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Oddworld:
Munch's Oddysee
For Playstation 2
2/21/00
Article
Discussion Forum
ATMOSPHERE - CHARACTERS
- SCREENSHOTS - DEVELOPERS
-
Q&A -
EARLIER PREVIEW
The
Atmosphere:
  
Characters:
 
The Screenshots:
  
 
The
Developers:
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| Cofounder/President,
Lorne Lanning, and Senior Production Designer, Farzad Varahramyan,
discuss designs for Oddworld train. |
Lanning
reviews Silvio Aebischers' designs for a blimp. Raymond
Swanland, Farzad Varahramyan, and Gautam Babbar look on. |
Raymond
Swanland has worked on all of Oddworld's games. |
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| Silvio
Aebischer, an Art Center/Europe graduate, works on designs
for flying transports. |
The
design team's work lines the halls of Oddworld. Clockwise:
Silvio Aebischer, Farzad Varahramyan, Gautam Babbar, and
Raymond Swanland. |
Cofounder/President
of Oddworld Inhabitants: Lorne Lanning. |
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| Senior
Production Designer, Farzad Varahramyan, sculpts many of
his creature designs. Sculptures are digitized into a 3D
scan that is used to create a CG model. |
Gautam
Babbar, an Art Center College of Design graduate, finishes
his production paintings in the computer. |
Lanning
reviews the Production Designer's work on a daily basis.
Sherry McKenna, Cofounder/CEO, sits in with Producer Brian
Urquhart. |
Game
Questions and Answers:
Below are
a series of questions Lorne Lanning, Cofounder/President of Oddworld
has been recently asked by the worldwide press.
Q:
In what
ways will you use A.L.I.V.E.® technology in Oddworld: Munch's
Oddysee™?
LL:
A.L.I.V.E.®
is not so much a technology in itself, it's a design philosophy
that drives technological development. What this means is that
we will be building completely new technologies as we continue
to move into the future, but they are all driven with the same
goals of making virtual worlds come more to life in the Oddworld
way. Munch™ will be the beginning of the A.L.I.V.E.2 engine, which
we plan to build upon for the entire 128-bit era. This engine
will offer an exponential increase in life-like simulation compared
to what we have had in the past, not to mention the quality of
graphics and being completely realtime 3D.
Q:
Munch is an entirely different kind of creature. By what means
of movement does he progress? What kinds of cool, strange or weird
moves will he be able to perform?
LL:
With
the dual shock controller being packed into the box with the PS2,
we can now do things that you couldn't do with a normal controller.
Knowing that everyone who buys a PS2 will also have a dual shock,
it makes sense to take full design advantage of it with the lead
character. But as to how we are taking advantage of it, we're
not letting that out yet. I can tell you that Munch is a Gabbit
and that Gabbits are amphibious creatures. He only has one leg,
so when he's on land, he hops. Put him in the water, and he swims
like a fish. He has a tongue like a frog and has jaws like a gator.
He has an interface port implanted into his head, compliments
of two surgery-happy Vykkers scientists. He uses this skull port
to jack into technology and remotely control robotic devices.
Just as Abe™ possesses living creatures, Munch possesses mechanical
devices. He uses his tongue like a flute for GameSpeak®, and he's
all about rescuing animals from traps, setting them free, then
leading them to places where he can nurture them into bigger and
better things that he can then use to his greater advantage.
Q:
What has inspired you to create a strange creature like Munch?
What part of the human soul/spirit or what kind of man's habits
is he meant to symbolize?
LL:
Munch's
soul is inspired by those tens of millions of laboratory test
animals that we throw away as garbage every year. We thought it
would be fun to show how things might look from their point of
view. Physically, we wanted a body or a form that was completely
different. Something that none of us had ever seen before, yet
looked pathetically hip. He had to be stranger looking than Abe,
yet still look like something that could actually be alive. It
was critical to us that he look organic. Emotionally, we needed
him to visually embody a tremendous sense of loneliness. It took
a long time and literally hundreds of drawings to get the look
of Munch. It was an extremely hard design, even though he's so
simple. To make it more difficult on ourselves, we needed him
to have this sad quality, while also making him funny. This is
a difficult task with Munch being a victim under such tragic circumstances.
He is the last of his kind, the last of his species, it's not
a sugar and spice story, but he had to have a ton of heart and
be completely lovable, even though he's ugly. For us, it's not
about muscle bound characters with big guns. It's about little
guys. It's about the chumps like you and me who live in an overwhelming
and uncaring world. Munch is a character that has to have a large
brain to survive. He's not going to be able to solve his problems
with his brawn; he's going to need his mobility and his wits.
As for the habits of humans that Munch reflects, Munch is very
human as far as his emotions are concerned. His instinct is to
look out for "number one" in the face of adversity, but his trials
are about developing a greater sense of empathy toward his fellow
creatures.
Q:
It is obvious that the Oddworld games are created with more narrative
depth than most other video games. Is there a goal? Are they meant
to instruct or at least impart a kind of ethical behavior on gamers?
LL:
As creators of consumer entertainment, and as people who believe
in the power of this medium, we think it's important that we view
our content as art form and allow it to have the same level of
social/political criticism that more classical forms of art and
storytelling are afforded. As with all great stories through history,
there should always be more beneath the surface than first meets
the eye. Hopefully, there is something about the artist's insight
that manifests itself in the work and, as a result, helps to inform
or question the beliefs of the viewing participant. In short,
we want to create experiences that are more than just junk food.
As a global people we understand that persistence, empathy, cooperation,
and using your brain for problem solving are fundamental approaches
to getting ahead in life and creating the type of world we all
want to live in. So, why shouldn't this theme be part of the video
game experience? We believe it should be, so we're taking the
time and extra effort to inject these elements as a basic part
of our universe.
Q:
What information can you give us on Munch and his "codependent
relationship" with Abe™?
LL:
His co-dependent relationship with Abe is based upon two things.
One, Munch needs someone to believe in him. He's like a UFO abductee
who returned and no one believes him. Abe will act like he believes
Munch's story, even though he doesn't, so long as he can manipulate
Munch to help him out and rescue the Mudokon mom. Also, Munch
begins the game in a wheelchair until you get him healed, so in
the beginning his abilities are fun but limited, and he'll need
the help of Abe. Though there is more than meets the eye in each
of their motives, the dysfunctional relationship that they share
ultimately helps them both become stronger and more compassionate
characters.
Q:
Are you expanding on Game Emotion?
LL:
Massively. With the additional audio memory that is now available,
and the faster disc access, we will be able to hold many more
words and animations. Not to mention the advanced AI that will
drive all of the Inhabitants. It's our goal to make things look
and feel alive. That means they need to react emotionally if a
situation suggests that the Inhabitants would be psychologically
effected.
Q:
Any new concepts? Game Evolution perhaps? Or have you incorporated
some sort of virtual pet into the mix?
LL:
All living things on this world will have life cycles. This means
they depend on resources to live out their lives. Shortages of
these resources manifest in the Inhabitants' abilities and behaviors,
as does abundance of these resources. You will be able to breed
creatures, nurture them, and condition them by way of your actions
and behavior. You will have a great deal of experimentation available
to you.
Q:
You left the high stakes of Hollywood for video games. Do you
feel you made the right choice and can express your vision in
games? Or do you eventually see yourself going back to film?
LL:
Since we left Hollywood five years ago, Sherry McKenna and I have
never looked back. Video games have given us creative and producing
freedoms that simply don't exist in Hollywood. We do see ourselves
making films, but we see ourselves doing it right here, our way,
with Oddworld. Not in Hollywood. Just like the games, we will
build the movies under our own roof and then have them distributed
through the best available means. The idea of going back down
to Hollywood and having to do lunch with that group of vampiric
bozos makes me want to throw up.
Q:
What kind of experiences or ideas have influenced the story of
Oddworld?
LL:
The Oddworld Quintology is largely influenced by the acts and
practices of the corrupt greed and power mongers that have bled
the world's people throughout history and continue to do so today.
Truth is stranger than fiction, and when you look under the covers
at many of today's multinational corporations and their feeding
practices you find enough inspirational (and mind-boggling) material
for a lifetime. It's also amazing how we find ourselves wound
up within large webs of deceit actually supporting causes that
we think we oppose. The world is an extremely complicated place.
Truth has been largely removed from the front-page or the six
o'clock news, and the forces of good and evil are not nearly as
clear as they may have been at other times in our world's history.
Oddworld is about finding yourself caught up in an uncaring food
chain. Are you just going to be eaten by it or are you going to
do something about it? We think that everyone, on some level or
another, identifies with what's going on in the world today. We're
just trying to inject the dilemma that everyone feels into a package
that they can interact with and ultimately overcome. We feel this
is what people are looking for, but they haven't been able to
find it on the shelf.
Q:
What do you think about the other games for PlayStation®2 shown
at the Tokyo Game Show?
LL:
I was excited by what I didn't see. It's obvious that Gran Turismo
(one of my favorite racing games of all time) and fighting games
are going to be great on PS2. But where is the creativity? As
much as people are going to buy classic genres on the new system
(myself included), people also are extremely hungry for new ideas
that are executed well. This is why it's exciting to us, because
as long as it's the same ideas being done by the majority, then
it allows the minority of unique ideas to shine more brightly
and get more visibility.
Q:
Do you already know if Munch is going to have a bonus game like
Abe did? Or will the next official sequel be released on the PlayStation®2
hardware as well?
LL:
Munch will definitely have a bonus game. There are many bonus
games that we want to make with the Oddworld Universe on the 128-bit
level. In the meantime, we will learn if the PS2 will be able
to run the third part of the Quintology: Oddworld: Squeek's Oddysee™.
It's possible that the PS2 may not be able to run Squeek™. Why?
Because the Oddworld Quintology was designed to progress through
larger and larger populations of characters. Metaphorically speaking,
the Quintology started off with Abe in the diamond mines of South
Africa, but he will end up in a massive city of consumerism like
New York or Hong Kong. This means we need greater and greater
numbers of characters and buildings in the world for us to do
each Oddysee in the Quintology. If we need to wait for new hardware
to release the next part of the Quintology, well that will be
fine. We have many stories that we will want to tell about dilemmas
on Oddworld that will run on the available technology. In the
end, Oddworld is ten times the size of earth, and so far we've
only been to one small country.
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