Sep 242012
 

Sleeping Dogs released a little over a month ago and was quickly met with surprising critical acclaim from both myself and other critics alike. Since then, both Square Enix and United Front have promised pieces of Sleeping Dogs DLC for us to enjoy, two of those DLC packs were revealed in the trailer below.

In it, Square Enix reveals some gameplay for  “Street Racer Pack” which is obviously self-explanatory as to what it consists of. It will be a pack that is going to add even more races around Hong Kong for you to participate in and hopefully introduce a few new vehicles. The next pack revealed is the “Swat Pack.” I loved me some police missions in Sleeping Dogs and this pack reportedly promises 20 new police mission to suit my fancy.

Though not shown in the trailer, United Front is also developing packs called “Tactical Soldier Pack” (more weapons and armor) and a “Community Gift Pack.” No details have surfaced about the gift pack except that it will be totally free.

Aug 282012
 

Below is an interview with Dan Sochan, a producer on Sleeping Dogs

1. How did the publisher issues affect the development cycle and morale of the team?

Working with Square Enix has been great, and the additional time has really allowed us to polish Sleeping Dogs.  Open world games are big, by their very nature, so it takes a lot longer to fix bugs and tune the final experience.  With Square Enix’s experiences working on Open World titles, they recognized the need for us to have extra time to get it done right.   We took this opportunity to re-focus our efforts, cut some of the extraneous and add in exciting new features, like the player Upgrade System and the Online Stats Challenges.

2. What went into testing the driving controls? It seems extremely hard to get driving controls correct in an open world game but you guys managed to do it.

We’ve had a dedicated group focused on the driving since the beginning stages of the game.  They’ve spent years working on the controls, AI and partnering with the art team to make exciting race routes throughout the city.  As well, we drew from the experience of our team members who worked at Black Box on Need For Speed.  All of this effort came together to make the fun, arcade race experience in the game – whether it’s street racing or just cruising around the city.

3. What was the inspiration behind the narrative in Sleeping Dogs?

We wanted to tell a gritty, crime drama – one that delves into the experience of being an undercover police officer.  A cop who struggles with the morality of what he’s forced to do to stay undercover, a story of betrayal and conflicted loyalties.  So we looked at films like Infernal Affairs, Donnie Brasco and The Departed.  We also did a lot of research about triads and met with some former undercover cops while in Hong Kong.

4. Why the name Sleeping Dogs? How do you guys think that directly correlates to the game?

The name Sleeping Dogs comes from the expression “Let sleeping dogs lie”.  In the game, this relates to Wei and at which point should he stop his investigation before putting himself or friends at greater risk.  We liked the name because it feels more cinematic than a typical video game title like “Undercover Martial Arts Cop VI”.  It reflects the emphasis we put into the story and how that will be a driving force in the game.

5. How did you capture the streets of Hong Kong so perfectly? Any people on the development team from Hong Kong?

We have a few members of the team from Hong Kong and we also did several research trips to take tens of thousands of photos and hours of video footage.  We tried to capture the essence and culture of Hong Kong – a unique mix of eastern and western influences.

In addition, we hired a couple of writers who were born and raised in Hong Kong, to review all of the dialog and signage in our game to make sure it was translated properly and was authentic.

6. How exactly do you go about acquiring the music for your in-game radio stations? It’s an odd question but I’ve always been curious.

For the licensed music, we send a list of all the music tracks to the publisher that we think best suit the game and the radio stations.  The publisher then works with an agency to attain the rights to use the songs.  Some songs may be unavailable for use or too expensive, so we’ll revise the list with some new requests.

7. What went into doing all the fighting animations? I’m assuming actual members of the triad came in and beat up testers?

No testers were harmed in the making of this game – although they did work really hard and put in some long hours!  We have a core team that was focused on the combat system, with the goal of making it deep and yet intuitive.  Within the “Fighting” group, we’ve got a few martial artists who would spar by their desks to work through moves and figure out ways to transition into another seamlessly.  To ground the martial arts in authenticity, we have thousands of moves motion captured across a variety of martial art styles, and worked with Georges St. Pierre (MMA Welterweight champion) as a consultant.

8. How many people work at United Front? I assume you guys have been simultaneously working on Sleeping Dogs and LittleBigPlanet Karting?

At United Front Games, we’re around 120 full time employees, and have two core teams: Sleeping Dogs and LittleBigPlanet Karting.  Vancouver is rich in video game talent, so we’ve been fortunate to bring in a lot of amazing people throughout the development cycle to help get the games to where they are today.

9. When did development officially wrap up on Sleeping Dogs? When did you guys step back and say to yourselves “Yea, we just made a kickass game”?

The development hasn’t wrapped up quite yet, as we’re still working on the Japanese version of the game and supporting the PC.  Recently we started working on six months’ worth of DLC, which has been really exciting!  We’ve spent a lot of time brainstorming, as well as listening to the fans, to come up with some DLC that we think players will really love.

10. Where does United Front Games go from here?

Things are still busy at United Front, wrapping up LittleBigPlanet Karting and the Sleeping Dogs team focused on DLC.  As a company, we want to continue to make fun games that people love to play!

Aug 022012
 

Oh Sleeping Dogs/Black Lotus/True Crime: Hong Kong, what a story you have to tell. Back in 2009, it was getting time for the wildly prestigious VMA’s, and abruptly, Activision releases a 15 second teaser trailer. The trailer shows only an Asian fellow but was immediately met with rampant speculation that the teaser was for a new True Crime game, that speculation was quickly killed as it was then revealed that it was for a new Activision product titled Black Lotus. Black Lotus was set to be an open world game set in Hong Kong, and while the development was originally started by Treyarch, they dropped the product to begin work another Call of Duty game.

Shortly after the Block Lotus name floating up, Activision decided to do what the rumors had suggested, entitling the project True Crime: Hong Kong, noting that they thought attaching the name would generate better sales. Which seemed to be questionable statement as the first two True Crimes didn’t tear the world up in any way, be it through sales or just pure quality.

The first in the True Crime series, True Crime: Streets of LA, received mostly positive reviews upon its initial release but has since garnered a pretty strong negative reputation. The opinion now obviously had nothing to with the sales back then as the game sold a solid 5.5 million copies. The drop off came with the release of the sequel, True Crime: New York City. Reviews were mixed, mostly shading towards the negative category, and sales fell off drastically. True Crime: New York City struggled to sale even one million copies, proving that people wanted GTA to fill their open world needs, not True Crime.

While there wasn’t much revealed while True Crime: Hong Kong was being developed, some basic story ideas came out, along with the developer, United Front Games (of Modnation Racers fame). The story elements released were rather bland, but ultimately better than nothing. You are detective Wei Shan and you must infiltrate notorious Hong Kong Triad syndicates, along the way you’d run into “visceral, fast-paced martial arts combat and explosive gunfights, along with high-octane driving sequences and acrobatic free-running chases as they go deeper and deeper undercover.” You infiltrate from within, taking a new job as a thug from one of the Triad syndicates. Bland may not be the best word as there did seem to be some interesting ideas setup, there was just not enough to immediately put True Crime Hong Kong on peoples radars.

Like I mentioned earlier, there wasn’t much info released during Hong Kong’s development. That came to a head on February 9th, 2012 as Activision announced they had cancelled True Crime: Hong Kong. COO Thomas Tippl said:  ”While we believe that True Crime would have been a good game, we do not believe that it would have ranked as a top title in the competitive open world genre. Unfortunately, despite significant investment, True Crime was not on track to compete at the highest levels. Given the market dynamics described above, where only the very best titles succeed, we decided to stop development and allow the organization to focus on the many opportunities which lie ahead of us and require our full attention in 2011.

While that is clearly just business speak, attempting to show respect to United Fronts and the True Crime series while also stating the game just wasn’t good enough. Soon after, CEO of Activision Publishing, Eric Hirshberg, said the following: “On my second day at the company, I stood up and said that we want to focus this organization around creative excellence. The decision to stop production on True Crime is based solely on that focus.” This statement is bit more of a shots fired saying than the previous and things didn’t get better as he continued to talk, stating they (Activision) needed to ‘take a clear-eyed look at the reality of this game’s potential.” Later he simply said that True Crime: Hong Kong “just wasn’t going to be good enough.”

Square Enix, however, begged to differ as they picked up United Fronts now nameless project soon after Hong Kong was cancelled. Shortly after the acquisition, the name Sleeping Dogs was born. Since that acquisition, not much has emerged about Sleeping Dogs and since the game is now only two weeks away from release, it’s clear that Sleeping Dogs/True Crime: Hong Kong was near completed when Activision pulled the plug.

The biggest news that has surfaced here lately is that MMA Superstar Georges St-Pierre will be lending his talents (hitting guys?) to the development on Sleeping Dogs. It has never been fully revealed what exactly St-Pierre’s role is, Square has only stated that “St-Pierre is working on an ongoing basis with Sleeping Dogs, consulting on elements in the game as well as sharing insights with the public on the game’s progress.” My guess is he’s showing them how to hit guys real hard.

While it’s something that has never seemed one hundred percent likely, I can safely say that Sleeping Dogs/Black Lotus/True Crime: Hong Kong will come out. Will the game’s quality refect its cumbersome development process is the current question. While I may be getting excited for a failure, I can’t wait to play Sleeping Dogs and see how the game ultimately turns out. We’ll be finding out here soon as Sleeping Hong Kong Lotus releases on August 14th.