![]() ![]() It also allows you to marvel at how cool Jango looks from multiple angles, whereas a character-relative, or "camera on a stick" control scheme would limit your view to Jango's rear end, which might serve another famous video game character well, but.Īs Jango is sneaking, walking, crouching, or running around, players can choose to fire his weapons. This is a very familiar and comfortable control mechanic that's used in some of my favorite third-person games. Push right or left and he'll turn and run in that direction. If you pull down on the stick, he'll turn toward the camera and move toward you. That is, if you push up on the control stick, he'll move away from the camera. He can target multiple enemies with his blasters, and at times it seems like Jango has a mind of his own, blasting away at things behind him, beside him, and above him, but all the while we make players feel like they are totally in control.įor example, when running around in the game, Jango's movements are camera-relative. He can fly with his jetpack without ever having to pick up fuel. He grabs and hoists himself up to platforms fluidly, and he can use his blasters and even toss a thermal grenade while hanging from a ledge. It also was crucial that he is never unable to use his weapons or devices and that in every situation he is a ruthless badass. For visual flair, Jango's animations are very stylized, fast, and exaggerated, making him exciting to watch. ![]() His movement and animation blending system was designed to automatically react to ledges, platforms, ladders, beams, and other world objects. In order to accomplish this, we needed Jango to be totally familiar with his environment. JK: Jango Fett was developed to be an extension of the player's will, the ideal vessel through which the player could live out the fantasy of being the galaxy's most dangerous bounty hunter. GS: Can you give us an idea of how Jango's moves will work in the game? Working a fine balance between back story, narrative, and action-packed gameplay was our goal. We wanted to have the story propel the action forward, not slow things down. It was also important to not bog down the game with a leaden script or slow-moving story. Second was building Jango's character, which means developing a story that fleshes out Jango Fett more fully than he was presented in the film Star Wars: Episode II Attack of the Clones, while at the same time remaining true to the spirit of his character as seen in the movie. That is, he must be exciting to watch and fun to play, and his controls must be exceptionally well tuned. JK: First and foremost was the importance of developing Jango Fett as the ideal action-based video game character. GS: How do you approach a game focused on Jango Fett? What were the key gameplay elements you felt the game had to have? We presented the game design proposal in March of 2001, and actual development began soon thereafter. Jon Knoles: We were asked to make an Episode II-based game featuring Jango Fett in November 2000. GameSpot: How long has the game been in development? The daddy of Star Wars bounty hunters (literally) is coming to the PlayStation 2 and GameCube. We had a chance to talk to Jon Knoles, the director of this forthcoming GameCube and PlayStation 2 game, to find out how Bounty Hunter is coming together. Jango's sense of right and wrong is pretty flexible, and he usually swings in whatever direction benefits his bank account the most. Well, the father of everybody's favorite mercenary, at least. Rather than putting you in the role of a hero fighting for the forces of good, the game will put you in the shoes of everybody's favorite mercenary, Jango Fett. Star Wars Bounty Hunter is a bit of a departure for LucasArts. ![]()
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