The Godfather II: Through the Eyes of a Don

Peter Rizkalla goes undercover with the creators of mob masterpiece follow-up The Godfather II from Electronic Arts.
Posted In | Magazines: VFXWorld

As to the larger direction and story of the game, Wade says, "Setting out to design the game, we wanted to retain all that great 'mobster' action gameplay of extortion and Blackhand combat, but also allow the player to really feel like he's a Don. In so many games you're just the 'lone wolf' -- one man against the world. We desperately wanted to break away from that traditional model, and so attacked the problem in several ways. First, we wanted to allow you to build your own family from the ground up. Over the course of the single-player campaign, you'll recruit all of your own Made Men, spend money on upgrading their skills, promote them, and even make them 'sleep with the fishes' if they aren't making the cut. You'll choose how and when to use your Made Men, either by commanding them directly in battle as part of your crew, or doing jobs for you in another part of the world. Finally, you'll manage your own criminal empire using the Don's View -- a 3D representation of all three cities showing the status of all the crime rings, all the battles in progress, and the locations of your jobs and contacts. You'll actively decide which crime rings to go after, hire guards for your critical rackets, deploy your Made Men and place hits on the rival families."

In the first Godfather, there was a good customization that the player could apply to the main character's looks and personality. Personalization goes even further in GF2. "There's lots of ways to customize Dominic's identity, from appearance, to investing in your RPG skills," Wade adds. "We have brought back a deep 'Mobface' that lets you change his appearance and clothing, and we've broadened the choices away from just Italian/American options. More importantly, you also get to build and customize your own family. This means you get to recruit men into your family, upgrade them, promote them, arm them and even change their clothing. No two families will be the same.

"We wanted the game to have a unique look that took full advantage of the great '60s atmosphere from the modern half of the film. We had a tremendous amount of fun trying to bring in the bright colors, fashions, architecture and cars from the era, as well as trying to give each of the three cities a unique feel. At the same time, we wanted to have a sense of grittiness to match the organized crime feeling of the license, so we tried to make sure nothing felt too clean... from the blood stains to the trash floating around the world."

In any large production there will always be collaboration from other studios to help move the project along, and The Godfather II is no different. Wade explains, "On a big project like Godfather there are always tons of groups around the company and around the world that help make it all come together. Our biggest internal partners were the artists at the new EA studio in Shanghai, who helped us on everything from world creation to characters, cars and animations. Of course, all of our MoCap data came from our own MoCap specialists at EAC in Vancouver. We also made some big, big changes in our engine, co-developing some fantastic new lighting and vfx code with our neighbors across the hall who worked on Dead Space."

The direction that these guys wanted to take GF2 is very different from the typical open-world action shooter. "In many ways the hardest part has been trying to get people to understand what we're trying to accomplish with the game -- that it's not simply another urban driving-heavy sandbox game. When people don't have an easy comparison to something else in the market, it can be confusing. It's an action game at its core, with strategic elements, and RPG-like upgrades for your family, but you can also have conversations with others in the world. It's kind of a crazy new hybrid -- we think it's a really new innovation in the genre -- but you almost need to see it in action to really get it," Wade says.

Last but not least, GF2 benefits from the return of Robert Duvall as the voice of Tom Hagen, the consigliore. Wade says, "Duvall was really a pleasure to work with -- he loves what he does -- and I think it was a lot of fun for him to step back into a role that really launched him as an actor. Having not grown up playing games, he was incredibly impressed by what he saw."

Peter Rizkalla is a life-long enthusiast of videogames and the videogame industry. He has worked in various videogame companies such as THQ, Namco/Bandai and 2K Games and avidly attends many game conferences and events. Peter can be reached at PRizkalla@gmail.com.







Comments


Now I'm like, well duh! Truly thnafukl for your help.

Cherry (not verified) | Fri, 11/04/2011 - 21:34 | Permalink
CzTWVWvl (not verified) | Mon, 08/29/2011 - 06:24 | Permalink

Post new comment

The content of this field is kept private and will not be shown publicly.
  • Web page addresses and e-mail addresses turn into links automatically.
  • Allowed HTML tags: <a> <em> <strong> <cite> <code> <ul> <ol> <li> <dl> <dt> <dd>
  • Lines and paragraphs break automatically.
  • Use <!--pagebreak--> to create page breaks.

More information about formatting options

CAPTCHA
This question is for testing whether you are a human visitor and to prevent automated spam submissions.