Bionic Commando screenshot

VideoGamer.com: Are you using a pre-existing game engine or starting from scratch with BC?

BJ: The game is being developed utilizing Grin's propriety Diesel engine. They have created and tweaked it over the past several years and it's currently one of the most cutting-edge multi-platform engines out there.

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VideoGamer.com: We understand that a Japanese Capcom design team has been hired to aid development of BC? Could you tell us a little bit about how that relationship is working out?

BJ: Your question is somewhat inaccurate so let me explain the set up.
I work for Capcom and am based in Capcom's R&D office in Osaka Japan where I have the role of Producer on Bionic Commando. Rather than use an internal Capcom team, the development of the game is being undertaken by GRIN, who are based in Stockholm, Sweden. In addition we have a number of staff here in Osaka who are working on the project, one of which is Motohide Eshiro who has the role of Creative Advisor. I am originally from the United States, so the development team behind Bionic Commando represents a unique and compelling collaboration of cultures and skills. This partnership provides a further example of Capcom's strategy to work with the best developer talent, whilst maintaining the unique elements of creativity and approach to game design for which Capcom is renowned.

VideoGamer.com: How much of a challenge is it to make swinging about in a fully 3D environment work well, and how have you managed it?

BJ: Right from the outset we knew that getting the swing mechanic right was essential and we tried a lot of variations before we hit upon an option that we feel gives the player a real level of freedom to explore the game's environments, but at the same time is easy to get to grips with.

VideoGamer.com: Can you tell us a bit about bringing Nathan Spencer into the 21st century and the various considerations and reasons behind your character design decisions?

BJ: First thing we wanted to do was to make Nathan a dynamic character. He is already the hero at the end of the first game having defeated the imperials and therefore was on top of his game. Kojima-san himself mentioned that he chose to make Raiden the main character of MGS2 because he felt Snake was already the veteran and there wasn't much that he couldn't do already. I agree with this concept in that it's never fun to have a lead character that can kick everybody's butt right from the start. You need to have a character that is broken and needs to reach his full potential. Therefore we needed to 'break' Spencer in some way so that he had a direction to go in. Spencer's current character design represents some of the key plot points in the game. The fact that he looks about as "anti-Army" as possible is an active choice he has made, the government let him down and he has no love for it.

VideoGamer.com: What will you spend most of your time doing in BC? Swinging, combat or platforming/exploring? What's the reasoning behind that?

BJ: Swinging will be a key movement mechanic, platforming/exploring will be something that is not required but exists for players who want to maximize their experience. Since you are a commando, expect plenty of combat. A good comparison, as far as exploration/combat/swinging goes would be Grand Theft Auto since the cars were for movement, there was the ability to explore and do other mini-challenges, and of course you had plenty of battles to spice everything up.