Hasbro Takes a Leap Forward With ‘Frogger 2’
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How does a game publisher remake one of the greatest franchises of all time without botching the elements that made it a hit in the first place? “Frogger” hopped into the hearts of millions of game players in the early 1980s. But now Hasbro Interactive is trying to duplicate that success with “Frogger 2: Swampy’s Revenge” for Sony PlayStation, the PC and Nintendo Game Boy Color. Darren Wood, project manager for developer Blitz Games, tries to explain.
Question: Is it possible to revamp a classic without ruining what made it special in the first place?
Answer: The team spent a considerable amount of time experimenting with ways to expand the game play without ruining its original charm. The last thing we wanted to do was yet another 3D platformer. “Frogger” has a certain charisma and individuality about it that we felt had to be retained. After getting to grips with the product’s essence, although we changed quite a bit, the underlying game ethos remains intact.
Q: What must a sequel offer above and beyond its predecessor?
A: In a word, improvements! The original “Frogger” did many things right but also left lots of room for enhancement. Basically, the sequel retains vital game play elements while offering greatly improved visuals, more immersive, realistic 3D environments, cunning puzzles, more characters and moves to play with, secret levels and eight multiplayer games.
Q: Why would a title based on a 1980s concept appeal to a new generation?
A: The key to this is the simplicity of the game control and mechanics. One wrong step and you’re dead. This allows us to carefully design levels to exploit the emotion that’s present throughout the whole game: panic! People always try to do a section a little bit faster than is necessary. Therefore, when they fall afoul of an obstacle, it’s due to their own misjudgment. This provides just the right level of frustration to keep players coming back for more.
Q: Care to cite any of the title’s influences?
A: We drew a lot of inspiration from the previous “Frogger” titles, as they had a lot to offer in terms of game play. They were both constant reminders of what we should aim to achieve with the sequel. As for other influences, there are quite a few bits and pieces that have found their way into the game from various other sources.
Q: “Frogger 2” uses a lot of cartoon cut scenes. Why?
A: Even though this is a game that is designed to be instantly playable, we decided it’d be cool to set the scene and provide first-timers with background on the “Frogger” universe. It’s important to motivate players and keep them guessing as to what the plot is, as well as developing characters within the game.
Q: Ever do anything eccentric to get in the right mind-set for a day’s work?
A: Well, I’m lucky enough to be within walking distance of work, and there are plenty of roads to cross and even a river.
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Scott Steinberg is a freelance writer specializing in video games.
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