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Captain America: Super Soldier Development Dossier

Leading up to the release of the Captain America: Super Soldier video game, Sega and Next Level Games are releasing behind the scenes dossiers detailing the development cycle of the game.  In this, the third dossier, we hear from Brandon Gill, the Game Director at Next Level Games.  He discusses the challenges of bringing Captain America to the world of video games.

Captain America: Super Soldier is scheduled for release on July 19, 2011 for Xbox 360, PS3, Wii, & DS and October 25, 2011 for the 3DS.

Captain America: Super Soldier – Dossier 3 – Captain America

Written by Brandon Gill, Game Director, Next Level Games

Being a developer based in Canada, it was a bit daunting when we first approached the character of Captain America. After reading Brubaker’s Winter Soldier, we all gained a better understanding of the character as someone who always stands up for what they believe in. It’s definitely an universal theme that anyone can get behind, and we found it to be quite inspiring.


           
The fact that Captain America is also a human in peak condition also made it a little easier to start our early prototyping. There was no need to create flying or teleporting mechanics, and we were able to focus in on what makes him so appealing as an action hero.

We started with a solid, grounded combat system focusing on multiple enemies and close quarters techniques. Once we had something that felt really good as a game, we started to layer on the Cap flavor. More acrobatic moves, powerful strikes and of course we worked the Shield into every possible thing that we could find.

The shield was an interesting weapon concept to design for. Since we had our combat worked out first, we started brainstorming all the places where we could add more “shield moments”.

 

It quickly became a way to strike both close-up and from a distance. On defense it became the way to defend against close attacks and even counter-attack incoming ranged threats.


     
It became a very organic part of the game-play rather than being limited to one or two buttons. It factors in to almost all of the player’s abilities throughout the course of the game.

 

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  • I’d like for this game to be good, I love Captain America for some reason…   But we all know what movie video games are like.