
So what was the core concept for Carnage?
Justin Heisler
Designer
Just to be as mean, savage, and up-close-and-personal as possible. All his attacks are really nasty. Carnage is out to hurt people, and he doesn’t care about collateral damage along the way.
We carried this mentality throughout all aspects of his design. One of my favorite powers, Symbiote Surprise, causes dozens of jagged spikes to shoot out from Carnage’s body. It’s an unexpected power, something an enemy probably isn’t prepared for, but also looks really nasty and painful for anyone caught in it. We also set up his abilities so players are rewarded for just tearing into foes one after another – we really wanted to play up the idea of a killing machine that simply did not stop.
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Making the Marvel Universe sound as good as it looks.
Christian Portwine | Vicarious Visions Audio Dept.
So what’s your job, basically?
As a tester, I play through the game and make sure that the game is performing the way it is supposed to perform. It’s my job to make sure that the game doesn’t crash, to make sure that the characters punch if you press the punch button, etc. I have to think of all the ways a gamer could stretch the game to the breaking point, and then report with detailed steps, how to get that to happen. Then the engineers/animators/whoever swoop in and fix those things. Then I go back and make sure that they did indeed fix it, and that the fix they put in didn’t break something else.
Things that go bump in the night: Green Goblin and Venom, the monstrous ‘heroes’ of Marvel: Ultimate Alliance 2! (Part 2 – Green Goblin)
| Date | News |
|---|---|
| 09/01/09 | NPC Spotlight on Electro & Scorcher |
| 09/01/09 | NPC Spotlight: Nick Fury & Maria Hill |
| 09/01/09 | NPC Spotlight on Wonder Man |
| 08/25/09 | 12 Days of Marvel Ultimate Alliance 2 |
| 08/10/09 | Facebook | Hero HQ |
| 08/08/09 | Stan Lee Exclusive Comic Con 2009 Interview (Inside Gaming Machinima) |