News
Black Kat’s
producer reveals how Pirates came to life
By Michael Lafferty
She is the champion of the seas, as cunning with sword and cannon as she is beautiful. Her name is Katarina de Leon, but to most of the islands of the cyberworld in which she lives, she is known as Black Kat.
Pirates: The Legend of Black Kat has all the traits of a swashbuckling, high seas adventure. It has been released on several platforms the PS2 and Xbox (for reviews, please see http://ps2.gamezone.com/gzreviews/r17607.htm , or http://xbox.gamezone.com/gzreviews/r17607.htm ) by Westwood Studios/EA Games.
To recap the plot of the game Kat is the daughter of Governor Marcus de Leon. It is revealed upon her father’s death that her mother was a pirate queen. Well, Katarina, also has been indulging in the pirate trade. But now she is on a mission discover her mother’s hidden fortune, and complete some quests along the way and perhaps avenge her father’s death.
The game is rife with boss monsters, ship battles on the seas as well islands to explore and puzzles to solve.
Loren Bryant, producer of Pirates: The
Legend of Black Kat for the PlayStation 2 and the Xbox took time to talk
with GameZone about the title.
Question: When you create a game like
Pirates, is there an actual planning phase wherein it is decided the balance
between sea battles and Black Kat's land adventures? How does a game like
this come together considering the variety of experiences it provides.
Loren: "Yes, there is a planning
phase for every game, be it computer or console, that is created. Pirates
was a little different though it went through several changes during
development. Originally it was a PC game, but once we really began developing
the story side, we realized it would be more appropriate on console. After
we made that decision, we also had to decide how much time would be spent
on land vs. the boat. That also went through several iterations before
we ended up with the final result."
Q: From personal experience, some of
the ocean scenes with Wind Dancer sailing toward a setting sun -
were incredibly lifelike. The ocean ripples were remarkable, the skies
were amazing it looked like it was real? It needs to be asked, without
giving away too many secrets how was such realism created? And who gets
the credit for it?
Loren: "Thankfully, this generation
of console hardware is able to really let the development team create expansive
and detailed environments. Technical credit for the terrain, skies and
sea goes to Kenny Mitchell, who, when he is not working on detailed CG
environments at work, spends his spare time working on detailed CG environments."
Q: This game featured just the right
mix of camp and serious palaver between characters. Did it just happen
that way, or was the game intentionally written to provide this aspect?
Was there a movie or book that provided the role model for the game?
Loren: "Yes. As said, during the
development process we put a great deal of emphasis on the characters and
story. We really wanted them to drive the game, rather than it just being
about Pirate legend and lore. As development went on, it became apparent
that fantasy elements work really well in the Pirate setting, so we continued
to add more over-the-top monsters, terrain, etc.
"As for our inspirations, there wasn't
one specific book or movie that influenced the entire development team.
Rather, it was a collection of all types of Pirate information, from the
fantastical legends to real-life accounts."
Q: Who came up with the idea of putting
Kane into the game (and covering that bit of hilarity with a cheat code)?
And out of curiosity, why are cheat codes created in the first place?
Loren: "This is Westwood! We had
to have Kane in there somehow!
"Honestly, cheat codes are almost required
in a console title it is just a tradition. They are usually included
at the tail end of a project when the artists and designers are winding
down on critical tasks for the game and they just want to have a little
fun."
Q: The majority of puzzles were combat
related (a few were figuring out the order of the teleporters), and yet
each boss monster presented a challenge of sort. This may be giving away
something, though not the right thing, but the only way to control Kat
after being cursed was to turn the controller upside down. How much effort
goes into creating bosses that are individually challenging? Is there a
special team of designers or programmers that diagrams how each boss should
function and what it takes to beat them?
Loren: "We had brainstorming sessions
with all of the designers and others from the team where we talked about
each of the bosses. We made sure that they were all unique and had a trick
to beating them. Bosses are always a challenge to develop. They are the
payoff for the level and the climax of the game so the player is expecting
a real battle and, hopefully, gets a great reward."
Q: The cutscenes were very well done.
How much time is involved in creating scenes like these?
Loren: "Westwood is known for its
high production values, both for the game and the in-game cutscenes, and
Pirates is no different. We put a great deal of effort into ensuring that
the cutscenes looked great and helped to tell a really compelling story.
We had a fairly compressed time frame in which to get our cut scenes done
though. We started the sound recording in June of 2001 and had them done
in November of the same year. "
Q: What was the most enjoyable part
of creating this program?
Loren: "I know many people on the
team would say the "research" (a trip to the Florida Keys), but for me
it was seeing all the development team's efforts culminate in stunning
sea battles with multiple ships."
Q: Pirates has been released for different
platforms? Once the base concept is in place, how hard is it to render
it to the different platforms?
Loren: "Yes, Pirates has been released
for Sony's PlayStation 2 and Microsoft's Xbox. It really wasn't too difficult
to work on two systems simultaneously. They each have very different rendering
pipelines, but they are both very powerful. It is when the capabilities
of the systems are different problems arise - separate sets of art on each
of the different platforms for example."
Q: Are there more adventures featuring
Kat in the offing? Will she set sail again in future adventures?
Loren: "It is certainly possible
that Kat will have more adventures in the future, but we currently don't
have anything planned."
Pirates: The Legend of Black Kat (PS2)
Pirates: The Legend of Black Kat (XB)

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