteur will do things differently."
 
[2:06] Sterling M: "Prior to the panel, I got some extra hands-on time with the game. It was the E3 build, but it's a pretty smooth third-person action game."
 
[2:06] Sterling M: "People think I'm nuts in comparing it to Okami, but it plays with the idea of color as a theme. In both games, areas get more color and beauty after you clear them of evil."
 
[2:07] Sterling M: "In one case, it's cel-shaded evil. In the other, well, one of my favorite gaming quotes is "killing Nazis never gets old.""
 
[2:08] Sterling M: "The lights are finally dropping, and after some delays, it looks like we might be starting  up."
 
[2:08] Sterling M: "I think."
 
[2:09] Sterling M: "I'm sitting next to 1Up's Tina Sanchez, who says that Pandemic's Tom French reminds her of Orson Welles. We're chuckling."
 
[2:09] Sterling M: "Chris Hunt, Art Director and Tom French, Lead Designer introduce themelves."
 
[2:09] Sterling M: "Details on the game's origins."
 
[2:10] Sterling M: "Pandemic's Andrew Goldman read the story of Bugatti racer Wiliam Grover Williams, who was comissioned by Churchill to sabotage the Nazis."
 
[2:10] Sterling M: "Goldman decided that (their emphasis), this would be an "AWESOME GAME IDEA!!!""
 
[2:11] Sterling M: "I wish I had more hands to take pics as I'm typing furiously."
 
[2:11] Sterling M: "Lots of funny references in the Power Point. People think of WWII as something as old as the end of Raiders of the Lost Ark."
 
[2:11] Sterling M: "Character, Story, Setting, Visual Style, Gameplay, and Missions. That's the layout of the presentation."
 
[2:12] Sterling M: "Character:"
 
[2:12] Sterling M: "Grover-Williams was a chauffeur who saved up money to buy a Bugatti to join the racing team."
 
[2:12] Sterling M: "He became close to the Bugatti family."
 
[2:12] Sterling M: "That's crucial to the game."
 
[2:13] Sterling M: "In real life, he won 7 Grand Prixes."
 
[2:13] Sterling M: "Drove nearly everywhere at high speed. Wouldn't even get tickets from cops because of his prestige."
 
[2:14] Sterling M: "When the Nazis invaded France, he fled to England, where he joined England's SOE to sabotage Nazi-occupied France."
 
[2:14] Sterling M: "Unfortunately, as a Resistance member, he was caught and executed."
 
[2:14] Sterling M: "French's vision was a mix of Indiana Jones, Steve McQueen in Bullitt, and John McClane."
 
[2:15] Sterling M: "That's how they got Sean Devlin. Reluctant hero, "everyman," and he's a daredevil racecar driving."
 
[2:16] Sterling M: ""A classic rebel," and "drinking buddy" are other descriptions."
 
[2:16] Sterling M: "Hunt's idea, a bit of the real Grover-Williams, and a little..Clooney."
 
[2:17] Sterling M: "The first iteration: they thought he looked like an English dandy more than an ass-kicking Irishman."
 
[2:17] Sterling M: "The new requirements were iconic character traits."
 
[2:17] Sterling M: "They wanted to define him through clothing."
 
[2:18] Sterling M: "They went with clothes from the time period and that's how they did it."
 
[2:18] Sterling M: "Stuff that would help him with his silhouette."
 
[2:18] Sterling M: "The hat, jacket, and boots make him look like a tough guy."
 
[2:18] Sterling M: " Hunt shows ten facial sketches."
 
[2:18] Sterling M: "They had the clothing, but not the guy."
 
[2:19] Sterling M: "And then they had a breakthough."
 
[2:19] Sterling M: "He's at a concept artist convention."
 
[2:19] Sterling M: "He sees some Irish guy walking around, and he completely fit the bill."
 
[2:19] Sterling M: "He signed over his likeness, and they used his face as Sean Devlin."
 
[2:20] Sterling M: "Next, it's Story."
 
[2:20] Sterling M: "The first game designer was a writer."
 
[2:20] Sterling M: "He had to bring all of the stories together under one umbrella."
 
[2:20] Sterling M: "The team decided that story would come alongside the action, but most games write the plot last."
 
[2:21] Sterling M: "Because they're working together, it strengthens the game experience, French says."
 
[2:21] Sterling M: "They wanted to create a cinematic experience, so they watched a lot of movies."
 
[2:22] Sterling M: "Raiders of the Lost Ark,LeTrain starring Burt Lancaster, directed by John Frankenheimer."
 
[2:22] Sterling M: "Film noir, like The Third Man, and Sin City were also inspiring."
 
[2:23] Sterling M: "It was about combining contrasting ideas against Hollywood ideas of WWII."
 
[2:24] Sterling M: "The story's about revenge and the cast of supporting characters."
 
[2:24] Sterling M: "Hunt: the supporting cast needed to be as important as Sean."
 
[2:25] Sterling M: "After figuring out the cast, it was all about establishing the vision."
 
[2:25] Sterling M: "Hunt studied French impressionism and art movements of the early 20th century, rather than something like Saving Private Ryan."
 
[2:26] Sterling M: "The team did a lot of research and development as well. How could the visuals complement the story? What would Paris look like pre-Nazis? How does the countryside look? What would it look like during the invasion?"
 
[2:26] Sterling M: "Setting comes next."
 
[2:27] Sterling M: "No pun on French's name. He really wanted to do Paris justice and capture the spirit of the city."
 
[2:27] Sterling M: "It's full of incredible monuments. They're in the game, built to real-world scale."
 
[2:27] Sterling M: "I noticed during my mission today, as the Eiffel Tower loomed in the background."
 
[2:28] Sterling M: "The game's version of Paris has real-world monuments, but it's scaled down, because you can't fit every real street."
 
[2:28] Sterling M: "But the building architecture is randomized."
 
[2:28] Sterling M: "Parkour is very popular in Paris, and it's due to the architecture. French and team took that to heart in how Sean can explore."
 
[2:29] Sterling M: "It's an occupied country, and it's totally occupied. To accentuate the Nazis' evil, the occupation is harsh."
 
[2:30] Sterling M: "You'll see them harrassing NPCs, and it drives home the disgust."
 
[2:30] Sterling M: "From Hunt's artistic perspective, having France as the setting is awesome and intimidating."
 
[2:30] Sterling M: "There are detailed buildings that are older than the US."
 
[2:31] Sterling M: "Some of the buildings constructed in the last 200 years are shorter than others. It helps diversify the look of neighborhoods."
 
[2:31] Sterling M: "Aesthetically, you can see that when the Nazis invade, everything goes to crap. It becomes more drab looking."
 
[2:32] Sterling M: "He contrasts the liveliness of French culture with the harsh uniformity of Nazi culture."
 
[2:33] Sterling M: "He compares them to the Borg."
 
[2:33] Sterling M: "Although it's an open world, it's a very detailed one."
 
[2:34] Sterling M: "And of course, that involved a trip to France."
 
[2:34] Sterling M: "Pictures of the lucky bastards at the airport and running around the French countryside."
 
[2:35] Sterling M: "Hunt points out that until you go somewhere, you can't really tell that difference between a city like Paris and what you see in the US."
 
[2:35] Sterling M: "I've heard the same thing from Brit developers who say that you can't make a game set in America without coming here to study it."
 
[2:35] Sterling M: "They studied the big monuments and the draw distance."
 
[2:36] Sterling M: "That's how they can give you an idea of how far the real-life monuments are from each other."
 
[2:36] Sterling M: "They tried to get the essence of the distance from the Eiffel Tower to the Champs-Elysee."
 
[2:37] Sterling M: "They took all of the data of the city, then determined the streets, and broke up neighborhoods into poor, middle class, and wealthy areas."
 
[2:38] Sterling M: "They broke up the components of buildings so that they could generate them like Legos."
 
[2:38] Sterling M: "They had to invent new ways to randomly create buildings and neighborhood types so that they'd be unique in their own right."
 
[2:39] Sterling M: "French takes over to show off the game in action."
 
[2:39] Sterling M: "It's more colorful, so perhaps this is a section that's been liberated."
 
[2:40] Sterling M: "He climbs Sean to the rooftops to show off the sense of scale. It's vast."
 
[2:40] Sterling M: "And with that, it's already done."
 
[2:40] Sterling M: "He lays out the visual style."
 
[2:41] Sterling M: "Black & white colors equal occupation."
 
[2:41] Sterling M: "Color equals inspiration."
 
[2:41] Sterling M: "Where's the  magic white wolf?"
 
[2:41] Sterling M: "But he points out that as color comes back, the resistance starts."
 
[2:42] Sterling M: "Hunt takes over again."
 
[2:42] Sterling M: "Visually, Paris needed to look imprisoned in black & white."
 
[2:42] Sterling M: "But free areas are bright and colorful. He shows off a race track."
 
[2:42] Sterling M: "The team wanted to heighten the fantasy elements of WWII."
 
[2:43] Sterling M: "Zeppelins weren't actually used in WWII, but it substitutes for helicopters."
 
[2:43] Sterling M: "The action needed to be over the top, even if Paris was't bombed as badly as the rest of France."
 
[2:44] Sterling M: "And...they wanted to bring sexy back to WWII."
 
[2:44] Sterling M: "Hence, strippers and brothels."
 
[2:44] Sterling M: "Because that was historically accurate, even if zeppelins aren't."
 
[2:45] Sterling M: "Seriously."
 
[2:45] Sterling M: "Hunt's now talking about how they could show the stages of occupation so that you can see how free parts of Paris are."
 
[2:45] Sterling M: "That's tough in a game with a day/night cycle."
 
[2:46] Sterling M: "They figured out how to tier it."
 
[2:46] Sterling M: "Now, gameplay."
 
[2:46] Sterling M: "There's all kinds of action."
 
[2:46] Sterling M: "Traditional weapons and mechanics from WWII games."
 
[2:46] Sterling M: "Yeah, there's tanks and rifles."
 
[2:47] Sterling M: "And there are genre staples."
 
[2:47] Sterling M: "Cover system."
 
[2:47] Sterling M: "Big action."
 
[2:47] Sterling M: "But the less traditional mechanics are important, too."
 
[2:47] Sterling M: "It's a game where you play as a race car driver."
 
[2:47] Sterling M: "The cars have to handle effectively."
 
[2:48] Sterling M: "Nazi AI gets suspicious. It sounds a bit like Assassin's Creed."
 
[2:48] Sterling M: "You can climb buildings, as well."
 
[2:48] Sterling M: "It's got more stealth than WWII games."
 
[2:49] Sterling M: "If you create suspicion, you'll be shooting your way out of what should be an easy mission."
 
[2:49] Sterling M: "He's got hiding spots, too, but you can alert other guards."
 
[2:50] Sterling M: "French describes the missions as "Quiet In, Loud Out.""
 
[2:50] Sterling M: "Basically, sneak in, then play up to a certain point, and blow stuff up.""
 
[2:50] Sterling M: "Looks like time's almost up."
 
[2:50] Sterling M: "The late start means no live demo."
 
[2:51] Sterling M: "Audience "awwwws.""
 
[2:51] Sterling M: "That's a wrap."
 
[2:51] Sterling M: "Thanks for reading, and check out g4tv.com/comiccon for more coverage!"

Comments are Closed

  • yaboirmani

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    Posted: July 27, 2009 5:49 PM
    yaboirmani
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