Ben Judd + Ulf Andersson


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Dave Halverson
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games Interview 10th March 2009
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Ulf Andersson Creative Director, GRIN
Ben Judd Producer, Capcom



play: So the story goes that the night before your big pitch with Capcom, every lead at GRIN played the original Bionic Commando, a move that demonstrated a level of devotion and love for the original game that ultimately won them over...Thats really cool, but I have to ask, which version did you guys play? Because the NES game is way better and longer than the arcade game.

Ben Judd: Thats a good question and, of course, the answer is the NES version of Bionic Commando. True fans know that is the defining version of the game that introduced not only a great story, a diabolical villain and, of course, the first Bionic Commando that had multiple swings. (The arcade version did not.) Although, come to think of it, GRIN is a European developer, so its strange that more of them dont define the series with the Commodore 64 version of the game, which was both more popular in Europe and based on the arcade. On the Bionic Commando community site, it is quite interesting to see the number of European gamers that visit and really wanted the 3-D Bionic Commando to be based on the Commodore 64 canon and not on the NES version.

Ulf Andersson: We mostly played the NES version here in Sweden. I dont know why, I was big on C64/Amiga, but played a lot of NES at my friends house. The NES version is still the best.

I waited 20 years to hear Capcom use the words Bionic Commando and sequel in the same sentence, but when the time came all I could think about was how theyd do it. Taking the 2-D gameplay into 3-D would have been cool on PS2, GameCube or Xbox but wouldnt fly on 360 and PS3. Before Capcom revealed any details we were debating which would be cooler: the ultimate homage (a modern 2-D version) or a full-blown open-world-style 360/PS3 epic (not exactly Capcom Japans strong suit). Next thing I know, Capcom are doing both (!) with Stockholm based GRIN (?). I dont play modern-warfare gamesalthough Ghost Recon seems mighty tempting nowso I had no idea who you guys were, and even if I did, the phrase Bionic Commando from the team that brought you Ghost Recon! might have killed me. No offense, but Ive seen my share of Japanese classics bite it hard by way of non-Japanese studios. Anyway, how did this come about? I need details. How did you get Capcom Japan to green-light not only a big open-world BC sequel but a 2-D reprisal? And whatever you did, can you please bottle it so I can send it to Koji Igarashi, please?

BJ: To be honest, this was me personally pushing the project internally for several years. Several things fell into place at the right time. After me having some success at creating an internal localization team at Capcom Japan and having translated and interpreted for Inafune-san at several events, we worked up a good friendship. I mentioned to Inafune-san that Bionic Commando was a franchise that was ripe for renewal, but at first he had his reservations, since the original Bionic Commando did not do as well in Japan. However, being a good friend he considered the idea and put one of our Japanese directors up to the task of playing the original. The director said it was incredibly hard, but also had a great and unique gameplay element in the wire that could definitely be turned into something special. Additionally, I was translating for Inafune-san at E3 one year and he was asking some of the press what old games they wanted to be remade. As fate would have it, the two most commonly mentioned titles were Bionic Commando and Street Fighter. I think that was the point in which Inafune-san realized that a new Bionic Commando would indeed make sense. I never intended to be a producer, I just really believed in the idea of creating a new Bionic Commando, but Inafune-san pulled me aside and said that since I had pushed and believed in the project that I should be the one to lead it. All at once the wind was knocked out of me. Not in a million years did I think I would be one of the first foreign producers for a Japanese company, but the next thing I knewthere I was, helming a PSP Bionic Commando title.

We initially set up a small internal team to build out a PSP version of the game based on the Ultimate Ghosts n Goblins PSP game engine, but about three months into the planning stages, Inafune-san approached me and said, I think this title needs to be a next-gen titleand we need to do it on three platforms. Again, I thought I was going to pass out. To not only allow me a chance to create a Bionic Commando game but to also give me the chance to do it in style. It was either the bravest move ever...or the dumbest. But no matter how the cards fall, the project got rolling.

The one thing Inafune-san was particular about was using a foreign team. I have to admit, I had some serious doubts about it at first, given Capcoms history with some very bad Western-developed sequels. However, in hindsight, Inafune-san knew what he was doing. By making me the producer, I could help bridge the gap between some of our internal design teams and with GRINs designers. It would be the best of both worlds and help us avoid some of the pit traps weve had in the past. Additionally, instead of locking it down to Japanese developers, we got the advantage of working with a team that knows shooters. Lets face it, when it comes to open worlds and shooting mechanics, the West really has it nailed. So actually, working with a foreign developer worked out quite well for us. We had the great boss design and puzzle elements that Japanese developers have down pat and a great shooting mechanic and open world that Western developers have mastered.

(cont...)

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