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"Captain America: Super Soldier" Video Game - Development Dossier 3 - Captain America

SEGA released a series of dossiers for the PS3 and 360 Captain America games discussing the studio’s thoughts behind various aspects of the game development. In the third dossier, the implementation of Captain America himself is discussed. Captain America: Super Soldier is available now on the PS3, Xbox 360, Nintendo Wii and DS.


 

Captain
America: Super Soldier – Dossier 3 – Captain America

In this all new behind the scenes feature
for Captain America: Super Soldier, Game Director at Next Level Games, Brandon
Gill talks about the different aspects of implementing Captain America in to a
video game in Captain America: Super Soldier.

Written
by Brandon Gill, Game Director, Next Level Games


Being
a developer based in Canada, it was a bit daunting when we first approached the
character of Captain America. After reading Brubaker’s Winter Soldier, we all
gained a better understanding of the character as someone who always stands up
for what they believe in. It’s definitely an universal theme that anyone can
get behind, and we found it to be quite inspiring.

The
fact that Captain America is also a human in peak condition also made it a
little easier to start our early prototyping. There was no need to create
flying or teleporting mechanics, and we were able to focus in on what makes him
so appealing as an action hero.


We
started with a solid, grounded combat system focusing on multiple enemies and
close quarters techniques. Once we had something that felt really good as a
game, we started to layer on the Cap flavor. More acrobatic moves, powerful
strikes and of course we worked the Shield into every possible thing that we
could find.


The
shield was an interesting weapon concept to design for. Since we had our combat
worked out first, we started brainstorming all the places where we could add
more “shield moments”.


It
quickly became a way to strike both close-up and from a distance. On defense it
became the way to defend against close attacks and even counter-attack incoming
ranged threats.

It
became a very organic part of the game-play rather than being limited to one or
two buttons. It factors in to almost all of the player’s abilities throughout
the course of the game.

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