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Volume 2 Issue 5 November 2006 Grand Theft Auto - Hardcore Gamer

Volume 2 Issue 5 November 2006 Grand Theft Auto - Hardcore Gamer

Volume 2 Issue 5 November 2006 Grand Theft Auto - Hardcore Gamer

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we wanted the prettier graphics and more beautiful<br />

environments! As a result, the pressure to<br />

produce something next-gen has been huge for<br />

everyone on the team, at all levels. It forced us<br />

to rework some parts of the game that we would<br />

have otherwise accepted.”<br />

So how did the team approach the task of maximizing<br />

the technical aspects of Double Agent?<br />

“Here’s a little secret,” confesses Roy. “We<br />

didn’t set a quality benchmark per se. We went<br />

in telling everybody, ‘Okay, we’re making a<br />

next-gen game’. We left the denition of ‘nextgen’<br />

as broad as possible, so that people could<br />

internalize it, and apply it in their own, individual<br />

ways. Every time we nished something,<br />

we looked at it thinking, ‘Okay, now how do we<br />

make it better?’ It’s been a tough process for<br />

some, as it can be frustrating to always work<br />

at something and not simply accept it as good<br />

enough. The fact that there were no Xbox 360<br />

games out there when we started out has helped<br />

this, because there were no existing examples<br />

of what was a truly ‘next-gen’ game out there.<br />

When Xbox 360 games started coming out, we<br />

quickly realized we would have to depend on<br />

our own standards for the rest of the project...<br />

up until the very end, we’ve been looking at everything<br />

and wondering how to make it better.”<br />

Optimizing a game for the next generation can<br />

mean subtle changes just as well as it means the<br />

obvious high-res textures and boosted polygon<br />

counts. Take Double Agent’s music, for example.<br />

By utilizing the multi-core processing and huge<br />

memory allocation of the Xbox 360, the music<br />

team has managed to create something more<br />

than just pleasant background noise. There are<br />

no musical tracks in Double Agent per se; rather,<br />

there are multiple streams of music that are directly<br />

tied to the gameplay situation.<br />

Here’s an example. The music on a particular<br />

level demonstrated at Shanghai featured twelve<br />

separate layers of instrumentation. Layers rise<br />

into the level’s music as the tension of a given<br />

scene rises, then fade away as tension dissipates.<br />

As Sam approaches an enemy, a rhythmic<br />

drum line steadily builds to a crescendo. If<br />

Sam turns away, the drum line fades into the<br />

atmospheric sounds that accompany the game’s<br />

stealth sequences. The idea that music should<br />

be used as a gameplay element that creates<br />

true immersion is unheard of outside the world<br />

of rhythm games. In Double Agent, Ubisoft’s<br />

Shanghai team may have set a new benchmark<br />

for use of audio in video games.<br />

In today’s mass market, it is ultimately the consumer<br />

that determines how successful a game<br />

is, regardless of the developer’s ambitions.<br />

What does Ubisoft do to try and please existing<br />

fans while continually reaching for new ones<br />

with every project? “It’s gonna sound like I’m<br />

sucking up when I say this, but it’s 100% true: we<br />

design the games for the consumer,” says Roy.<br />

“It’s actually a big corporate value at Ubisoft, to<br />

approach game production with the consumer in<br />

mind. It means respecting the hardcore fans of<br />

the series, because they’re the ones who have<br />

been loyal for so long, and they usually know<br />

your games better than you. It also means not<br />

‘talking down’ to the mass market audience,<br />

but rather to try and understand how they play,<br />

what they enjoy. We listen to consumers from<br />

36_PREVIEW_UNDER COVER: THE NEXT GENERATION OF SPLINTER CELL<br />

day one, when we brainstorm on our new game<br />

concepts, and we go back to the consumers at<br />

the end, when we want to know if our game is<br />

as fun and as challenging as it should be. One<br />

of the most rewarding experiences in game design<br />

is actually to sit next to a videogame player,<br />

put a pad in his hands, and watch him play your<br />

game for the rst time.”<br />

Splinter Cell: Double Agent is hoping to take<br />

gamers into the next generation of stealth action<br />

while meeting all the objectives of a successful<br />

game franchise. Only time will tell how<br />

Double Agent will fare at the retail level, any<br />

publisher’s nal benchmark for success. Longtime<br />

Splinter Cell fans have good reason to be<br />

excited, though. Double Agent gives us a whole<br />

new Sam Fisher and a whole new world of stealth<br />

action to explore.<br />

HARDCORE GAMER MAGAZINE_VOLUME 2_ISSUE 5_CALL CHUCK<br />

<br />

®

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