Namco and Todd McFarlane Entertainment have teamed up for a
second time to create the new video game Spawn: Armageddon. Due to hit
stores nationwide in late November 2003, Namco is showing tremendous faith in
the game by making it available for all three home gaming consoles: Sony
Playstation 2, Microsoft XBox and Nintendo GameCube.
TME and Namco first crossed paths during development of SOULCALIBUR II when
Namco approached Todd about creating a character for the game. Todd created a
new character, Necrid, for SCII and also allowed them to use Spawn as a special
character in the XBox version of the game. Realizing the potential with Spawn,
the deal with Namco evolved into Spawn's own title.
Spawn: Armageddon is a mission-based action-adventure game in which the
player takes on the role of Spawn as he is caught in the seemingly endless
battle between Good and Evil. Set in a variety of locations from the back
alleys of New York City to the depths of Hell and the elegant interior of a
Heavenly space station, the game has the definitive feel of the Spawn comic
book. Todd McFarlane was instrumental in creating the look and feel of the
product. From the glow in Spawn's eyes to character approvals, to closely
scrutinizing the look of each environment in Spawn: Armageddon
, everything has Todd's seal of approval.
TME's creative involvement began in June of 2003 with the game's intro and
outro animated sequences. Together with the Paris-based computer graphics
company Attitude Studios, we created award-caliber computer animation to open
and close the game. The storyboards that explained what Attitude had in mind
were received in early June and from those Todd and TME President Terry
Fitzgerald made comments and changes. This is where a lot of Todd's vision of
Spawn and his world first came into play. How's the cape look? What about his
eyes? How does his suit look? Is Spawn big enough? What about Al and Wanda?
Everything was subject to Todd's eye for detail. The animation was completed in
late September, and Todd and Terry look forward to working with Attitude
Studios again in the future.
Next we received photos of the characters inside the game, from color schemes
to size of the characters, and the approval process started anew. We changed
things like the width of Cy-Gor's torso and the broadness of his back. Red
Violator's height was increased and his horn was enlarged, details were added
and colors were modified. It was an interesting process to get the finished
product just right, so gamers can shoot, smash and bomb these perfect creatures
into oblivion.
Once all the characters, environments and weapons were just so, we hosted a
visit from Namco at our Arizona office. This was our first look at the video
game as well as hands-on time with gameplay. It was also our opportunity to
request small adjustments be made. Only small changes can be executed because
the game engine is what it is by the time it gets to a point where gameplay can
be experienced. We pointed out all that needed tweaking, including the darkness
of the environment, shadows and the need for a more "lived in" look of the
streets.
The final step TMP was largely involved with was music selection. Everyone knew
the game needed a rock/metal sound and the first person on our list was Marilyn
Manson. Already a part of the Spawn family from his involvement with the Spawn
movie soundtrack (which Terry Fitzgerald oversaw for TME) we were confident
Manson would sign on to be a part of the game. What seemed like only days after
our initial conversation and decision to ask Manson, he agreed and his single Use
Your Fist Not Your Mouth was approved to provide background music for
the intro animation as well as in parts of Spawn: Armageddon
gameplay.
Everyone at TME is extremely proud of the final product. We worked hard, and
Namco worked tirelessly on the video game and it shows. Spawn: Armageddon
is definitely the best Spawn video game to date.