Interview: X-Men:Next Dimension
Posted 11 Oct 2002 at 19:15 by Ashley Jones
HomeLAN - Paradox has handled X-Men fighting games in the past but this is the first true 3D X-Men fighting game they have created. How hard was it to transition to a full 3D fighting game?
Barclay Smith - Any time a game takes a leap from 2D to 3D there are many obstacles to overcome so
X-Men was no different. We went through growing pains and complete re-works in order to get a functional navigation system before much thought could be put into combat with in the 3D realm. Once the 8-way navigation and sidestepping were working, we moved forward to conquer jumping. After long battles with line-of-sight issues, our navigation was solid and so fighting within this new dimension became possible and left us a lot of creative room. From there on we just went nuts and threw in as much as we could to bring the X-Men to life and display their powers as best as we could.
HomeLAN - Is there a storyline behind the single player campaign in X-Men: Next Dimension?
Barclay Smith - Activision created the storyline so we were just sort of along for the ride on that mode of play. It has worked out well and gives the player an alterative to basic fighting by creating a purpose and meaning for each battle. They even threw in a little humor at the end involving Juggernaut � it is a nice touch.
HomeLAN - What are some of your favorite fighters in the game and why?
Barclay Smith - Our favorite fighters include Phoenix, Nightcrawler, Toad and Cyclops. In the case of Nightcrawler and Toad, they were designed to be fast, pesky characters that just wouldn't let up. Cyclops, on the other hand, served as a base character and ultimately became extremely powerful. Finally, Phoenix pushed the special effects to the max through her fiery and mental attacks. At the same time, she served as the base for all the flying characters. The others have their own unique attributes, but overall these four showcase all aspects of the game.
HomeLAN - What are some of your favorite special moves in the game?
Barclay Smith - We love Toad's Level 4 super, the little guy just slinging his opponent around the arena with his tongue then smashing their head into the camera is something we never get tired of seeing. Other standout moves would have to include Sabretooth's multi-part throws and Forge's gunshot variations.
HomeLAN - What are some of the gameplay modes that will be put into X-Men: Next Dimension?
Barclay Smith - There are a total of five game modes that are common throughout all three platforms.
Story Mode: Team up with the Brotherhood of Mutants to combat Bastion and his army of Prime Sentinels. The original storyline with two endings was developed to appeal to X-Men fans and hardcore fighters alike.
Arcade Mode: Fight as an individual through ten matches against AI. Classic grudge matches are set up between the mutant and their final boss (e.g. Wolverine vs. Sabretooth, etc.).
Versus Mode: A two-player mode designed for one-on-one combat. There is no limit to the number of matches that can be fought.
Survival Mode: Fight as an individual through a series of incessant matches until your health is fully depleted.
Practice Mode: Learn how to utilize your mutant power during combat and discover how to execute powerful string combos.
HomeLAN - What other unique gameplay features will the game have?
Barclay Smith - Background transitions such as knocking the opponent through the living room window of the X-Mansion into the Garden and other interactions with the background such as slamming the opponent into a telephone booth in the Subway; juggling the opponent off the walls and ceilings (and also picking them up from the ground). We've managed to create a successful blend of 2D and 3D fighting by combining the fast pace of a 2D fighter with the movement and camera of a 3D game.
HomeLAN - What can you tell us about the graphics engine X-Men: Next Dimension uses?
Barclay Smith - The engine was designed to cope with huge backgrounds including a couple thousand objects. You'll notice particles and large animating meshes used throughout the levels (from leaves dropping from the trees, and smoke and fire effects) as well as special moves. Additionally, we added realism with reflections and glossy floors; characters sport moving capes and hair with collision; characters are lit from three sources of light; plus a specular lighting component.
HomeLAN - What differences, if any, will there be between the PS2, Xbox and GameCube versions?
Barclay Smith - The Xbox contains an extra character and an extra fighting environment. On top of that, the Xbox also supports 480P and makes use of specular bump maps in a number of the environments. Regarding the GameCube, it uses hi-resolution textures for the characters, and supports progressive scan.
HomeLAN - What is the current status of the game's progress and when will it be in stores?
Barclay Smith - The game will be shipping to retail next Tuesday, October 15.
HomeLAN - Are there plans for Paradox to make a new X-Men fighting game in the future?
Barclay Smith - If the demand is there and Activision feels strongly about developing a sequel to X-Men: Next Dimension then that may very well be the case. Only the future and meetings with the powers that be can decide that though.
HomeLAN - Finally, is there anything else you wish to say about X-Men: Next Dimension?
Barclay Smith - Based on some interoffice tournaments and the few comments we got back from E3 and the San Diego Comic-Con, I would have to say people enjoy the game. The finished product could have a lot going for it since it combines the old school combat style of Street Fighter with the navigation and arena interaction of new generation of 3D fighters. In the end, we made the game for X-Men fans and hope this title can give them something to tide themselves over with until the release of the new movie.
Source:HomeLAN