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http://www.gamasutra.com/view/feature/1669/swinging_with_spiderman_justin_.php
continued...Swinging With Spider-Man: Justin Lambros On Marvel's New Games Initiatives
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This year, Marvel appointed Justin Lambros as its vice president of interactive media, in all appearances to match its aggressive push into Hollywood (where it both licenses with Spider-Man and has started producing its own movies with Iron Man) with an equally bold move into the world of video games.
With a background in the game industry, rather than in comic publishing or Hollywood (having started writing at GamePro and worked as a producer for LucasArts and Sega), Lambros clearly intends to bring his experience to bear on a company that has grand ambitions but lacked the expertise to understand the gaming space.
Marvel's properties have been morphed into games for almost as long as the medium has been around, but as with many major licensors, quality has at times been an issue. At ComicCon, Lambros was eager to talk about the future of its Electronic Arts-backed fighting franchise and its plans with Sega for games based on 2008's Marvel movies.
Youve just announced this fighting game project with EA. Whats going on with that?
Justin Lambros: Well, weve been working with EA in the past on fighting games, so what weve done with done with this one -- which is very exciting for me -- is, you know, theyre a top studio doing all the top-notch fighting games. This revolutionary Fight Night stuff they did -- great stuff. So, looking at that [and] the crazy innovative things they did with Def Jam, were looking to do the next iteration of fighting games, with EA -- [we] turn[ed] to that studio.
And I think thats absolutely great, so weve been collaborating with them, and allowing them to put their spin on it. So its not gonna be an evolution of either one of those -- as Kudo [Tsunoda, of EA Chicago] was talking about in the panel earlier; its gonna be them interpreting the Marvel thing, and using that inspiration. So thats usually exciting for us, because its a natural fit. And the characters themselves, and all the powers and things they can do, really going toe to toe with each other is really great.
I wasnt a huge fan ofEA's last Marvel fighter, Marvel Nemesis. How do you feel about that?
JL: Well I wasnt at Marvel when that game was made, but yeah, but there definitely were some things that were trying to be done with that might not have been fully successful.
So what this is, its a whole new franchise. Its all Marvel characters, all the time, and its really rebooting a big franchise. But its keeping to the roots of what those guys do. One-on-one fighting. And thats really the core. And thats probably where the similarities to [Nemesis] end.
Therell be Marvel characters -- therell be some characters that were in [Nemesis], that will probably be in [the new] game. We havent announced the character list yet, but theres the big stalwarts that you wanna play as, the cornerstones of the universe. So some of that might be overlapping. But other than that, all new fighting system, obviously brought up to the next gen, and youre gonna be with all the technology that EA Chicago has been developing over the years.
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Marvel Nemesis: Rise of the Imperfects
From your perspective, is it gonna be difficult to make sure its all balanced in terms of, you know, Iron Man can do this and cannot do that, and So and so should be stronger than someone else. I mean, youre gonna get into super comic nerd-dom there, but
JL: Yeah, well, thats always the challenge. Whenever you take an IP, theres always gotta be some kind of... You know, gameplays key on games, so we realize that. So we wanna make sure that the gameplay mechanics spawn from the IP, and are natural and make sense, and people who read the comics will see this and they understand it. But its been really cool; Ive been working with them on the character lists and stuff, and they had a really clear idea on the combat and what they wanna do with it.
And so the character list has evolved based on that, and so they really put characters that fit in with this mechanic instead of shoehorning people in and having to stop [using] a power this person has, or change [something]. Its like, okay weve got this set of things, lets think of the characters that can fit in there and really be dynamic and be different. So they want to cover as wide a range of powers and characters as they can.
Do games sell comics or do comics sell games?
JL: Well theres an interesting crossover, and theres different target audiences and stuff, and we definitely see people coming in and learning about the characters for the first time, whether its in a movie or a videogame, or, obviously, in the comics. For the 60 years or 50 years of comic book history we have... theres tons of people in the legacy, I mean, I grew up in comics, and a lot of the audience can see that.
Every opportunity that we do to make a TV series or a movie or whatever, theres a chance to be the first introduction to a Marvel character, so thats really important. We gotta be cognizant of that. The games that are based on the comic book universe, we want to be as referential, and we want to cross over and use as much stuff as we can from the comics, But we get people [who are] excited and interested in that. Because when Im not playing games I love to be reading comics, or vice-versa, so thats what we try to do.
It seems like the actual comic books were on a downturn for quite awhile. I dont know if thats still the case. No?
JL: No.
Because of the movies? Or
JL: I think its a variety of things. Im not an expert on comics, but definitely Ive been following what theyve been doing, and its actually been growing pretty strongly. Things like Civil War, World War Hulk, theyre just huge events. And publishings a tough business, but Marvels been able to grow and really been able to do some amazing things.
Obviously the exposure from films definitely helps. And the games business keeps growing, so the exposure from the millions of millions of game units weve gotten out there over the past few years, that definitely has to help as well. So its hopefully that the IPs are all growing together: the movies are being more successful, the animation, the DVD, the TV stuff, the comic books, and all that stuff is growing, hopefully, at the same kind of rate.
So what is it that you actually have to do, on your side? You actually have to take a publishing, like a production role, in a way?
JL: The goal with Marvel is obviously licensing, weve gotta manage our IP, make sure the characters are being used well and stuff, but for me, its a real a collaboration process. I came out of game development. I spent the last [several] years making a lot of licensed games, from the production side, working with the licensor. So I wanna bring something that I learned from that end, now that its my new role, and I wanna really collaborate with [developers], and getting out in front instead of just approving things as they come in the back end.
Working with them, and seeing what their vision is. The EA fighting game, for example. Working with them, and see what their unique take is. Thats one of the great things about Marvel, is that everyone has their own spin on it. Through all the years, youve got these different versions of Spider-Man, different artists have done... the same sort of thing I wanna do with games. You get the right teams, and a lot of them flex their creative muscle. So for me, thats what I really wanna enable. I wanna let them really be creative, and do some crazy things, and really innovate in the games, and make it all fit within the Marvel universe.
I think its really up front, kind of agreeing, seeing where theyre going, and then obviously staying in touch with it all the way through is kind of the role. So theres definitely some production stuff in there, but obviously the license, and that role, is my primary focus.
So you dont have your hand on the project all the way through, right?
JL: I do. I will have, from the very beginning, pitched documents, when were meeting up with a new publisher, or a just publisher on a new property. From the very beginning theyre talking to us, and seeing what they wanna do. And all of our partners, they do a ton of research and they know the kind of games that theyre gonna sell, and the history of if theyve done Marvel games before, or what other people have done with Marvel games.
So its really important to share that knowledge and try to come up with great stuff, but really its the publishers and developers that we really trust with these franchises. And we want them to feel that they can really be creative on their own.