Exclusive: QJ interviews Hellboy Producer Paul Armatta

Hellboy PSP - Image 1 

We know you are all familiar with Anung Un Rama. He was born in Scotland sometime around 1944. His background, though quite publicized, still escapes most of us. He used to be with the Nazis but circumstances led him to the arms of U.S.’ Bureau for Paranormal Research and Defense. People who met him personally have mixed feelings at best.

He sports red skin, a tail, and horns, not to mention his might right hand made out of stone. Sometimes he is good, sometimes he is bad – but he is never evil. Yes, you all know Anung Un Rama. It’s just that you call him Hellboy. QJ recently sat down with Konami Digital Entertainment, Inc. Producer Paul Armatta and talked about the upcoming video game adaptation on PSP.

Here’s what transpired in our meeting…

QJ: What’s the current status of Hellboy in terms of development?

Paul Armatta (PA):The game is coming along very nicely. The basic gameplay and levels are complete, and we’re getting close to the point where we can really start fine tuning everything.

QJ: To what extent are Mike Mignola and Guillermo Del Toro involved in the game’s production?

PA:Mike and Guillermo have been really great to work with on this project. They have made themselves available to bounce ideas off of and have given us great creative direction in the areas of storylines and art style.

Read the full interview after the jump! Just click on the “Full Article” link below.

Hellboy PSP - Image 1 

We know you are all familiar with Anung Un Rama. He was born in Scotland sometime around 1944. His background, though quite publicized, still escapes most of us. He used to be with the Nazis but circumstances led him to the arms of U.S.’ Bureau for Paranormal Research and Defense. People who met him personally have mixed feelings at best.

He sports red skin, a tail, and horns, not to mention his might right hand made out of stone. Sometimes he is good, sometimes he is bad – but he is never evil. Yes, you all know Anung Un Rama. It’s just that you call him Hellboy. QJ recently sat down with Konami Digital Entertainment, Inc. Producer Paul Armatta and talked about the upcoming video game adaptation on PSP.

Here’s what transpired in our meeting…

QJ: What’s the current status of Hellboy in terms of development?

Paul Armatta (PA): The game is coming along very nicely. The basic gameplay and levels are complete, and we’re getting close to the point where we can really start fine tuning everything.

QJ: To what extent are Mike Mignola and Guillermo Del Toro involved in the game’s production?

PA: Mike and Guillermo have been really great to work with on this project. They have made themselves available to bounce ideas off of and have given us great creative direction in the areas of storylines and art style.

QJ: With the sequel for the movie already in the works, how does having a movie fan base to build around affect the concepts behind the video game adaptation?

PA: The game we’re currently working on doesn’t have any direct ties to the first movie or the  sequel. Ultimately, though, everything we do refers back either directly or indirectly to the comics. And, even though we never had the intention of doing a “play-the-movie” game, you’ll notice some similarities between the game and the films as well as the animated series in the characters and settings. The idea has always been to create a new experience for Hellboy fans that stays true to the universe that Mike created in his books.

QJ: Let’s talk about the grappling system and “soft-lock” system. How do these play out in the game’s context-sensitive brawling system?

PA: The game will have both a “soft-lock” and a “hard-lock” system. Our goal with the “soft-lock”, context-sensitive control is to make the combat feel as natural as possible,  and the “hard-lock” provides a deeper level of control to allow for more strategic combat. A player should be able to progress through the levels without necessarily needing to use the “hard-lock”, but it’s there so anyone can make more detailed decisions about how they prefer to play.

QJ: Can you share with us some of the difficulties encountered in bringing the game to a handheld console? What were the essential adjustments that had to be made in terms of graphics and gameplay (new and shorter levels, concessions that had to be made because of the technology, etc)?

PA: We actually struggled with this a lot early on in development. Initially, we were trying to keep as much of the console experience on the PSP. We realized that it just wasn’t the best way to approach the game. So, we made some major adjustments to the combat and level design as well as the overall art style. We completely reevaluated the combo system so that it works much better. The other main difference that you’ll see when playing the game, is that the levels and the pacing are structured in a way that the combat encounters can be more focused.  The player can pick up the game and play in shorter bursts without having to make a big time commitment or losing their progress through the game.


QJ: It was mentioned that the PSP version of the game will feature a different story from the movie. Does this entail new characters and/or enemies that we haven’t see in the movie and/or comic book?

PA: The PSP version of the game does have an original story. The game is set up in chapters so that each level is a somewhat self-contained story or mission, but they are all tied together in one overall story that plays out over the entire course of the game. We referred back to the comics for settings and characters, but the levels are not tied to any particular mission or story from either the books or the movie. We have also created original characters. Some draw more heavily than others from the character in the comics, but all of them have some amount of reference back to the books.

QJ: It was also mentioned in a previous interview that there will be a “unique power-up combat system” exclusive to the PSP. Can you tell us more about this?

PA: Combat is centered around the player tapping into Hellboy’s infernal heritage. As Hellboy fights he builds demonic rage that can be harnessed once it reaches a critical mass. Unleashed, Hellboy deals furious devastation with a whole set of new and powerful attacks. During progression new Rage moves are unlocked and the player also earns the ability to sustain Hellboy’s raging energy, which will prove crucial in the heavier, supernatural battles.

QJ: Are there any more PSP-exclusive features/content that we can look forward to? Like how will Abe Sapien and Liz Sherman factor in on the co-op mode for the PSP?

PA:  I don’t want to give away too much here so stay tuned for the game!

QJ: Will we also be able to whip out “The Samaritan” in the heat of a battle, or will we be depending solely on Hellboy’s Right Hand of Doom?

PA: Hellboy will use the Samaritan throughout the game as well as the Right Hand of Doom. The action is designed specifically to create a balance between the need for melee and ranged combat. Hellboy will be able to use either the gun or fighting and grappling at any time. So, the player will be able to decide how they want to play the game.

QJ: What about the Rewards and Inventory systems? How do these play out in the game? Are they level-specific or found throughout the whole game?

PA: The player can collect hidden shards of ancient spirits that once walked the earth. Through these  shards the player can unlock game specific rewards. As the player explores they will also discover weird and powerful artifacts, to aide Hellboy against the supernatural and to also help him in his adventures.

QJ: Let’s talk about voice talent. We know Ron Perlman will be making a comeback as Hellboy, but what about the other characters? Anyone our audience might be familiar with?

PA: We’re excited to have Ron Perlman involved with the video game. As Hellboy in the popular 2004 film, Perlman cemented his status as the perfect man for the role with his imposing stature, deep rolling voice and deadpan sense of humor. With the addition of Perlman’s voice acting and creative direction from film director Guillermo del Toro and creator Mike Mignola, Hellboy looks to be an incredibly faithful video game debut of the hit entertainment property.

 
QJ: And finally, when can we expect to get our grubby hands on Hellboy?

PA: The game will be coming out later this year. Stay tuned!

Aside from the PlayStation Portable (PSP) version of the video game, Anung Un Rama Hellboy will also be appearing on Xbox 360 and PlayStation 3 (PS3). As promised, he will beat and charm the bejeesus out of us during the third quarter (Q3) of 2007.

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