FaceBreaker Interview
25 Mar, 2008, 1:33 pm IST | Avinash Bali
Here's the dope on EA's latest IP FaceBreaker, in an exclusive interview with game producer Todd Batty.
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If you’re of the opinion that the Fight Night series is way too technical, I have some good news for ya. EA is working hard on a brand new IP that involves cel-shaded visuals, over-the-top boxers, button mashing, and of course, tons of facebreaking. We tracked down the game’s producer, Todd Batty, who gave us the lowdown on FaceBreaker. How was FaceBreaker born? Could you describe the game in a nutshell to our viewers? The very first line of thinking was that the game was going to be an arcade version of Fight Night. It then evolved into discussions as to what we wanted this game to be, a fighting game or a boxing game, and whether or not this would still be a licensed game like NBA Street, where we use actual players from the NBA. We eventually decided to make our own characters and go from there. Were you inspired by Team Fortress 2’s visual style or was FaceBreaker always going to be a cel-shaded game? We took inspiration from so many places. From the get-go we were thinking Super Punch Out on a next-gen system. If Nintendo made that game today what would it look like? Taking it a step further, we began to experiment with making 3D models of some of the old-school 2D boxing characters. Our goal was to identify a point between stylized and realistic. As you know, Fight Night is a simulation boxing game and thus has much more realistic characters, but with FaceBreaker we wanted to go with an over-the-top, stylized feel. I feel good about where we ended up with the characters, and hopefully other gamers will like them too. Will players be able to make and customize their own characters in the game or will they have to make do with the existing characters? We will have a Create Boxer area that features Photo Game Face, but you’ll have to wait to hear more information about that! |
Tags: Facebreaker , Fight Night
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