The Godfather Preview - preview/review
(hx) 11:53 PM CET - Feb,21 2005
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EuroGamer
has posted
its impressions of The Godfather game, based on a press "junket" at a bar in
New York's Little Italy district. Here's a taster:
The Godfather is different. It has to be different, for so many reasons. For a start, it's thirty years old. Some of the actors are dead, others are older, many are far more famous and in demand than they were at the time that the movie appeared. None of them are under contract any more, of course. Videogames barely even existed when The Godfather first appeared. Consoles had yet to be imagined; home PCs were the territory of science fiction.
They also have conducted an interview with both
the creative team and
the project's executive producer. They talk about the need to create a world
where there are consequences for your actions; a model of New York in the 1950s
where people remember you and your deeds, where killing your adversaries isn't
always the right decision - and sometimes it's drastically the wrong decision -
and where respect and fear are more powerful currencies than bullets and fists,
even if the two sometimes go hand in hand. Here's a bit:
Eurogamer: Is the game, then, going to be much more action-focused
than the film was?
Hunter Smith: We look at it, and think about it in terms of, whether
you're talking to somebody or shooting or driving or just moving through the
world, you're always feeling very fluid and action-oriented in your controller.
However, you're conscious about the consequences and the effects of what you're
doing in each one-on-one interaction, and how that's affecting your growing
reputation through the course of the game, because your ultimate goal is to
become a Don.
Philip Campbell: People are going to step into this, I think, with the
same preconceptions - you know, they're going to go in with their guns blazing.
We call it the Jimmy Cagney, 'Top of the World Ma!'. They're probably going to
go out in flames, and then they'll start realising that often in our game it's
going to be about not killing someone - until you've extracted the secrets that
they hold. It's about getting them to break, getting them to give you what they
have - because if you just kill them, you're not going to get anywhere. You can
kill them at the end of that, you know - we're not putting any bar on that - but
it's like juggling. It's dealing with people to earn their respect, or realising
that you're never going to get that respect.
Hunter Smith: You know, if you think about most shooters, it's about
shooting that opponent before it shoots you - but there's no value you're
getting out other than mowing them down and getting to the next set of NPCs to
shoot at you. In our world, they're alive - they have roles and they do things.
So you're trying to control this world, control this territory, have the
businesses out there running money in to you. You want them to stay alive - you
want to get power and figure out how you can take over more of the world than
the opposing families.
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