Paul Mackman - Rebellion

Interview from Luke - Monday, 08 February 2010 @ 12:33pm

Paul Mackman - Rebellion

Luke sits down with one of the producers behind the soon to be released Aliens vs. Predator. Paul Mackman from Rebellion tells us a few details about what is in store for gamers.



Luke: Can you tell me a little bit about your role in the development of Aliens vs. Predator?

Paul: I'm a producer, for this game we have a number of producers because it's a big, ambitious project. We all have our little areas; I focus on dramatic content, text, scripting, video and localisation. I generally cross over to various fields and manage all kinds of different things to get content done.




Luke: The first two AvP games on the PC were very well received, what's been done to keep the franchise fresh and appealing for today's gamers?

Paul: I think it's important that we repeat what was successful with the first ones and keep it appropriate for the current market. Those games were a long time ago in gaming terms, so we needed to update them in lots of respect. But there was lots of good stuff in those games and, as you can see from AvP classic which has now been released on Steam, they're both still fun games. The classic is dated in some ways but it's still that core gameplay with the three species combat, both in single player and multiplayer. But that's what we focus on mainly, is the ability to jump in with one of three very distinct species and fight the other two. We want you to explore what it's like to have three screen sets of mechanics in the game.



Luke: Have any new weapons been introduced, or was it mainly working on refining the old classics?

Paul: We have taken some inspiration from the films and from the original files; we have done what's best for the environment of this game in the single player and multiplayer modes. The marine weapons are largely recognisable from the films, with some updates to them. You have the classic pulse rifle, shotgun, flamethrower, etc. The game is set 30 years after Aliens 3, so you can see in the Colonial Marines' design that they are similar, but things like the armour is much more high tech and advanced. We needed to maintain the core of it, whilst still updating it and making it look “modern”.
In all cases we have taken the best on offer from the expanded universe, from the games and films, and just used them where it was most appropriate.




Luke: How much support did you get from 20th Century Fox this time around?

Paul: Yes we have a very strong and in-depth relationship with them, essentially they have to approve everything we do. That doesn't mean they scrutinise everything, but certainly there have been bits where they have said, “Oh, actually this is how we prefer to use the IP”, but we have worked with them and they are very happy with what we have done. I'll be honest with you they have been very into what we have been doing, we've been very fortunate that they like what we have come up with. We have not gone crazy with the IP, we try to stick true to the universe because we are all such big fans.



Luke: With games like Modern Warfare setting a big standard for online multiplayer, how do you go about taking on a juggernaut like that? Or do you just produce something that is your own take on multiplayer and keep it separate?

Paul: That's a good way to put it, I think what we offer is something very unique. I don't know anybody else that does our take on multiplayer. I think that is where the appeal will be, that's the uniqueness of it. I really cannot think of a comparable game where you can have the three sets of very distinct mechanics put all together, but then also have game modes that focus on just two species. When it comes to Death Match there is also the species team Death Match, or mixed species Death Match, that's very unique and very cool. Each of those three Death Matches offer something very different. When you are playing with Marines, Aliens and Predators along side each other that's where things start to get really interesting, you almost enter like a class type of system. Free For All is just all over the place, you'll have a plasma caster firing from over here, a spear flying through the air, a pulse rifle unloading rounds on the other side, and then an Alien jumping around on the ceiling. There is just so much going on with never a dull moment, I'm always just terrified (laughs).




Luke: Obviously the title was earlier refused classification in Australia, this no doubt caused a lot of publicity for the game worldwide. Was it a shock when it was refused classification, or was this something that was expected?

Paul: We were prepared for the regions that generally have stricter guidelines; it's been an interesting story, quite a rare story as far as I can gather. I'm very pleased that Sega was able to appeal the decision and be successful in that. It's really a decision for the Australian Classification Board to make, and they have made that decision to allow it, which is great. For us we spent a long time trying to make what we believe to be a very good game, and we want as many people as possible to play it. So its good news really, good news for Australia.



Luke: What's your favourite species to play?

Paul: I have a tendency, given the choice, to go the Predator 'cause I like the toys and the range of weapons he has to offer. Sometimes though it will just come down to the mood I'm in. (laughs) Though it's important that I stress that the Dev Team each had their own personal favourites and it was quite evenly split.





Aliens vs. Predator is due out on the 18th February 2010 for Xbox 360, PlayStation 3, and PC.



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