So it's during John's time as a prolific assassin? Just, we've asked for things that are cool, and they've gone, yes. I can't think of a time they told us not to do something we want to do. But yeah, on the whole the focus for us has been to expand their universe in a way that's respectful. It's a collaboration and we've definitely pushed some things in interesting directions, you're going to be surprised by some stuff, stuff I'm not allowed to talk about right now, but there's some stuff in there that will be cool and surprising. They've given us all the information so that we don't come to them with stupid ideas. ![]() Ultimately, it's similar to how we design our own choices. They give us the freedom to make the choices. What sort of rope has Lionsgate given you to build on the John Wick mythology? And where does Hex sit on the timeline? And working with him, with those different languages, finding where the overlaps were, that was so much fun. I credit him entirely for that.īut that's what's fun, that was what was so cool with Chad, because Chad doesn't play video games but he obviously gets everything about fight choreography and how you tell a story through an action scene. We kept collaborating throughout the process, working with Chad, the director of movies, who came up with fog of war. That was the moment where it all started to come together. What's really cool about it and what excites me about it is that as you get more and more acquainted with it and understand it's systems more, it gets faster. So it becomes a game about finding your chance and you're not just letting everyone shoot you in the face. And that was the point where that timeline you saw came from and we called it timeline strategy, I don't know if that's what we'll end up calling it, but that's lovely.Īnd that idea of making it, giving you the time to think through a choice, but also making it so that everything's concurrent and everything's coming together nicely. It's just not how you capture that gameplay". And I went back from that trip and just got chatting to Nick over there who's the lead coder and co-designer, and was like, "we can't do turn-based John Wick. And about halfway through that sentence, I am explaining to an executive why John Wick is letting people shoot him in the face. I was like, "they're waiting their turn, it's fine". And I literally load up YouTube and put one of these kinds of games up on the screen, and I'm like, "look they're waiting." And I was like," Jason, the turn-based strategy games, that's how they work". And I'm at one end of this table, he's at the other, it's very scary and I just demoed this game, which at that point, was kind of this XCOM with one character kind of thing, like what you expect from until you play it.Īnd he said, "Why does John keep waiting? Like, John Wick does not wait his turn, he just fights". The whole of this most important meeting, I'm in a room that looks like something out of Entourage. The turning point was when I showed it to a guy called Jason Constantine, who's the executive producer on the John Wick franchise of Lionsgate. And when Lionsgate saw it, they were super into it, they loved the idea of doing something like this with. Completely expecting that to be the end of the conversation.īut he got back to me and said, "well, make a prototype and see if it's fun," and it just went from there. And me and Ben, just a couple of weeks before, watched John Wick around my place-we go way back-he was like, "what would you do with John Wick?" And I said a strategy game, because to me that's the only way to capture that character. ![]() But to go back to your answer, they were thinking: how do we do this more interestingly? They bring in Ben, who is the producer, and they say, "go find something to do this," basically. So, going into that strategy thing, lets you do the whole think-and-react thing and work your way through a space. When I play a third person shooter, I can be in a suit but I'm going to be just running around aimlessly firing. ![]() The thing with third-person shooters, just as an aside, is that I'm a clumsy idiot. Well, they want to recreate the movies but with creativity. It's growing and doing so big so they specifically want to do interesting John Wick games, they don't want to just do straightforward person action kind of things. Lionsgate's whole thing with John Wick is they still see it as the weird Indy movie that did good. So basically Good Shepherd, who's the publisher, and Lionsgate movies, they were already talking about doing something with John Wick. Mike Bithell: They were like "we need Thomas was Alone's creator to reinvigorate projects." No, it was interesting. GameSpot: Were you approached, or did you approach someone to make a John Wick game. ![]() Now Playing: John Wick Hex - Announcement Trailer By clicking 'enter', you agree to GameSpot's
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