Friday Apr 25, 2008
So let me start off by saying that working on our blogs has been a lot of fun. It gives us the chance to have a little more fun with everyone, and come up with some cool and/or different materials. So now, we’re pretty thrilled to be posting an Iron Man production team interview with questions from both the SEGA Community team, and the experts from Marvel.com on all things Super Hero related.
We were very fortunate to get the opportunity to reach out to our production team and grill them on some of the questions beating around in our heads. Big thanks to Andy Alamano, Associate Producer on the Iron Man video game, who was kind enough to sit down and discuss what makes the Iron Man game great.
Check out the first part of the interview at http://www.marvel.com/news/vgstories.3347.
SEGA Community: How much freedom did you have when crafting the story for the game? Did you work with the movie or comic folks for input/info?
Andy Alamano: Working with Marvel’s rich comic history allowed us a lot of freedom to pick and choose elements from within the comic run. Marvel had a great deal of visibility every step of the way.
SEGA Community: The game looks beautiful, but if you could pick, what one detail do you think fans are really going to be blown away with?
Andy Alamano: I think the greats detail within the Iron Man game is Iron Man himself. Every suit included in the game has amazing detail. Each time you gain access to another armor set, you can’t help but just use the game camera to examine it.
SEGA Community: You guys have some of the film’s cast locked in for voice talent. How was it working with them on the game?
Andy Alamano: Everyone we worked with was very excited to reprise their roles from the film in the game. Robert Downey Jr. is so excited about the role that he actually took a lot of his time to go over our game script and help iterate on specific details to make sure our Tony was the same as the film’s.
SEGA Community: Any obstacles that were especially tricky in overcoming when developing the game? What did you find about Iron Man and his world that was difficult?
Andy Alamano: One of the biggest challenges was creating a world that was big enough for Iron Man. Because he moves so fast, we had to have a world where he could navigate quickly but not feel cramped. The end results are some massive landscapes that allow for total freedom of flight.
SEGA Community: During the development process we all know aspects of the game get removed, were there any features in particular that you wish made it into the final game?
Andy Alamano: I think Tony Stark outside the suit is a great character; it would have been awesome to have been able to include some Stark-esque “mini games” revolving around his lifestyle outside the suit…
SEGA Community: Are there differences between the different system versions?
Andy Alamano: Each version has unique aspects about it. The PS3 and 360 feature huge environments and include exclusive suits. The PS2 and PSP feature more tight quarters fighting and adventure elements. The Wii includes all sorts of Wii themed control abilities and the DS has a great classic top down shooter vibe.
SEGA Community: What are the major differences for the Nintendo DS and PSP versions? Are players encountering the story from a side scrolling perspective, or is the game fully 3d?
Andy Alamano: The game is fully 3D on every platform. The DS is more of an overhead shooter style but we still cover the same story concepts across all platforms the same.
SEGA Community: Do the Wii and Playstation 3 systems take advantage of the motion sensing technology from these consoles?
Andy Alamano: The Wii features full control of view via the Wii Remote. Also some attacks and other special features will require some Wii actions.
Thanks to Andy Alamano for his time answering these questions! If you haven’t already done so, please read the rest of the interview over at Marvel.com.
Posted by Julian in SEGA on 12:48:55PM Apr 25, 2008
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