They wanted to tell the origin story, and then we found out that Fox is going to make a film, and it's going to tell the origin story, so we were already moving down that pathway. Nobody's really done justice to the character in the past, so that was sort of first and foremost where they were headed with it. We wanted to bring the character to life in a way that people hadn't seen it before, really show off that brutal nature of the character, let players experience the kind of things that you would expect to experience with Wolverine. It's a mystery, and people want to find out what that mystery is, so we were set on making the great Wolverine game. One of the things that everybody wants to know about Wolverine is what are his origins? Where did he come from? What's his past? How did he get infused with adamantium? It's always hinted, at least in the films that are out there, that he doesn't know where he's from. They're just really into superheroes, they're big fans of all Marvel superheroes - X-Men, of course because they've done a number of X-Men games, X-Men Legends, X-Men Legends 2, and Marvel: Ultimate Alliance - so it's a character that they've always wanted to bring to life in a game and do an experience that's tailored toward him.
#X MEN ORIGINS WOLVERINE PC GAME WONT RUN MOVIE#
WP: You started making this game before the movie was announced, so what prompted you to make the game in the first place without having a movie tie-in? When the movie was announced, what changed in the concept of the game?īP: This is a project that Raven started on right after they finished Marvel: Ultimate Alliance. It's not often that you get, especially when you've got a product that ties into a film with a hard release date. We were actually able to do a lot more things design-wise with the extra development time. We were able to pull all the button presses out and actually bring back live gameplay. It also allowed us to add some extra polish to the game, flesh out some of the mechanics, like all the interactive cinematic moments that we have, which were originally thought of as Quick Time Events - just button-pressing sequences like you see in other games. We would have gone up to about 100 people or so, but we kept a smaller team burning for a longer period of time. We kept our team size smaller than we would have. They ended up pushing that out to May, so we ended up buying another 10 months on the development schedule. We were actually looking to put out this game last summer because Fox was originally planning on releasing the film in July 2008. At its high point, we had about 60 to 70 people working on the game.
WP: How long has X-Men Origins: Wolverine been in development, and how big is the development team?īP: The game's been under development for about 2.5 years. I'm Brian Pass, and I'm the senior producer on X-Men Origins: Wolverine. WP: Who has the honor to speak with us? State your name, rank, and occupation!