![]() Working a fine balance between back story, narrative, and action-packed gameplay was our goal. We wanted to have the story propel the action forward, not slow things down. It was also important to not bog down the game with a leaden script or slow-moving story. Second was building Jango's character, which means developing a story that fleshes out Jango Fett more fully than he was presented in the film Star Wars: Episode II Attack of the Clones, while at the same time remaining true to the spirit of his character as seen in the movie. ![]() That is, he must be exciting to watch and fun to play, and his controls must be exceptionally well tuned. JK: First and foremost was the importance of developing Jango Fett as the ideal action-based video game character. GS: How do you approach a game focused on Jango Fett? What were the key gameplay elements you felt the game had to have? ![]() We presented the game design proposal in March of 2001, and actual development began soon thereafter. Jon Knoles: We were asked to make an Episode II-based game featuring Jango Fett in November 2000. GameSpot: How long has the game been in development? We had a chance to talk to Jon Knoles, the director of this forthcoming GameCube and PlayStation 2 game, to find out how Bounty Hunter is coming together. ![]() Jango's sense of right and wrong is pretty flexible, and he usually swings in whatever direction benefits his bank account the most. Well, the father of everybody's favorite mercenary, at least. Rather than putting you in the role of a hero fighting for the forces of good, the game will put you in the shoes of everybody's favorite mercenary, Jango Fett. Star Wars Bounty Hunter is a bit of a departure for LucasArts. ![]()
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