The Bourne Conspiracy

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Yeah, I'm sorry....but this game is going to be all kinds of awesome and then some :up:
Screw you if you don't think so :cmad:
 
Great screen shots, the game looks awesome.
 
The combat does look really kick ass. Im just gonna have to get over the fact that Matt Damon is no longer Jason Bourne...
 
Yea, im really looking forward to this game. Sucks that Damon wont be Bourne, but im sure i wont even notice while im slamming someones face into a concrete wall.
 
Can this game just come out already?!
 
The Bourne Conspiracy.
Top ten things you need to know about the game.


Australia, March 14, 2008 - Sierra recently held a press event for The Bourne Conspiracy in Sydney. Alongside rides in Mini Coopers and fight scenes we were able to go hands-on with the game and take part in a Q&A with Emmanuel Valdez, Chief Creative Officer of High Moon Studios. Since the US guys recently published their hands-on, we've decided to take a slightly different tack, and bring you ten things you need to know about the game, straight from Emmanuel himself.

1) It's a Mix of The Bourne Identity and New Back Story
"What the conspiracy is, is the story of two sides of Jason Bourne… you have the opportunity to play with the Jason Bourne you're all familiar with, we like to call him the Prey, and [then there's] the Hunter, when Jason Bourne remembered when he was a fully functional Treadstone assassin. What we've done is we've actually created an original back story, working in close collaboration with Tony Gilroy, who's the screenwriter of all three movies… Tony basically designed the contemporary version of Jason Bourne that we all know now, it was his job to translate the character from the books and to create this dynamic character that we're all familiar with from the movies. We also worked really closely with the Robert Ludlum estate and they're very particular about their character; they had a lot of guiding principles that went into the character from the books, so we've really captured the spirit of that. The Bourne Conspiracy game actually has more references and influences from the movie, in particular, the first book and movie The Bourne Identity.

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I'm going back to Kali, to Kali, to Kali.

"What we've done with The Bourne Identity is that we've actually taken some of the key moments in action and storylines from The Bourne Identity… like the Paris chase scene, [and] the Castel fight in his apartment… and then, through flashback missions is where we actually tell the back story of Jason Bourne when he was a fully functional weapon… if you remember at the beginning of The Bourne Identity he's seen floating in the Mediterranean off the coast of France and he's lost his memory, and that was because of a failed assassination attempt on an African dissident named Wombosi, but what our back story tells, is this breakdown of Jason Bourne, where he's developing this conscience. This actually takes place about two years before the events, and we have missions that lead up to months and to days. The actual game begins two days prior to that Wombosi assassination attempt, so players will actually get to play as Jason Bourne trying to infiltrate and make his way to Wombosi's yacht.

"Our main goal, of course, was to really empower players. It was really a chance to have players feel like this perfect human weapon. Our goal was for players to feel like Jason Bourne."


2) Pacing Is Everything
"There's a real big emphasis on pace. There's nothing stealthy about this game. This is all about action, intensity and fast-paced action."

3) Minis Are a Must, But Not the Old Ones
"BMW bought Mini, and then subsequently, when we approached them to license the car for the game, we told them 'look, y'know, the Mini [chase] is one of the most memorable scenes.' They pretty much said 'you need to use the new Mini', and we negotiated over and over again, and at the end we ended up using the new Mini Cooper… we just thought it was a really great opportunity to promote the brand [as a whole], but… they really wanted to promote the current brand that people would recognise."

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Conveniently placed ramp? Check. Guys carrying a sheet of glass? Hmm... they must be late.

4) It's About Nailing the Style of Hand-to-hand Combat From the Film
"Working closely with Jeff [Imada – the fight choreographer from the films], he actually sat with our designers and our animators and taught us… the fighting design of Jason Bourne, which is based off of Kali, which is basically a mix of Filipino martial arts, and mixed in there, some Jeet Kune Do… and he actually directed all the motion capture sessions and used his own stunt crew. The stunt crew men also worked on the movies so the actual character that is the motion capture actor for our Jason Bourne character is actually… Matt Damon's training partner. Who better to use him, and of course Jeff Imada to direct him?"

5) Your Weapon is the World
"Take-downs can happen anywhere in the game. We basically like to say that the weapon is your world. Every part of the environment can be used as a potential take-down. He can use walls, props, furniture, whatever is in his reach. Jason Bourne is very resourceful with his surroundings and we wanted to really capture that for the game. We also have open-space take-downs, multi-person take-downs,… [and he can] turn ordinary objects into lethal weapons.

"We've given the choice to players to actually engage in gunplay and seamlessly move to hand-to-hand and back and forth. We wanted to give players that choice, that ability to do that anywhere, at anytime during the game."

6) Quick Action Events Are Common
"Quick action comes up in several forms… they're designed to really keep you on the edge of your seat because they could come up at any time… in hand to hand combat [as] you build up, say, two or three tier adrenaline, you can take on multiple people. What happens then is we slow down time, go into quick action events and with each successful button press you get to take down each person."

7) The Game Utilises a Real-time Cinematography Engine
"We've had a dedicated camera team work over a year on this game, just on camera and camera logic, to create dynamic camera angles that are actually controlled by players in some scenes, and then [in] others, where we have cinematics, we've really captured the look and feel of Paul Greengrass' style from The Bourne Supremacy and Ultimatum. He has a distinct handheld style… our version is the refined version…

"The idea behind the real-time cinematography engine is really as if there's a phantom cameraman with Jason Bourne in the game itself. As if he has his hand over his shoulder and he's following him, so you'll see a little bit of camera bump, a little bit of a lag even. The camera even reacts when you're in cover and bullets fly, as if the cameraman is anticipating it and flinching as he's in the scene… [but] it was more than just cameras. One of the Academy Awards that Ultimatum won was [for] editing, and editing is actually a big huge part of this game... What we've done is instead of just taking raw motion capture and making it responsive with the controls, and then sticking it in the game, we decided to really push it.

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Right now the virtual camerman has virtually wet his pants.

"The idea that I got was when I was watching [the extras for] Supremacy and watched Jeff Imada directing Matt Damon in the scene in the Berlin apartment when he's fighting this guy – it looked slow. If you look at the movie it's like 'wow, Jason Bourne is really fast', so they did a lot of over-cranking and cutting out extraneous frames, so I worked with the animators and – to their dismay – started stripping out frames… [it makes] the attacks a lot faster and the reactions much more impactful, and when it came down to it we started getting that look and feel along with the camera. So in conjunction with dynamic camera movement and logic, there's a lot that went into the actual content itself as far as the animation frames and cutting out anything extraneous, making punches look that much faster."

8) There's No Multiplayer
"No multiplayer. If you look at the property, Jason Bourne is all about Jason Bourne. We had some great multiplayer ideas that centred around that experience. Ultimately what it came down to is that there was so much focus on creating this unique experience that we just didn't have the available resources at the time to dedicate [to it] and do it justice. For the sequel we have great ideas and plans for it."

9) It's Not Matt Damon
"We talked awhile. We thought we were going to get him, but ultimately we didn't, which was a challenge that we had to overcome. When we were talking to him – it must have been a year and a half ago – he was still filming Ultimatum and he pretty much gave a lot of indications to us that he wasn't going to continue on with the movies… it was kind of the trap of, say, a developer designing a Bond game and they decided to sign up Pierce Brosnan and then all of a sudden he drops out for some reason and Daniel Craig is your new Bond, and then you're left with Pierce Brosnan. So there was that danger if we would have had Matt Damon or not, and then he decided to move on and they would have hired another one because the Ludlum Estate was pretty sure they were going to continue to make new Bourne movies."

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It may not be Matt Damon but he's a hunk in anyone's books.

10) It's Not Going to Be Just Another Licensed Game
Paul O'Connor, VP Design Director: "I know that 90% of movie games are crap, but the 10% out there that's really good stuff… it's not automatically a death sentence if you're doing a movie game. What we have in our advantage is that I don't think Bourne Conspiracy is a movie game, at least, we didn't approach it that way here at High Moon. We treated it like a virtual property… we used the movie and the mythos as a springboard to create a new take on the character and his world."
 
Am I the one who's not really feeling this? I mean, I'd love for this to be great, but I'm not very optimistic...

Looks kinda generic, and you can bet those awesome fights are just going to be timed events (can we PLEASE finally let go of this terrible device)?
 

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