Cubed3: Could you please tell our readers a little about your role on this project?
Zack Hiwiller, Assistant Producer: My name is Zack Hiwiller and I helped design the handheld versions (Nintendo DS and Game Boy Advance) of Superman Returns.
C3: Many people's memories of Superman in the videogame world focus on the absolutely woeful Superman 64 from the Nintendo 64. Do you have any worries about the connotations involved in making one of the first Superman games since then?
ZH: Everyone involved in making a superhero game is, I am sure, concerned about connotations to Superman 64. However, we aren't the first Superman game since then. I know that there have been at least 2 different Superman games since then that have been released in North America, Man of Steel and Shadow of Apokolips.
C3: How does the game fit in with the movie of the same name in terms of plot development?
ZH: Our story mode follows the events of the film using a stylised version of the film characters and as well as additional villains from the DC Comics Universe. The game plot starts in a similar way to the movie setting up Superman's return to Metropolis after a 5 year hiatus. Upon his return, events unfold in an original story line that combines both movie-based tie-ins as well as additional threats on Metropolis from some of Superman's biggest foes. There are certain showdowns in the DS game that put players in scenarios from the movie or situations similar to scenes from the movie. For instance, you will be able to chase down the space plane Lois was on and you will have to rid the ocean of the New Krypton continent, to name two.
Warner Bros. Interactive was heavily involved in the design of the game and helped us to bring everything in line with what fans saw in the film, while still allowing us to add new content that would make for fun gameplay. Players of the GBA version will be able to unlock stills from the film, concept art and behind the scenes photos.
C3: How much input did you receive from DC comics in order to remain faithful to the franchise?ZH: DC sent us materials and feedback on builds to help us get everything exactly right. We have unlockable content in the form of classic Superman comic book covers and would not have been able to include this for our players without DC's extensive library. All of our alternate costumes are playable right off the bat and again, we wouldn't have been able to do that without help from DC.
C3: With a US release date just around the corner have there been any major changes incorporated into the final version of the title compared to what was shown at E3 in May?
ZH: Quite a few. As you may know, many teams have to take some time away from the actual production of their games to put together a stable approved build for E3. The position we were in around E3 forced us to show a portion of our game that was very work-in-progress. For instance, the DS game has a robust multiplayer mode that couldn't be touched on at E3. You can play with up to four players, each as their own version of Superman (nine different costumes from Superman lore) and you battle to be Metropolis' true Superman. Additionally, we have worked on the controls and the camera quite a bit since then, so I think you will find it to be a much smoother experience.
C3: We've already seen a few familiar faces from the Superman mythos that will be making a comeback, such as the Braniac and Mongul. Can you reveal any other character inclusions that fans would be interested in hearing about?
ZH: We are really excited about some of the great DC Comics villains we been able to include in this game. The list includes all of the DC characters that will be in the console game (Mongul, Metallo, Bizarro, Mr. Mxyzptlk, and Lex Luthor,) plus some new exclusives for the NDS version including: Brainiac, Brainiac 13, and Parasite.
C3: Comic fans are bound to love the unlockable extras announced so far (such as new costumes and comic book covers), are there any other secrets that have been slipped in quietly?
ZH: They wouldn't be secrets if I said!
C3: The ability to blow into the DS' microphone to activate Superman's Super Breath attack is a nice touch, were their any difficulties in trying to harness the full scope of the hardware available? And do you feel you made the most of what was on offer to you in the time you had?ZH: There are always difficulties when you are developing brand new game on a platform. We learned quite a bit about the features and limitations of the hardware in the making of this title. I personally feel that the DS' biggest strength is its' ability for social multiplayer play. This is why we spent the lion's share of our energy on making a compelling multiplayer mode that incorporates teamwork, strategy, tactics and good old-fashioned video game twitch skill.
C3: Nintendo's Starfox Command and Zelda: Phantom Hourglass both use the lower touch-screen for mapping out routes in-game. What sort of innovative uses of the touch-screen will Superman Returns use?
ZH: If you look through the DS' catalogue you will see excellent games that make use of the stylus (nintendogs, Brain Age, etc.) and excellent games that make use of the buttons exclusively (Mario Kart, New Super Mario Bros.), but very few do both well. As a design decision, we decided to focus more on the latter button-centric type. We didn't want to end up with a situation like what players faced when playing Ultimate Spider-Man (a game I quite enjoyed, so don't take this as a knock). There were times when playing that game where I had to hold my stylus in my teeth for quick access between switching from using buttons to using the stylus. We didn't want a control scheme that unsanitary.
C3: Are any other Nintendo DS features utilised during the game