Interview | 8/10/2009 at 8:12 AM

Invincible Tiger: The Legend of Han Tao Co-Op Interview

We've been following Invincible Tiger: The Legend of Han Tao for some time now, in fact, we posted some hands on impressions of it back in February.  The game was just announced to have an August 26th XBL and August 27th PSN release date, so we figured it was a good time to get the skinny on its two player co-op mode.  We chatted with Ollie Clarke, Project Director at Blitz Arcade (a division of Blitz Games Studios), to learn all we could about this kung-fu film inspired beat-em-up.

 

Co-Optimus: Does Invincible Tiger support online co-op?

Ollie Clarke: Yes it does! The game features online co-op in both the XBLA and PS3 versions. I have to say it’s not easy making a fighting game that works online and we’re proud of what we’ve achieved – a lot of late nights by the team went into making it work! Provided you have a solid broadband connection it feels like a solid fighting game both locally and online.

 

Co-Optimus: Is the co-op mode separate from the single player game, or does co-op play share the same missions? 

Ollie Clarke: It follows the story mission but it’s balanced for co-op play – just because there’s two of you don’t expect it to be twice as easy. The fun part is working out how you’re going to play the game together. You can both go in flailing away, then if you take too much damage your friend can cover you as you meditate to recover health. As a tip, in two player co-op, try sneaking up to a boss, rolling a way and watch as the boss’ weapon gets stuck and your buddy can start whaling on him.

Players can also play the game in the other modes co-operatively too. For example there’s a time trial mode where they have to complete the game as quickly as possible. I used to love those game demos of Quake played quick and this is our version.

There’s also an endurance mode where players have to survive for as long as possible. It’s a bit like Geometry Wars in that respect and it gets pretty competitive seeing who can last the longest. We’ve gone out of our way to add a lot of leader boards including boards that chart co-op play.

 

Co-Optimus: Is there optional "team damage"?

Ollie Clarke: Originally we did build team damage into the online mode. However, after playing internally, at Namco and with play testers, we found that it detracted from the gameplay. While hitting your buddy is amusing for the first few minutes, when you’re in the thick of the action you want to be back to back slugging away at the bad guys!

 

Co-Optimus: A lot has been made about the game's 3D mode. Is the game playable in co-op using the 3D settings? What hardware is required for gamers to enjoy this?

Ollie Clarke: Invincible Tiger is playable in co-op in 3D mode as well. We’ve gone to a lot of trouble to optimize the games’ speed so it runs at 60fps in this (the most demanding) mode. I think framerate is where 3D games will really excel. The 3D films currently being shown are playing at 24fps and we’ve found being able to play the game at 60fps really heightens the immersive experience. In a way it’s so frustrating that it’s an effect that has to be properly experienced and it can’t be explained. A lot of people are cynical about it but as soon as they get the full digital stereoscopic experience the “wows” and the “ooohs” are heard.

The game supports a lot of 3D hardware but players will need a 3D capable display. The game supports 3D ready TVs including LCD, DLPs and Plasmas. Shutter and LCD Glasses are also supported. All players have to do is select the digital 3D option in the 3D modes menu. We’ve also created an advanced options menu in the 3D menu system where users can finely tweak the settings to maximize the 3D effect for their televisions.

It’s worth noting that we’re effectively giving the 3D experience away with the game. Why? Because it’s fun, we love it and we hope that by putting 3D content out there we can help stimulate a demand for Digital 3D entertainment.

We realize we’re the first to do this for a console game so we’re setting up a webpage to help people set up the game depending on which screen they have. The website will be at www.invincibletiger.com/support and ss soon as it goes live we will make an announcement alongside our publishers at Namco Bandai.

Co-Optimus: How many moves can the player use to fend off baddies in Invincible Tiger?

Ollie Clarke: There are a lot of moves there for the player to discover. One of our aims was to make a game that’s easy to pick up and play but still be difficult to master.

To give you an idea, I asked Aron Tomlin (our lead designer) and he said:

“There are eight separate sequences. Each sequence is made up of three attacks, making 24 attacks in total. Then we have another eight combos, so that’s another 24 attacks.

“So there are 48 normal attacks, two reversals, two staff combos (six attacks), and six finishing moves (these are unlocked while playing the game). Then on top of that we have around 12 context attacks, if you include throwing knifes, plates, and shuriken etc. On top of that we have a kick attack from rolls.

“Altogether there are somewhere between 60-70 attacks in the game. There are a lot more context action animations and general movement animations to take into consideration. There’s also the Zen attack where the player enters a super fast unblockable hyper-state.”

One of the things I like about seeing other people play the game is that everybody plays it slightly differently. There’s enough moves in there for the player to develop a style of gameplay and master it.

 

Co-Optimus: What Kung Fu movies most inspired the game?

Ollie Clarke: Mr Vampire comes straight into my head (look out for our tribute to it on Level 3!), Big Trouble in Little China, Hero, Drunken Master, Samurai Jack, Master of the Flying Guillotine, Chinese Super Ninjas, Kung Fu Hustle…

There’s a huge list of great movies that inspired this game. The producers at Namco are also Kung Fu nuts and provided a lot of ideas for sequences in the game.

Our hope is this game does well enough to warrant a sequel and we can explore this genre a lot more. There are so many great ideas we just didn’t have time to get into the game!

Personally. I’d love to see more Chinese inspired demons, Samurai Warriors, more weapons, more styles of Kung Fu, training inspired mini-games like in the 36th Chamber of Shaolin, homages to the great sequences of Hong Kong cinema…I could go on but I’m sure everyone has their favorite moments. As I say, hopefully the game will do well enough in terms of sales and the players can let us know what sequences they would like to see in the follow up.

 

 



Co-Optimus: What's the coolest thing you've seen happen in co-op in this game?

Ollie Clarke: I think my favorite thing is when I see two people sitting down to have a co-op session on the game. I can always hear them laughing as they play. Everyone seems to have a great time playing it. Even the development team that have been working like crazy on this game for so long still enjoy playing co-op as if it’s the first time they’ve played.

And that’s the coolest element of this game for me. We set out to make a Kung Fu action game that’s fun to play and we really have achieved this. We even had QA guys coming over and asking if there’s a new build available (and those guys have to play a game to death!!). I think it’s something we can be proud of.

In fact we even jokingly thought about a developers’ commentary that would be based on a recording two of the team arguing with each other as they fight through the game. Sadly at the time we didn’t have a microphone to hand. Perhaps for the sequel (which should have four player coop of course!!)