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True Crime™: Streets of L.A.™

True Crime: Streets of L.A. Executive Producer Chris Archer, Activision


True Crime™: Streets of L.A.™ Executive Producer Chris Archer recently sat down with Xbox to discuss the game’s multiple endings, expansive L.A. environment, and hip hop soundtrack.

Xbox.com: What was the genesis of this project? How long has the game been in development? Has the final version diverged from the original concept?

Archer: True Crime: Streets of L.A.started about two and a half years ago. The team is made up of 30 of the most talented programmers, artists, and designers in the industry. The key players on the team from Luxoflux are Peter Morawiec, Adrian Stephens, Jeff Landers, and Cary Hara. They’re inspiring to watch and impress me every day with their genius when it comes to technology, art, and design. This game would not be what it is without one of the best teams in the industry. As for any divergence in the original concept, we didn’t have much. We always set out to make the game we have today, and although it has evolved and become more robust, the most important part was staying up with the current wants and needs of the game players out there and delivering on them.

Xbox.com: True Crime: Streets of L.A.seems to blend elements of action shooters and racing games with a story-driven adventure that looks like it could border on a roleplaying game. With all these disparate elements coming together, how would you classify the game? Why?

Archer: The game is definitely a multigenre game, but around here, we call it an action-driver. The reason: While you can run around the city from end to end, the typical mode of transport is a nice set of wheels. Also, all of the bonus and upgrade-ability is within 240 square miles of L.A., so we assume a lot of driving will be done. Remember, though, that the gameplay is broken down pretty evenly with driving, fighting, and shooting, so however the player chooses to play will determine the genre.

Xbox.com: However you describe it, this is one ambitious game. What would you say is the most ambitious element ofTrue Crime? What separates the game from others with a similar open-ended play style?

Archer: Of course, I am partial (and you wouldn’t want me to gloat), but I do think the depth in the game’s driving, fighting, and shooting will rival any of the games in this category. True Crime is the next step in this quickly evolving genre. We hope that future games will draw comparisons to us, much like the comparisons we get currently.

Xbox.com: What kind of influences—cinematic, especially—helped drive the creation of the game?

Archer: Many movies have inspired us on this project. Generally speaking, though, the main inspiration came from Hong Kong cinema as well as American action movies. Some of the specific movies that we all love and are inspired by are Reservoir Dogs, Heat, the Lethal Weapon series, Pulp Fiction, To Live and Die in L.A., Hard Boiled, The Killer, Fists of Fury, Iron Monkey, and pretty much anything directed by John Woo, Michael Mann, or Quentin Tarantino … but maybe not From Dusk ‘til Dawn.

Xbox.com: What makes Streets of L.A.special and unique?

Archer: I believe that True Crime: Streets of L.A. is the next step, or the next evolution, in the genre. We are compared to the other titles in this category because we have the best pieces of each (free roam with deep cinematic story), while kicking everything up a notch. We are attempting to give players out there the deepest driving, fighting, and shooting of any game in this genre.

Xbox.com: What were the primary goals of the design team when it came to gameplay? Did separate teams, for example, work on combat elements, while others worked on designing the city? Or was the process more collaborative?

Archer: The main objective was to make every mission have a different feel or something new in it. As we were building and designing the levels and gameplay, this was one of our top priorities. Even with more than 200 missions, each time players go into a new scenario they will experience something new or interesting.

The process was very collaborative, yet there were different teams working on the city, art, and gameplay design. Of course, in development environments such as this, there is plenty of room to one-up the next guy, and the result is even better gameplay, city, and art than we could have imagined.

Xbox.com: What, if any, features are waiting to be unlocked? How can we unlock them?

Archer: Can’t spoil all of the fun, can we? I can tell you that you can expect tons of weapons and moves for Nick to punish the bad guys. Keep in mind that we motion captured more than 10 different martial arts styles so that Nick can perform an array of moves, from traditional Kung Fu to professional wrestling. As for weapons, there are more than 20 weapon types at Nick’s disposal, everything from handguns to AK 47s, and of course, there are tons of melee weapons as well.

Xbox.com: How do the driving elements blend with the story? For example, do you enter a load screen when stepping into the car, or is it seamless?

Archer: The only time a load occurs is when you are exiting or entering the city.

Xbox.com: What can Xbox gamers expect in terms of sound and soundtracks? Any big names on the cast list?

Archer: The soundtrack is amazing. With top artists like Snoop Dogg, WSC (Mac 10, Dub C, and Ice Cube), Jayo Felony, and Eazy E Jr. coming to the table and creating amazing music for the game, you can’t ask for much more. There is, however, much more to come on the soundtrack, and new artists have signed on. We have tons of original tracks and some licensed tracks as well. The soundtrack will be available separately near the launch of the game. It is definitely a must have for any hip hop or pop music fan.

Xbox.com: Any multiplayer options?

Archer: There are no multiplayer options in this release.

Xbox.com: Does the Xbox version have any Xbox-exclusive features?

Archer: On the Xbox, we have included Jukebox functionality for the soundtrack and an amazing-looking 480 and 720p support.

Xbox.com: What are the most important aspects of a solid game design? If there are too many, try to single out a few.

Archer: There really so many things that you have to keep in mind when designing a game, especially one of this scope and scale, but I think the key things to remember are fun, consistency, and ease or simplicity in control. If all three of those things are in place, then you have a hit on your hands.

Xbox.com: Overall, what’s the feature that’s going to make people say, “Wow!”?

Archer: I don’t think I can call out only one thing in particular. It’is more the overall idea that the players will be able to play the deepest combination of fighting, driving, and shooting with freedom to do what they want. They will also get a strong story line voiced by Christopher Walken and Gary Oldman while cruising around in 240 square miles of re-created Los Angeles. … That is extraordinary.

Xbox.com: Finally, please describe True Crime in 25 words or less.

Archer: Driving, fighting, and shooting at the highest level as well as a branching story, multiple endings, character upgrade ability, 240 square miles of L.A., Walken, Oldman, and West Coast hip hop.

 

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