Interviews
Open World Stealth Action from
Pandemic’s “Saboteur”
by
Louis Bedigian
“We are really taking the whole thriller and juicing it up Bruckheimer-style
and allowing people to do everything they would want to do if they were a
larger-than-life Saboteur.”
Every console generation has its defining moments. In 2008, Pandemic – the
makers Mercenaries, Full Spectrum Warrior, and Destroy All Humans! – will have
theirs. While this year’s release schedule will be led by sequels to existing
franchises, 2008 will see the launch of a new, genre-defining stealth action
game: Saboteur.

Set in World War II but is vehemently not a World War II game, Saboteur is
being called an open world stealth action game. “We’re not storming the beaches
of Normandy,” said Director Trey Watkins. “This isn’t about the beating the
Nazis. The game is about a guy and his personal story that happens to be set in
World War II.”
The main character, Sean, is caught in a very bad situation. He witnesses the
murder of close friends or relatives (exactly who they are is unknown). A few
very specific Nazis were responsible for their deaths and that's where this
story begins. Sean goes on a mission to avenge their deaths.
“That’s really what the game is about,” Trey continues. “It’s set against the
background of World War II, and it so happens that the bad guys are Nazis. [But]
much as the way people don’t think of Indiana Jones as a World War II movie,
this isn’t a World War II game.”
Phil Hong, Producer of Saboteur, sees this game as an opportunity
to give World War II fans “something they haven’t seen” before. “As well as
those who have been turned off by the genre – we have an opportunity to create a
really interesting and unique visual style,” he says.

A Kodak Moment
The contrasting colors and black and white emphasis have been embraced by
Hollywood. It was only a matter of time before the game industry jumped on
board. “We were mulling over the idea of this game mechanic called Will To
Fight, a visual representation of the Nazi occupation,” Phil commented, noting
the color scheme of Sin City. “The low Will To Fight is the black and white
world, and the high Will To Fight is the color world. The technical and artistic
challenge of being able to deliver a black and white game was something we
weren’t totally sure on.
“We [had seen] Sin City, which was so cool and so stylistic, and was something
we felt would really push us away from being a World War II game and into
something unique and new and next-gen. That really got us going. We went out of
our way to prove that on screen. That required a lot more than de-saturation of
the assets. If you just de-saturate the assets, you end up with something that
looks like The Outer Limits. But what we ended up with, then exploring, was
lighting, shadows, and modifying it. We got to our look pretty early on in
production and that made people [sign on] to the idea.”

Trey Watkins, speaking about the high and low changes of Will To Fight: “As
the player goes about the missions, things visibly change. The color will come
back in real-time. The skies will open up, the blue sky will return, and the
clouds will recede. It’s very powerful. And you can see both effects
side-by-side. You could be standing in a high Will To Fight area and see, a few
blocks away, a Nazi-controlled area that’s black and white. It’s all depressed
down there. It’s very interesting to be able to have these two things right next
to each other. It allows for a very simple visual reference to the player to
tell where to go to free more of the area where their next objective may be.”
Sharing the Love
BioWare, the developer best known for Jade Empire, Baluder’s Gate, and Knights
of the Old Republic, joined forces with Pandemic in 2005. Although the two
studios have yet to announce a joint production (Phil describes their
relationship as “peer review”), the partnership has been very beneficial.

“Some of the technologies that they are applying toward [Mass Effect] we’ve been
studying very closely,” Trey announces. “They are very good at telling stories,
and we’ve been learning from them on that front. Clearly we have a great deal of
experience on the consoles on multiple platforms and that’s something they’re
learning from us. It’s a really amazing opportunity for both companies to learn
from the other and share each of our ideas on how to attack these
next-generation consoles. They are far more complicated than the previous
generation. They each provide their own set of challenges.”
On that note, Trey spoke about the vast requirements of producing an open world
game for a next-gen console.
“[Saboteur] is really big,” he says. “It’s taking more resources than any of our
[previous] games. Although I wouldn’t suggest that Mercenaries 2 isn’t also a
big game. Making open world games for next-gen consoles is extraordinarily
difficult and is requiring a huge amount of resources. It’s kind of hard to
weigh the difference between what it takes to make Mercenaries 2 and what it
takes to make Saboteur.
“There is another component of the development that makes this huge, which is
the fact that the team of ours consists of people from the Mercenaries team, the
Star Wars Battlefront team, and the Full Spectrum Warrior team.”

“Linking two styles of games – making an action stealth game in an open world
– felt like a good play for finding a sweet spot in the market.”—Trey Watkins
Fighting Time
Trey Watkins: “[Sean is] an up-close-and-personal kind of guy. This is
much more of a knockdown, drag-out bar fight than anything else. You’re not
going to see roundhouse kicks. He’s going to pull up his fist, grab the guy by
the neck, you’ll see punches thrown and kicks to the groin – all sorts of dirty
street fighting that you might expect out of an Irish brawler.
Phil Hong: “It’s also important to note how the Nazis see you in this game.
They’re just occupiers, so it’s not a hot zone where their intent is to open up
gunfire and kill anybody. When you first engage them, their first response is,
‘Hold on, let me take him.’ They’re going to play with you a little bit and just
try to detain you. They do this to kind of keep themselves busy in this occupied
world. But as the situation escalates and you’ve taken down a few [of their
men], they say, ‘Enough already, shoot him!’ And then it turns into gunplay.”

Regarding the sabotage aspect of the
game, Trey says that you will do everything from stopping a Nazi weapons train
to “assassinating a Nazi leader at a rally to a fistfight on top of the Eiffel
Tower with one of the bad guys.” He says that you can expect there to be several
high-action moments in the finished product. “We are really taking the whole
thriller and juicing it up Bruckheimer-style and allowing people to do
everything they would want to do if they were a larger-than-life Saboteur.“
Notes of Worthiness
Trey Watkins on Saboteur’s vehicle selection: “If you can see it, you can
get into it. You’re going to see tanks and get into those. You can get into
every car on the street, and motorcycles, bicycles, airplanes…”
Phil Hong on the Suspicion system: “There is an overall gameplay mechanic
called Suspicion, which is basically how Nazis perceive you in the world. You
can do things in the world that will raise their suspicion of you. Fighting
raises it, and gunplay obviously triggers it.”
Trey adds, “We’re not in the business of doing a dead body maintenance stealth
system. We want the stealth to feel fast. Since it is an open world game it’s
important that the player has the room to move and not be frustrated by slower
gameplay.”

Saboteur has not been confirmed for any specific game console. However, Pandemic
is promoting the game to both PlayStation and Xbox-specific publications, all
but confirming that the game is indeed PS3- and Xbox 360-bound.
Control details are to be announced. At press time they were still being
tweaked.
Phil is a really big fan of jazz music. He wants to incorporate a traditional
sound with modernization for the soundtrack. We are told that the current feel
of the score is very bebop, jazz, big band, and swing sound… A very traditional
sound for Europe in the 1940s, but with a sort of modernization. In other words,
classical sounds being performed by modern acts

Glink It