February 22, 2007 - The last time Treyarch took on Spider-Man, gamers were treated to a fully-realized Manhattan. While the story elements and boss battles left much to be desired, there was no end to the joy in swinging from skyscraper to skyscraper. That thrill is set to return this May with the release of [Register or Login to view links] on PS2, PS3, PSP, Wii and Xbox 360. Only this time, Treyarch plans to deliver the complete package with compelling missions to compliment the city exploration elements.
We sat down with Executive Producer Chris Archer to learn what changes we can expect in Spider-Man 3. Be sure to check out IGN's [Register or Login to view links] for eyes-on impressions.
IGN: How much does the game follow the story of the movie and what additional material was added?
Chris Archer: We actually follow the movie moments a lot more closely than in any of the other games before, especially since we're sort of recreating these moments for the game player to play. We really have a ton outside of that though. With a two hour movie, there's maybe thirty minutes worth of footage that play well that you can use in a videogame. We've got to fill up ten or fifteen hours more of gameplay. We really take the classic Marvel stuff and use it to our advantage.
IGN: Can you tell us some of the Marvel villains we'll see in the game who are not in the movie?
Archer: I don't think I can tell you, but [we did show] Scorpion tonight, which I think it pretty exciting. The guys we picked are going to be exciting for people, because some of them are brand new, that we haven't used before. And some of them we have used before but are totally different than how we've used them [in the past]. It's a really nice balance between some cameos and finally using a particular boss or enemy in the right way and going, "Oh, this is exactly how it should have been used."
IGN: How has city exploration changed from Spider-Man 2?
Archer: It's totally different. We not only give the player the ultimate choice in what they do -- we don't actually force them to do anything in this game, besides training. You know, they have to train and get their feet wet, but then they are pretty much on their own at that point. They have to be Spider-Man and they can choose to further the story if they want, and there are ten storylines in all, or you can choose to do other things. We took painstaking steps to make sure we don't have any fluffy missions. Everything has a purpose; everything has a reason to exist in the world. That's a nice change versus just throwing stuff in there to fill the world.
IGN: So no more kids chasing red balloons?
Archer: No, I think we've heard enough about the kid with the balloon. There's nothing that small in this game. Everything is bigger and everything is more interesting. You know, when you have a big city like that, you do it for the first time like we did with Spider-Man 2, it's hard to think of things to fill the city with. That was something fun that the team wanted to do and it worked for us at the time, but now it's totally different. We don't have to do those small things anymore. We have the power of the technology now and we can do pretty much what we want. The focus is no longer on filling the city; it's focused on the gameplay [that exists in] the city. I think that's a pretty big distinction between where we were and where we are at now.
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