Stranglehold


Platform: Xbox 360 Also On:  PS3  |  PC
Publisher: Midway   Developer: Midway
ESRB Rating: Rating Pending   Genre: Action

Recommended by 38 out of 40 users.

by Matt Leone 04/14/2006

To date, Midway hasn't released a next-gen game. The company has only shown one internally developed title publicly and is just starting to make next-gen announcements for its established franchises. If the early reaction to Stranglehold is any indication, however, that slow and steady approach is about to pay off big time. We recently spoke with director Brian Eddy and senior producer Alex Offerman to figure out their battle plans for Midway's first homegrown next-gen game.

For Midway, step one in creating the game was linking together a critically acclaimed development team with a license that would hopefully provide that team with bigger sales numbers. After working on the well-received psychic action thriller Psi-Ops, the development team inside Midway's Chicago studios was rumored to be working on a follow-up -- after all, the first game ended with an obvious cliffhanger. But when Psi-Ops didn't perform so well in stores, few were surprised at the news the Psi-Ops team would be working on a new franchise. ("I'm not allowed to comment on Psi-Ops 2," Eddy says with a smile.)

For that new franchise, Midway didn't take the obvious route. Stranglehold is a movie-game, but it's free of one of the biggest limitations that comes with many movie-licensed titles -- the forced deadline to meet the movie's release date. Instead of being a game version of an upcoming film, Stranglehold is an original sequel to 1992's Hard Boiled. "We think it's the best of both worlds, because we get Chow Yun-Fat playing [Inspector] Tequila, and we get John Woo's involvement, but there's not a film that we have to play towards," says Eddy. "So we can have their involvement and get their characters, and make this really cool adventure and really cool gameplay around just that, and we can really focus on making that fun, and not have to worry about matching the movie or something like that."

 
[click the image to check out all Stranglehold screens]

More than just pretty graphics
Much like Ubisoft with King Kong (which was developed by the team behind the similarly well-received-but-disappointing-at-retail Beyond Good & Evil), Midway is taking a proven team and letting it experiment with a key license. In Stranglehold, that experimentation comes with the idea of emergent gameplay, where the developers give players options and let them decide how to use them. It's a concept Psi-Ops incorporated as well, as that game allowed players to choose whether they wanted to use telekinesis, light enemies on fire, use their guns, etc.

"What's cool about [Stranglehold] is you'll come in, you'll look around, and it's like, 'Hey I can run up that banister, run along it, take out guys, jump on that chandelier, swing across to the other side of the balcony, and take out the guys over there,'" says Eddy. "Or I could see the roll-cart over there -- 'I'm going to run, leap onto the roll-cart and take out guys as I'm shooting.' Or maybe I see the table -- 'I'm going to slide across those tables and take out guys that way.' So it's really up to the player. We're really big fans of emergent gameplay -- give the player a cool toolset, and let them play how they want to play it."

A big part of making this work is the unique control scheme the developers have implemented to make environment interaction a breeze. To ramp up the action but make it accessible to players who may not be accustomed to complex game controls, the developers have come up with a system that they hope will let players of all skill levels jump in and have fun without having to struggle too much.

"As you run around through the world things highlight slightly, so you can tell that, 'Hey, this is something I can do something cool with,'" says Eddy. "And all you have to do is hit the 'interact' button and [Tequila] will do something really cool -- he'll dive onto the roll-cart as you're sliding through, he'll run up the banister for you, he'll jump onto the chandelier. You can even chain these events together, so it's really accessible to everybody to just make it look cool."

Attention to detail
Other key gameplay features rely on the added horsepower of next-gen consoles. Perhaps the most well-known of these is the idea that you can destroy any part of any environment, piece by piece, and this can actually affect the gameplay if your cover gets taken out. "It becomes a mini-game almost," says Eddy. "Players, after they take out everybody, can go around, pick up all their weapons and just trash the place even more."

The attention to detail doesn't stop there, however. Bullets will elicit specific reactions no matter what they hit. "Enemies in Stranglehold will react differently to being shot in different areas of their bodies," says Offerman. "For instance, you can incapacitate an enemy by shooting him in the knee, which will cause him to grab his wound, fall to the ground and writhe in pain. However, he may recover his senses after a bit and manage to get off a few more shots before he passes out from blood loss. On the other hand, shoot an enemy right between the legs...well, let's just say that he won't be recovering from his senses any time soon!"

Adding a cinematic flare
While much of the Stranglehold team worked on Psi-Ops, Stephen Martinere is a new addition to the group, having worked on films, television and a few other games such as Uru: Ages Beyond Myst before taking on the role of visual design director on this project. At the Game Developers Conference this year, Martinere gave a speech on exactly what a visual design director is, as it's a relatively new job in the industry and one he thinks will become more widespread with next-gen games.

Martinere's talk centered more on the process of the job than the game itself, but gave a good indication of what we can expect from the game's visuals. What we've seen of the game so far has revealed an impressive use of Unreal Engine 3 for the in-game character models and environments, but Martinere's influence extends to creating dramatic sequences. One of the approaches he is experimenting with is zooming the camera out in key moments to showcase the environments, along the lines of what we saw in God of War when Kratos would run along a long path. Another of his approaches is to use fog to provide tension for the player -- if a player comes across an area and sees a giant structure off in the distance but it unable to figure out exactly what it is from that distance, Martinere hopes that will ramp up the scale of the drama in the game.

 
[click the image to check out all Stranglehold screens]

In one of the more humorous parts of his speech, Martinere pointed out that something doesn't necessarily need to exist in the real world to be taken seriously in a game like this. For example, one of the scenes in Stranglehold is a "junkyard for trains" -- essentially a place where the city has decided to dump non-functional trains in a junkyard-style atmosphere. Though such a thing doesn't exist in real life, Martinere pointed out that he's been able to fool almost everyone who has seen it that this is a real thing -- showing that at long as something seems real and fits in with the atmosphere the developers are going for, it's appropriate for the game.

Martinere also revealed he is currently working on creating an interface for Stranglehold's menu screens that he hopes will mimic the cinematic presentation of the game and make players feel like they are in a movie even before they start playing the game itself. His responsibilities include making sure the visual approach for the game is consistent across marketing materials and menus, so he's looking to carry this cinematic approach all the way through.

And on with the show...
Stranglehold looks to be Midway's most ambitious project for 2006. From the visuals to the pedigree to the action and the attention to detail, it's certainly got a great head start, so we're hoping for big things from this one as we get to see more of it leading up to its release at the end of the year.

While we don't know exactly what to expect from the game at this year's Electronic Entertainment Expo in Los Angeles in May, Midway is planning a special theater presentation to show off the title. And that seems to be the final part of Midway's plan for its debut next-gen title -- market it with a big splash to make sure players pay attention.

Head over to our media page to check out exclusive new screens from the game, or over to the just-opened Stranglehold developer blog to see if the team thinks we're crazy and disagrees with everything we just wrote here, and look out for the game in stores this Winter.

promo
On Revolution?
In Midway's Stranglehold presentation at a recent press event, the company mentioned that the game was on the way for "all next-gen consoles." But according to Eddy, that does not mean the game is in development for Nintendo's Revolution...at least not yet. "Right now, [the plan] doesn't include the Revolution, but anything could change," he says. "We don't have a lot of information about the Revolution and exactly what it's going to be, but I find it really intriguing as to what it is and what you can do with the controls, so we'll see where that leads."