“There’s some really cool stuff to discover. We actually made a list to give to Square Enix of all the stuff that was in there, just before delivering the final build, because we needed to be sure nobody had put anything in that we weren’t aware of! But yeah, there’s some fun stuff in there, like the shark, which you can find by looking at the correct area for a while. You asked for some igloos last time we spoke, but there aren’t any in the game. However, there’s a snowman. You can interact with him. He’s near the ski resort, if you want to find him.”
Fill ’er up
“The game world is actually the same size as Just Cause, as it was more important for us to fill the world with stuff rather than just making a bigger game area. That’s why we went spent a lot of time thinking about the make-up of the game, completely redesigning the mission structure.
“We probably spent months thinking about and trying out different things, seeing where we wanted to go with that, to make it more suitable for this huge world. We easily could have made it bigger, but there wouldn’t have been much point. You can definitely be too big a game compared to the amount of content you have. That’s definitely the challenge for us as designers. We know we have good tech, we know we can do big worlds, but we decided not to make ours bigger, concentrating on how we could make better use of it instead.”
“I did something with a gas station during a mission, which has a big chase at the end that actually takes you, depending on which route you take, towards this station.
“So what I did was, and I had a rocket launcher as well, I drove past the station to the other side, jumped up on the roof of my vehicle and fired a rocket into the gas station, which collapsed right on top on all of my pursuers.
“I got the timing exactly right, so it just fell on top of them with a huge explosion and took them all out. There’s all the grappling hook-related stuff as well, like if there’s a sniper up on a tower and you pull him down, I actually try to save them before they hit the ground. I dual-hook them as they’re falling through the air, shoot it at them and then onto a wall so I can actually catch them in mid-fall.”
“We really wanted to increase the destructibility from the first game, so there’s a lot more stuff to destroy, but there’s also a balance. If you make everything destructible, like the buildings as well, then it takes a toll on how detailed stuff can be and it eats up memory and CPU power as well, so it’s a balance that we have to strike.
“I mean, what do you as a player feel the need to destroy, what sort of feels natural to you? If you go down that road, you need to make everything destructible and, once you’ve taken that decision, it puts a limit on what you can do. It’s an important decision and there was a lot of discussion about that. Some places, like the Mile High Club, have missions on them, so even though you might try to destroy it by ramming it with a plane, how would the mission then take place? There’s that sort of thing to consider it as well.
“We played around with having multiple hooks, like “We’ve tethered one guy to that, what happens if you tether another guy to him?” and stuff like that, but if you then multiply it out, “What if you could tether them to that object as well, so that’s going in this direction and this is going in another direction...” it becomes a nightmare.”
Apr 19, 2010