300: March to Glory. Release Date: Out Now; Genre: Action. Publisher: Warner Bros Interactive; Developer: TBC. 300: March to Glory Trailer.
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Log FilesLike most standard Web site servers, we use log files. This includes internet protocol (IP)addresses, browser type, internet service provider (ISP), referring/exit pages, platform type,date/timestamp, and number of clicks to analyze trends, administer the site, track user’smovement in the aggregate, and gather broad demographic information for aggregate use. In conjunction with the movie's release, is bringing fans '300: March to Glory,' a PlayStation Portable game based on the film. Jeff Nachbaur, a producer in this division of Warner Bros., took some time out of his busy schedule to talk with CBR News andgive fans an inside glimpse of what they can expect from a video game based on a film of a Frank Miller comic. To begin with, he filled us in on the creative team that's putting the game together.' The developer is. This is their first game as a team, although all the team members are industry veterans,' Nachbaur told CBR News.
'For years, many of them have worked for various other developers and publishers; '300: March to Glory' is a chance for them to make the game the way they wanted to. They have been an absolutely great team and bring an enthusiasm and dedication that is very rare. They really want their first game out the door as a team to be a good one and I think they've done it. 'We also brought on a few other people for the ride as well.
Despite the fact that we have both an artistically amazing film and a beautiful graphic novel, we found we needed something extra to really do the trick and brought comic artist Tomm Coker ('Blood & Water,' 'Nightfall') on board.' When '300' came around, we really wanted to pay homage to its comic roots. Tomm seemed the perfect fit. He has that nice mix of grittiness and realism, but with a very stylized edge. He did some original character designs for us, including two new villains, Hydarnes and Mardonius, two Persian generals taken straight from historybut done up in the Snyder/Miller-style that the film has.
He also did all of our cinema art which is phenomenal. Not only is he an amazing artist, but he also brings a filmmaker's sensibility to the project, since he's a filmmaker himself.
'We also got Tyler Bates, the composer from the film, to adapt and remix the music from the film for the game; so our music is performed by a full orchestra and sounds fantastic. Really, we are a great mix of the film and the comic, with little bits of history peppered through.' In addition to all of these talented individuals working on the game, Nachbaur added that the director of the movie himself was involved in the creative process. 'Zack was working on the film the same time we were working on the game, but he still made time to have regular meetings with us and he would actually play the game and give us feedback! I know that doesn't sound like much, but it's so unusual for a film director to be that intimately involved.
He wanted to see how well it played. And every time we met, he pushed us to try to do something more. Feeling like a Spartan, in both the movie and the book, seems to involve shedding lots of your enemies' blood. Considering how tie-in products can sometimes 'water down' its source material, Nachbaur wanted to assure all prospective players that the game stays true to the film and graphic novel.' I don't think we could really represent '300' correctly if it weren't M-rated.
The film is unapologetically R. It's about telling the story and staying true to the comic. We're the same way. We pull no punches,' said Nachbaur.' The film played a huge role in the game. It's the same bit of history and we used many of the key visuals and locations from the film to create our levels.
We follow the same basic storyline, but we don't stick to it like glue. We made sure that everything was focused on gameplay first, so sometimes things don't happen the same way, but many of the key beats are there. Our idea was if you were to remove '300' from the game, it would still be a good game. When adapting a property to be a game, it's important to think of it as an original property, using the source material as the inspiration and not just some dressing. So, when you play, you will definitely feel and see the movie's influence, but you won't necessarily be treading the same waters. You'll be playing a good game and just having a good time.' There are many challenges in turning a film into a video game.
Nachbaur, however, feels the creative team behind the game met these trials head-on, with an enthusiasm and determination that would make the Spartan warriors of old proud.' There's a real stigma that often comes with adapting a film into a game,' admitted Nachbaur. 'Right off the bat, people assume you aren't going to be very good. So, we really needed to combat this and that meant really delving into making a unique game that didn't fall victim to the 'movie game disease.'
It meant that we couldn't rest on the laurels of the property and just ride the marketing wave. We set out to impress. Did we do it? I guess we'll find out for sure when people pick it up and play. 'We are very much saddled in the beat 'em up genre, but we offer something a bit different.
It doesn't feel repetitive like so many other beat 'em ups. We have such a wide variety of enemies and methods to dispatch them that it really keeps you engaged. We have upgrades to all our weapons and armor.
We have a unique health and wrath system. We have Battle Skills. You can fight in a phalanx.
We even have a little stealth thrown in there. There are all these simple-to-understand elements that just build on each other to make a deep, fun game experience. It was a huge challenge, but at the end of the day, I'm most proud of making a fun game that I personally enjoy playing.'