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Sliced Gaming Feature: Hellboy Interview

Writer: Nick Schaedel
Posted: 20th April, 2007
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Australian developers Krome Studios rose to fame a few years ago with their original IP TY the Tasmanian Tiger. Their latest project is a game based around the Hellboy franchise. Sliced Gaming spoke with producer John Whiston, programmer Dave Pevreal and creative director (and Krome co-founder) Steve Stamatiadis from the Brisbane-based company.


Sliced Gaming: Can you please explain a little of the plot to us?

John Whiston: On the trail of a crazed witch, Hellboy stumbles across adventure in a collection of freshly distinct stories, replete with Nazis, Lovecraftian Demons and European folklore. Hidden ties are slowly revealed - leading Hellboy toward a final face-off with Hermann Von Klempt and his most awful creation.

SG: How do you progress through the game and what moves can Hellboy perform?

JW: There is an overarching narrative, split up across several chapters and locations. We have two flashback levels which also punctuate this progression, exploring earlier Hellboy adventures which shed light on the characters and threats of the main story. While each chapter builds towards the endgame climax in some way, they also each finish off their own individual arc before thrusting Hellboy (often unwillingly!) into the next part of his adventure.

We’ve strived to make combat and movement quintessentially Hellboy in feel – you run, jump, fall and crash through the world. At its core, Hellboy is a tactical brawler, and provides the player with a huge array of combat moves. There are over 20 distinct moves within the powerful unarmed combos, as well as a number of completely unique weapon combos. These can be used by taking advantage of any of the three classes of “impromptu” weapons that can be found within the world – either from disarmed opponents or ripped from the surrounding environment.

Perhaps the most exciting move set though is Hellboy’s grappling ability. Once you’ve grabbed an opponent you can slam, punch, head butt, throw and perform contextual finishing moves to defeat your foes. And of course, there’s that big gun, which wouldn’t be complete without Hellboy’s special rounds.

SG: How extensive can you be with your environmental destruction?

JW: Our environments are built as playgrounds for Hellboy’s Right Hand of Doom. Anything that looks like it will break is fair game. From crumbling walls, trees and statues through to entire Japanese temples – Hellboy’s world is highly destructible.

When broken, almost all of these larger objects provide Hellboy with ad hoc weapons to continue the mayhem. Hellboy has to be careful however, as he’s not the only creature in this world who likes to smash their enemies through solid stone.

SG: Are there any features unique to the PS3 version that can't be found in the Xbox 360 build?

JW: The PS3 version allows the player to use the Sixaxis controller to directly perform some of the short, visceral actions available to Hellboy. There’s a real satisfaction to ripping swarming enemies ...

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