Recently Chris Miller was kind enough to take the time out of his hectic schedule to talk about Fight Club and what gamers can look forward to from this promising title. GVK: What is the story of the Fight Club game and its setting?
Chris Miller – There are actually three stories to play through in Fight Club. Each story takes place over the course of the movie, but is told in the spaces we didn’t see during the film. This allowed us to further define certain characters by showing what they did when the camera was not rolling.
GVK: Going into this game, what are the main objectives you want to achieve, in regards to content and gameplay, that will satisfy gamers yet stay true to the tone of the film?
Chris Miller – Going into this we set out to create a raw and visceral fighting game unlike any other to date. One that hardcore fighters will appreciate for its focused fighting styles and harsh visuals, and one that casual gamers will appreciate for its simplicity. Also a game that embodies the thematic tone of the film: fast, violent and shocking. The game is a snapshot of the film, focused on one of its most memorable elements: fighting. The framework of the game is built around the rules of Fight Club, which allows us to focus on the fighting while keeping this game as true to the license as possible.
GVK: Based on the screenshots I have seen, the graphics look amazing, especially the facial detail of the characters. Can you comment on how the look of the game was arrived at and what technology was used to create such detail?
Chris Miller – The game is built on a proprietary engine that Genuine Games developed. Fortunately the team is very experienced when it comes to fighting games, and that has enabled us to push the visuals and the PS2 to their limits.
GVK: David Fincher is a master of creating dark, atmospheric visuals to convey the tone of his films. Have you attempted to match the game with the look of the film and, if so, how?
Chris Miller – Yes. Where appropriate, we’ve attempted to get as close as possible to the “Fincher Style.” Although difficult to achieve in certain areas, we are using hyper-stylized arenas to contrast our darker Fincher-like areas. We wanted to take locations that people would recognize from the film and allow the players to interact with them. In doing so, we’ve brought those dark, dirty places to life in the game.
GVK: What have been the biggest obstacles in designing the game? Chris Miller- 1. Attempting to tell one story, let alone three stories, in a way that doesn’t contradict an amazing movie. 2. Working with a franchise that has achieved cult status and knowing what kind of issues that can bring up. 3. Our biggest strength is also our biggest weakness: THE RULES! No shirts, no shoes, no weapons, no time limits and so on and so on. All these issues are very important to fans, but can be somewhat limiting to gamers if not handled correctly. Perhaps the biggest obstacle is the fact that the movie is so rich in content that it’s next to impossible to fit it all into one game. That’s why we chose to focus our efforts and make the best experience possible.
GVK: In regards to content, what features do you plan to include that will make this game stand apart from others in the genre?
Chris Miller – Fight Club will have multiple fighting styles. The gamer can choose between wrestlers, brawlers and martial artists. There is full facial deformation and real-time body scarring which show you the progressive damage your character takes during each fight. We have fully interactive environments where fighters can use objects around them during the fights. In addition to that, Fight Club introduces several new features to the world of 3D fighters: character customization, a tap out system which requires players to truly manage each fight, and limb breaking. Once a bone is broken it stays broken; at which point you can choose to continue the fight or tap out. Oh yeah, did I mention the fact that you can play as Bob? J
GVK: Can players use any objects or weapons in the game and, if so, what?
Chris Miller – Fight Club isn’t so much about weapon use but, as I mentioned above, you can use environmental attacks. Even though you can’t pick up the table and smash it into someone, you can smash your opponent into the table.
GVK: What are some of the moves that players can use and what are your favorites?
Chris Miller – Well, the fighting style you pick determines your individual set of moves. With the brawler you have several jab hook combos and an arsenal of body shots, but I’m a fan of the headbutt. The wrestlers have a propensity for grappling moves, and my favorite wrestler move is the back-breaker. The martial artists have a flashier move set with the most kicks of three and the knee-break is a personal favorite. But rest assured that the three styles are balanced and each player will have to find their own favorite.
GVK: Are any of the film stars doing the voice work?
Chris Miller – Not at present.
GVK: With the violence in the film being fairly graphic, how closely do you intend to follow this formula for the game?
Chris Miller – As closely as possible without getting an AO rating from the ESRB. Most fighting games tend to go Teen for obvious reasons, and settle with the magical puff that indicates damage. When you get punched in the face, you bleed. It’s that simple. The very fact that the game is called Fight Club cemented an M rating in my mind. GVK: How long is the planned development cycle for the game?
Chris Miller – It’s a Q4 ’04 title
GVK: Does the game offer any online play for console gamers?
Chris Miller-The first rule of Fight Club online is – you do not talk about Fight Club online………J
GVK: Thank you for taking the time to answer the questions.
Chris Miller- Thank you!