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A Game Concept By Radical Entertainment

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A Game Concept By Radical EntertainmentTable of Contents1Game Analysis.............................................................................................................................................................. 3 1.1Game Concept....................................................................................................................................................... 3 1.2Game Goals...................................................................................

TRANSCRIPT

Page 1: Hulk High Concept

A Game Concept By Radical Entertainment

Page 2: Hulk High Concept

Table of Contents

1Game Analysis.............................................................................................................................................................. 3

1.1Game Concept....................................................................................................................................................... 3

1.2Game Goals........................................................................................................................................................... 3

1.3Game Information................................................................................................................................................. 3

1.4Brand Analysis...................................................................................................................................................... 4

1.5Competitor’s Analysis........................................................................................................................................... 4

1.6Story Concept........................................................................................................................................................5

2Game Design................................................................................................................................................................. 7

2.1Expanded Game Concept...................................................................................................................................... 7

2.2Transformations.................................................................................................................................................... 7

2.3Front End...............................................................................................................................................................7

2.4Camera.................................................................................................................................................................. 7

2.5Game Structure......................................................................................................................................................8

2.6Gameplay............................................................................................................................................................ 10

2.7Core Controls...................................................................................................................................................... 11

2.8Environments.......................................................................................................................................................12

3Characters and AI........................................................................................................................................................14

3.1Enemy Generators............................................................................................................................................... 14

3.2Enemy Types.......................................................................................................................................................14

4Sound.......................................................................................................................................................................... 18

4.1Overview............................................................................................................................................................. 18

4.2Considerations ....................................................................................................................................................18

5Expanded Gameplay................................................................................................................................................... 20

5.1Overview............................................................................................................................................................. 20

5.2Sample Level Experience....................................................................................................................................20

5.3Sample Level Flow Timeline.............................................................................................................................. 23

6Key Feature Summary.................................................................................................................................................24

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Copyright 2002, 2003 Radical Entertainment.

Page 3: Hulk High Concept

1 GAME ANALYSISThe Hulk is an action adventure game based on the upcoming 2003 film release of the Hulk. Additional key elements

will be taken from the Marvel comic book series and the legacy of the Hulk universe.

Note: Certain elements within this document are subject to change based on future information we receive

regarding the upcoming movie.

1.1 Game Concept

The Hulk is a single player action adventure game where you traverse streaming worlds and contained environments

in mission based scenarios, many of which contain multiple mission objectives. The story focuses on Bruce Banner

and his attempt to find a cure to free himself from his transformations into the Hulk and clear his name as a menace

to society. The player takes the role of both Banner and The Hulk with an intense gameplay mechanic that revolves

around transformations from one to the other. Banner gameplay is based on stealth and puzzle solving scenarios.

When Bruce transforms into The Hulk, the gameplay becomes one of pure adrenaline, as The Hulk smashes his way

through any obstacle or enemy he faces with unsurpassed rage.

Some objectives require the player to be in Banner form, while other objectives require the brute force of The Hulk.

The hook is that the player will need to carefully manage his anger meter to successfully suppress The Hulk within,

as well as know when it is acceptable to bring him out. To make the world feel more realistic, many primary

objectives can be completed as either Bruce or The Hulk. The path to completion, however, will be quite different

depending on which character the player is in control of. The struggle that Bruce has in trying to suppress his anger

is what keeps the game true to the IP, while, at the same time, creates a unique and exciting game mechanic for the

player.

1.2 Game Goals

Exciting gameplay dynamic of the player’s attempt to control his transformations into The Hulk

Stealth and puzzle solving gameplay

Over the top action, presentation and style befitting the comic genre

An interactive story that emphasizes the duality and struggle between Bruce Banner and the Hulk

Destructible and deformable environments

Innovative gameplay built around Hulk’s inherent abilities and the extraordinary enemies he will face

Frenetic Hulk gameplay, involving a simple yet engaging combat and destruction system

Dynamic camera system that employs cinematic shots without intruding on game-play

1.3 Game Information

The Hulk is a third person action adventure game featuring stealth, puzzle solving, and destructive fighting game-

play. The game will be developed for the PS2, Game Cube and X-box platforms.

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Copyright 2002, 2003 Radical Entertainment.

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1.4 Brand Analysis

The game is based on the Hulk comic book character and the legacy of his world. Staying true to the themes of the

upcoming movie, the game will follow the inner conflict between Bruce Banner, his Savage Hulk personality, and

the alienation he suffers in his quest to return to a normal life. The game will make every effort to preserve the

presentation, style and themes fans have come to expect from both the character and the comic genre. At the center

of this interactive experience, the Hulk/Bruce Banner character will think, feel, and act in a manner that meets the

expectations of consumers.

1.5 Competitor’s Analysis

Spiderman Franchise (Activision) – Spiderman and its sequel are action adventure games that perfectly capture the

essence of the character. The Hulk game will follow a similar strategy of bringing out the best elements of an

established comic book character and then combine them into an amazing interactive experience.

Batman: Vengeance – A third person 3D adventure based on the mature Dark Knight persona of Batman. This

game has multiple styles of gameplay, including stealth, fighting and puzzle solving elements.

Superman (Titus) – Although a critical failure, this superhero action game was a best seller, especially amongst

children.

X-Men (Activision) – The X-Men franchise takes the key heroes and villains from the X-Men comic book and pits

them against each other with a solid fighting engine. Although primarily influenced by the comic books, this game

does have some influence from the recent movie and used marketing tie-ins.

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Copyright 2002, 2003 Radical Entertainment.

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1.6 Story Concept

The following is a basic overview of the plot structure of the game. Many new levels, bosses, and side-plots will be

inserted to provide exciting gameplay encounters that will drive the narrative forward to create a rich experience for

the user.

1.6.1 The Setup

The Leader, operating from his secret base “Freehold”, has developed a scheme to create a race of gamma

charged super villains to aid in his villainous plans. He has manipulated all of the key scientists on Gamma

Radiation, including Dr Geoffrey Crawford and Phil Sterns, to perform the scientific work and research required on

Alcatraz tourists. He has also acquired private funding from General Ryker, who plans to use these weapons for

military purposes

1.6.2 Story Overview

Bruce Banner discovers that his old mentor, Dr Geoffrey Crawford, has acquired his Gamma Sphere and

has modified it to absorb gamma radiation. Hoping to use it to cure his condition, Bruce breaks into the lab and

hooks himself up to the device. Ravage, Crawford’s gamma charged form -- a creature similar in size and

appearance to The Hulk, breaks into the room and steals the sphere, before pushing Bruce aside. Banner transforms

into the Hulk and chases Ravage through the streets of San Francisco.

During the chase, a small force of military helicopters attack The Hulk, who avoids their assault while

keeping the light of the gamma sphere in view. The Hulk finally catches up with Ravage, but just as he is about to

strike, Half-Life sneaks up and attacks from behind. Ravage flees to Alcatraz, with the sphere in hand, leaving Half-

Life to deal with The Hulk. The two have a vicious fight, but The Hulk is victorious

Banner receives an urgent message from Betty, who warns him of an evil plot to create a race of gamma

charged supermen. Halfway through the conversation, Betty panics and a male voice can be heard on the other end, a

voice that sounds familiar to Banner.

Following this lead, Banner takes a boat to Alcatraz. Upon reaching Alcatraz, Banner discovers a race of

gamma spawned creatures that are the result of experimentation on imprisoned tourists. After sneaking past armed

guards and roving hordes of these creatures, Banner is caught and transforms into The Hulk. After fighting his way

through Alcatraz, The Hulk finds Betty, who is being held captive by Phil Sterns, otherwise known as Madman.

As he approaches, Sterns transforms into Madman, who grows to a size larger that The Hulk. The Hulk

defeats Madman and returns Betty to her father, General Ross, in hopes that he can gain acceptance for this heroic

act. In return, he is paid with imprisonment in a specially designed military bunker that is run by General John

Ryker. Ryker hooks Bruce up to a device similar to the Gamma Absorption device, and reveals to The Hulk that he

is absorbing his powers for the good of the country.

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Stronger than suspected, The Hulk breaks through his shackles and escapes. Fighting his way through the

military facility, the Hulk breaks out into the desert. Trying to leap to freedom, The Hulk encounters a force field

like dome, which knocks him to the ground. Upon getting up, a large military force of tanks and armoured troops

chase down the Hulk, who finally makes it to the dome’s main generator. Awaiting him is Flux, a Hulk-like creature

that was a test subject for General Ryker. The Hulk defeats Flux, destroys the generator, and flees into the

countryside before reverting back into Banner.

Returning to Alcatraz, Banner sneaks his way through countless armies of Gamma Spawn. Banner

encounters Ravage again. Bruce pleads with Crawford to help him, but Crawford is ordered by The Leader to

destroy Banner. Banner changes into the Hulk and the two finally go toe to toe on even terms. During a destructive

battle, The Hulk beats Ravage, who reverts back into an unconscious Crawford. The Hulk reluctantly pulls him away

from a falling beam and throws him in a cell before entering the gate to Freehold – The Leader’s secret hi-tech

fortress. The entrance through this teleporter causes a transformation to Bruce Banner.

Banner makes his way through The Leader’s hi-tech labyrinth. Armoured guards and robots face him at every

corner. Seeing Leader up ahead, hooked up to an electronic throne, Banner dashes toward him. Upon entrance to his

sub-chamber, Banner is zapped by beams of light and blacks out. The Leader brings Banner into his dreamworld,

but before killing Banner from within, Crawford breaks one of the transmitters that strengthens The Leader’s control.

The Leader blasts Crawford before Banner can reach him. Banner then battles Leader’s hi-tech room by cleverly

disarming all of his force fields. Upon disarming the fields, The Leader dismounts from his thrown and blasts

Banner, causing a transformation into The Hulk. The two square off. During the battle, The Hulk picks up the

Gamma Absorption Device and tosses it at The Leader, causing a massive explosion. Ryker’s face appears on a view

screen and proceeds to insult The Leader on his failure. A large missile hits freehold, causing a massive explosion.

The Hulk escapes, but is forced to leave Crawford and The Leader to their apparent deaths.

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2 GAME DESIGN2.1 Expanded Game Concept

The game-play of The Hulk is broken up into two distinct styles. Each of these styles focuses on the strengths and

personality of the character you are using.

Bruce Banner: Game-play is based on stealth and cunning. Bruce is able to sneak around enemies, disable them

with scientific weapons, and access areas and information that his green skinned counterpart can’t. The gameplay of

Banner will always push the story forward, so that even when you transform into the Hulk, a clear mission objective

will always be apparent.

The Hulk: When Bruce transforms into The Hulk, the gameplay becomes one of damage and destruction. Not

necessarily mindless, the Hulk will be able to terrorize an environment like no other game to date. The enemies that

the Hulk will face will range from hordes of military agents to super villain bosses.

2.2 Transformations

The character has an anger meter that governs Banner’s transformations into The Hulk. The angrier Bruce gets, the

larger the meter grows. When this meter is full, he makes a real-time transformation into The Hulk. Depending on

the current mission objective, Banner will either get to play as The Hulk during gameplay or fail the mission. Certain

missions have multi-branching objectives that change when you are either Banner or the Hulk.

2.3 Front End

The front end of this game is set up like a live comic book. Levels will be represented as pages and encounters will

be designed as panels. Initially the comic is blank. As you progress through the game, new panels will open,

representing the experiences you have previously encountered. If you want to replay a segment within the game, you

simply highlight a previous panel and select it. Special gameplay events will trigger Action Panels, which appear

during the middle of a camera cut in gameplay. This encourages the player to go back and replay every area to

unlock every encounter or action that has been missed.

2.4 Camera

To keep the gameplay tight and focused, the camera will follow a dynamic path-based system. Different shots are

triggered based on the area of the environment that the character is moving through. This allows us to have relevant

cameras for each different style of gameplay. All controls are camera relative.

Certain actions, such as special moves, will trigger directed cinematic shots. Using cuts, these shots will be designed

specifically for that occasion, so that we get a perfectly directed sequence of events.

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Copyright 2002, 2003 Radical Entertainment.

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2.5 Game Structure

2.5.1 Game Modes

The Hulk will have two main modes of play: Story Mode and Challenge Mode.

2.5.1.1 Story Mode

This is the primary mode of the game. A long cinematic adventure, in which you play as Bruce Banner and the Hulk

in a quest to find a cure for your gamma-induced condition. Although this is the underlying theme of the game, new

missions and scenarios will spring forth from your journey that will bring out the heroic nature of your character.

The game is broken up into missions that contain primary and secondary objectives. Typically, each mission begins

with you taking the role of Bruce Banner, who uses his intelligence and cunning to track down the answers he is

looking for. When new information is found, it becomes a mission objective. Mission objectives can be obtained in

multiple ways, which include accessing data from an object (e.g. computer terminal); extracting information from

other characters, be they good or bad; or achieving the initial practice goals at the beginning of the game. Bruce also

has allies who will assist him along the adventure. These objectives can be accessed from the pause menu and remain

in effect once Bruce becomes the Hulk.

Bruce transforms into the Hulk when he gets stressed, angry or frustrated. This can occur in one of two ways. The

first is by filling your anger meter, which grows as you take damage or witness surrounding events that would put off

the mild mannered Bruce. When full, Bruce will transform into the Hulk. Depending on the encounter, an anger

meter transformation will result in either a failed mission attempt or the ability to play as the Hulk for the remainder

of the Banner scenario. Failed mission attempts will send you back to the last checkpoint. To prevent player

frustration, in these situations we will make it apparent that Bruce must not transform in order to complete his

objective.

The second way of transforming is during mandatory transformation NIS sequences (cut scenes) that are placed at

key points in a location. To ensure a proper game-play balance, certain NIS sequences always force a transformation

into the Hulk or Banner.

2.5.1.2 Challenge Mode

As you progress through Story Mode, new challenges will be unlocked in Challenge Mode. Challenge Mode takes

gameplay modules from Story Mode and modifies them for gameplay variation.

2.5.2 Story Mode Structure Diagram

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Chapter

- Based on a key location- Comprises of multiple levels- Represents a major plotpoint in the story

Level

- An area or set of objectiveswithin a chapter

Level Objective

- A linear objective required tobeat the level- Certain objectives requiremultiple components, such asaccessing 3 computers

Boss Level

- The final battle within achapter- Story driven NIS sequencethat bookends the chapter

Gameplay Scenario

- Gameplay occurences withinan objective

Standard Level

- Gameplay oriented levelsthat push you toward the Bossencounter- Made up of multiple missionobjectives

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Copyright 2002, 2003 Radical Entertainment.

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2.6 Gameplay

The game is broken up into chapters that take place in key locations. Each chapter begins with a primary mission

objective told via an introductory cut scene. Within each chapter, your character will encounter multiple levels, the

majority which are necessary and augment the primary mission objective. Some secondary missions are bonus ones

which unlock rewards such as new costumes and levels. Each chapter will end with a dramatic boss encounter.

The primary focus of gameplay and story centres on Banner, who must use his wits to tackle the many different

objectives he will encounter during his journey. Banner gameplay will involve stealth and puzzle solving elements,

with the added intensity of trying to control his transformations into the Hulk. Banner must infiltrate areas, track

down information, and manipulate the environment in order to achieve his goals. Bruce also has the ability to pick up

special weapons on occasion, which he can use to disable his foes. When Bruce transforms into The Hulk, the

gameplay becomes one of pure adrenaline, as The Hulk smashes his way through any obstacle he faces with

unsurpassed rage.

Although many sections within the game mix more than one element, the core gameplay is broken up as follows:

Stealth: The gameplay of Bruce Banner takes you through a focused area of puzzle solving and stealth based

gameplay. The AI in these areas is very advanced. Enemies follow routine paths that you have to understand and

sneak around, have intelligent group routines, and the flexibility to change their behavior based on your actions. If

discovered or chased, Bruce can rely on a few attacks to fend off enemies, but only as a last ditch effort while trying

to keep his anger meter below the transformation point.

Puzzle Solving: Banner must tackle many forms of interactive puzzles as he progresses through the environment.

Using his high level of intellect, Banner must avoid detection to find the answers he is looking for. Banner has the

ability to avoid surveillance systems and create ingenious traps and diversions to throw off his enemies. Bruce must

track down keys, open doors, climb ladders, and manipulate security systems in an attempt to meet his objectives.

Contained Battle: Your character is forced to stand and fight one or more enemies before he can move on. The

number of enemies accessible at a single time has a maximum capacity of ten for gameplay balance, but more

enemies can be seen in the background and generated in waves. The balance between world interaction and number

of enemies changes from encounter to encounter to maximize the capacity of the hardware platform. These

encounters have specific objectives that must be met in order to move forward, which can include defeating all of the

enemies within it, triggering an action, or establishing an exit. The majority of these encounters are Hulk oriented,

but there are Banner specific ones as well.

Chase or Be chased: Bruce Banner or Hulk are racing towards a destination or fleeing from enemy characters in a

streaming environment. The gameplay in these situations is more forgiving from a fighting perspective, where

enemies are treated as pests that attempt to slow you down or stop you.

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2.7 Core Controls

Although the gameplay between The Hulk and Bruce Banner is quite different, the control scheme takes a simple and

intuitive approach by having the core button commands and intent remain the same.

A – Punch

B – Kick

Y – Action

X – Jump

RT – Target

2.7.1 Character Specific Controls

2.7.1.1 Bruce Banner

Bruce Banner’s gameplay focuses more on stealth and puzzle solving elements than brute combat. Bruce does have a

few attacks up his sleeve, but they are mainly used to disable enemies as a last ditch effort.

Movement – The speed of Banner’s movement is based on how hard the analog pad is pressed. A Light press will

trigger a slow walk, which is silent and does not create much noise. A full press will trigger a run.

Punch – A basic jab. Bruce can do a three hit combo if the punches are pressed in quick succession. If Bruce is

carrying a close combat weapon, this button will trigger the appropriate attack.

Kick – A basic thrust kick attack. This attack has longer range than the punch. Bruce can perform a two hit combo

from the kick. Bruce can perform a kick while carrying a weapon without causing the weapon to drop.

Action – Bruce’s primary command. He uses this to open doors, access computer terminals, pick up items, and

manipulate objects. If he is facing an enemy up close, this command will cause Bruce to grab the enemy and knee

them.

Jump – Bruce can jump a short distance. This is used to scale short elevated surfaces.

2.7.1.2 Hulk

Rage Meter – As the Hulk’s rage meter grows, the strength and damage of his attacks will increase. If the meter is

completely full, he will be able to perform new special attacks. This meter slowly decreases over time.

Regenerative health – Due to the inherent regenerative capabilities of this character, his life meter will replenish

slowly over time.

Actions:

Punch – The punch is used as a close range attack that damages both enemies and world objects. The power of the

punch is based on the duration that the punch button is held down for. While being held down, the Hulk shakes and

crackles with gamma energy.

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Kick – Compared to the punch, the Hulk’s kick is more damaging and has longer range, but has slower execution

and recovery. If charged up, The Hulk will release the mighty foot stomp, which creates a shockwave effect that

stuns enemies.

Jump – The Hulk can use his jump for movement and attacking. The Hulk has two jump heights: A light button press

will trigger a light jump, while a button hold will trigger a heavy jump.

Target – This button causes your character to lock onto the closest character or object within view, forcing all

movement and actions to become relative to that target. Although not necessary for combat, this function is quite

useful as it allows the player to sidestep around enemies, dodge projectiles easier, and focus on a sole combatant.

Action – Based on the context of the situation, The Hulk can pick up and manipulate many different objects. If he is

facing an enemy, he is able to pick them up and throw them in a number of ways. The Hulk can rip street signs out of

the ground and even pick up cars, which he can throw at enemies or other world objects. Fantastic actions are

accompanied by stylized cinematic camera shots.

2.8 Environments

Throughout the adventure, your character travels through many unique locations, including metropolitan cities,

military bases, and super villain strongholds. Environments will consist of both streaming worlds and contained

encounters. These encounters will be broken into missions to give the player a clear objective as to what he is trying

to accomplish. The worlds within The Hulk will be wonderful and diverse. There will be many objects within the

environment that are completely interactive for both Banner and The Hulk. These interactive objects will be visually

designed to be distinguishable from the static environment. The philosophy being that if something in the world

catches your eye, you are able to use or affect it somehow.

2.8.1 Environmental Interaction

2.8.1.1 Banner

Banner utilizes the environment for stealth and entry points. By using the action button, Banner can manipulate many

of the objects he will encounter within the world. The following is a list of some of the different object types Banner

can manipulate:

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If the action button is pressed against an active computer terminal, Banner can unlock doors and

obstructions or disable security systems

Certain computer terminals provide Banner with new information.

Banner can push and pull objects to block doorways and access passages.

2.8.1.2 Hulk

The world in the game is a destructible and deformable environment. The Hulk can damage the world in the

following ways:

o Using attack moves (punch, sonic clap) to damage or destroy environment objects

o Descending on terrain from a jump or a fall. The amount of damage received is based on the height and

power of the descent

o Grappling and throwing enemies into environmental objects and destroying them

o Picking up objects and throwing them at quick speeds

The environment features different levels of interactivity, ranging from objects with canned deformation to

environmental elements under full rigid body simulation. The game strives to maximize the number of objects

under full physics simulation, but not at the expense of game-play, frame-rate or number of NPC’s on the screen at

any one given time. A balance will be created that best fulfills the user’s experience.

The Hulk can also perform special case maneuvers based on the context of the situation he is in. For example, if the

Hulk is facing an enemy whose back is to a wall, the grab button triggers a special case animation that uses the wall

to his advantage. The Hulk also has the ability to grab multiple enemies at once. If they are placed in a proper

position, the Hulk picks them both up at the same time.

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3 CHARACTERS AND AIYou will encounter a large cast of characters throughout the course of the game. Ranging from patrolling guard units

to super villain bosses, the characters you will interact with have a large degree of awareness within the world.

Certain characters will be designed for specific scenarios so that we can maximize the hardware and gameplay

potential of each encounter.

3.1 Enemy Generators

Aside from being placed at pre-defined locations, enemies can enter in waves through many different generator

methods during both gameplay and NIS sequences. Some of these generator points can be blocked off, which creates

a strategy of trying to figure out how to prevent future enemies from spawning. The following are some examples of

the styles of generators that will be used.

Crashing through windows

Entering through doorways

Opened elevators

Dropping from elevated areas

Being dropped off from vehicles such as helicopters and APCs

Destructible passages that the Hulk can create by accident or intent

3.2 Enemy Types

The following section contains the basic breakdown of different enemy types and some example characters you will

encounter. To provide variety, certain characters will combine different behaviour types and attributes.

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3.2.1 Basic enemies

The most common enemy type you will encounter. These characters will usually group in large numbers and work

together to stop Bruce Banner or The Hulk. Some of these characters have special weaponry or powers that will

cause damage.

3.2.1.1 Leader Units

Leader units will issue orders to subordinates. These characters are the most powerful form of basic enemy -- some

of them will even be strong enough to go toe to toe with the Hulk in a one on one situation for a short period of time.

3.2.1.2 Basic Enemy AI

Basic enemies will work together to stop your character. Their behaviour will vary based on the intelligence and

tactics level of the unit and the rank of the surrounding units. Military units will use advanced tactical formations.

3.2.1.3 Sample Basic Enemy

3.2.2 Vehicles

The Hulk will face many types of vehicles. The types of vehicles you will encounter include cars, military tanks and

helicopters, and even high tech exo-skeletons. Many of these vehicles will include powerful scientific weaponry that

is specifically designed to immobilize the Hulk. Transport vehicles, such as an APC, can carry enemies and drop

them off within gameplay.

3.2.2.1 Vehicle AI

Since vehicles are less maneuverable than typical enemies, their AI behaviour will use path-based intelligence.

Transport vehicles will have pre-designed spots where they can drop off enemies and choose areas that are away

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Name: Assault Soldier

Weapon: M4 Carbine

Fighting Style: Military Combat

Health: Medium

AI Behaviour: Strategically Aggressive

Soldiers will use squad tactics to trap and slow down Banneror Hulk. If they drop their weapons, they have basic hand tohand fighting skills. If facing Banner, they will sling theirgun back and grab him.

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from the enemy character. Projectile-based vehicles will not fire on the character if friendly units are within damage

range. Friendly units will also have the intelligence to move out of the way if a vehicle is approaching

3.2.2.2 Sample Vehicle

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Name: APC

Weapon: Pintle Mounted Machine Gun

Fighting Style: Ram

Health: Very high

AI Behaviour: Tactical drop-off

This heavily armoured truck will drop soldiers offin strategic positions. It can hold up to 5 charactersat one time. If destroyed, all occupants within willbe destroyed as well.

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3.2.3 Boss Enemies

You will experience a boss encounter at the end of every chapter. The boss, or bosses, that you face in this encounter

are MUCH more powerful than the standard troop types. Some boss characters are recurring and will be fought in

numerous levels. The style of gameplay in these encounters will range from free range combat to pattern based

puzzle solving.

3.2.3.1 Boss AI

Bosses have advanced AI behaviour that will adapt to the player’s playing style and tactics. Certain boss enemies

will fall into pattern-based behaviour, which acts as an Achilles heel that the player must figure out in order to

achieve victory. Some boss characters will change their behaviour based on the state they are in.

3.2.3.2 Sample Boss – The Leader

The Leader is the mastermind behind the Gamma Absorption experiments. He has manipulated Sterns and

Crawford into performing the research for him, and is arrogantly convinced that he has the upper hand on Ryker.

Once he has created his army, The Leader plans to dispose of Ryker and take control of his military force.

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Real Name: Samuel Sterns

Health: Very High

Strength: Medium

Weapon: Control room, mental blasts

Special Abilities: Enhanced intelligence, mental blasts, mind control

The Leader has greatly enhanced mental capacities due to the exposure togamma radiation. His intelligence level is on par with Reed Richard’s (MrFantastic). The Leader has shown expertise in robotics, genetics and manyother fields. He can project mental blasts to incapacitate opponents andtake mental control over people from long distances.

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4 SOUND4.1 Overview

The purpose of this section is to establish and convey a high level aesthetic for the game sound and music that is both

integral to and supportive of the game and art high concept.

4.2 Considerations

4.2.1 Genre - Action / Adventure

Since the character is viewed in 3rd person, positional sound will be relative to camera, not the charactercharacter.

Real-time ambient transitions occur as you move through the world. Bullets and debris will fly around and past you

in surround sound, if the user’s audio system can support it. In stereo, this effect will be conveyed within the

peripheral stereo view.

4.2.2 I.P

Because this is a high profile licensed property, it would be advantageous, from a marketing perspective, to use the

voice talent from the original I.P.. There are, however, logistical risks associated with this in production. In lieu of

original voice talent, we must use sound a-likes.

The musical style must emulate, yet not copy the style of the original I.P. The only exception to this could potentially

be the title and credit tracks. Careful attention will be paid to the sound effects and sound aesthetic in the reference

property. If possible, we would like to gain access and permission to use indicative sound effects from the movie I.P.

(e.g. the sound associated with a Hulk special move in the movie should be the same for that special move in the

game so that the user gets the feeling that they are, in fact, Banner / the Hulk as they are playing.

4.2.2.1 Story

The super powers of the main character are to be re-enforced with exaggerated sound effects. The sound associated

with what The Hulk does will sound better than the sounds associated with other characters. This is not to say that

the sounds associated with the other characters will be bad; The Hulk is an enhanced aspect of human nature, albeit a

violent one. Sound will re-enforce the difference between Bruce Banner and the Hulk. Bruce Banner is cerebral --

voice will speak from his mind’s eye while he is puzzle solving. Therefore, his voice will be effected to sound dream

like in these instances, which provides a clue to the user. Bruce Banner will speak in ‘minds voice’ (like an audio

version of the comic book bubble) while deducing clues in order to aid the user in puzzle solving. This will help

accelerate the story; especially during player idle. The user, as Bruce, will “try” to prompt himself and deduce the

clue(s) by re-iterating them to himself, so to speak. This ‘revealing’ aspect should be very obvious so as to promote

efficient game play.

The Music will be interactive and behave like a film score. Because the game is an extension of the movie I.P., the

music shall emulate, yet not copy verbatim, the musical style of the I.P. It is important to the gameplay that the music

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shall be dramatically underscored to reflect the personality of Bruce and the juxtaposition of Bruce as the Hulk, since

The Hulk is, in essence, the dark side of Bruce’s psyche come to life.

4.2.2.2 Art

The sound is, in many ways, dependant on the art. The sound must realize the visual. In order for the user to be

immersed in the world and actually feel it, the sound effects and the art direction must be consummate, relative to the

I.P. of course. IE: Larger than life sound effects, audio special effects that go beyond sound in the real world,

especially for catastrophic events like destruction of the world, collision, explosions or super powers. ‘Whooshes’

that enhance physical motion. Collision sounds the user can feel as well as see. Sound shall allow the user to ‘feel’

the game universe as Banner / Hulk.

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5 EXPANDED GAMEPLAY5.1 Overview

The following section includes a sample level experience to illustrate the typical flow of gameplay. It is designed to

be more of a descriptive summary of typical gameplay than a full-fledged level design -- the levels in the final

version will be much larger, with more gameplay variety and transformations.

5.2 Sample Level Experience

You start the mission as Bruce Banner, as he attempts to break into a highly secured lab to retrieve his files on

gamma radiation [Mission Objective NIS]. Hiding behind a pillar, you notice an armed guard patrolling the

perimeter of the building. You sneak behind him [light movement] and hit him with the tranquilizer gun you picked

up [punch]. The guard passes out to the ground. As you move through the compound, you notice more guards on

patrol. You analyze their patrol patterns and sneak slowly [light movement] around them to avoid being seen or

heard. Accessing the computer terminal [action button], you discover that the files have been transferred to a

government research facility [Mission Objective obtained]. As you try to find an exit, you mistakenly walk in view of

a security camera. Sirens wail and a group of heavily armed security storm through the sliding doors. They grab you

and in a state of panic and frustration you transform into the Hulk and crash through the closest wall in anger. (Note:

if you successfully made it out of the building as Bruce, a mandatory transformation sequence would appear, which

would cause the upcoming encounter to be less challenging).

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Tearing through the building wall, you look around. A medium sized building stands above the park trees. You leap

towards it. The small trees in your way break apart effortlessly as you sail towards your destination. The whir of a

helicopter can be heard in hot pursuit.

A heavily armed chopper comes into view [NIS], with uniformed soldiers hanging from a dangling rope ladder. A

rocket fires toward you, causing the ground to shake below your feet. The soldiers drop to the building. There are

five in total. One of them, their leader presumably, orders the others to circle you as he backs off. Two are armed

with high-powered guns; the other three are carrying some form of electrical netting. You race towards the two that

are armed. Bullets fly, slowing you down, but you shrug off the damage. You slam one with a punch, which causes

him to fly into a wall. Bricks crash to the ground. The other armed soldier throws a grenade, which causes you to reel

from the explosion. You tear a rooftop antenna from the ground [action] and hurl it [dir+punch] towards the soldier,

who collapses from the blow. In your rage, you forget about the other three.

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The pain of the electricity surges over your muscles as the first net fries your flesh. Two more are thrown over

your head and arms, which immobilizes you. The chopper circles around and fires a rocket, which hits you straight in

the chest, which decreases your life meter. You fly back 2 yards, the force of the explosion knocking you flat on your

back. In your rage, you beat down two of the remaining three guards with a frenzy of punches [rage attack], causing

the last guard to jump to safety. You get up and run towards the next building. Dodging a couple of rockets on the

way, you leap to your next encounter.

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5.3 Sample Level Flow Timeline

Opening NIS BannerGameplay Hulk Gameplay

MandatoryChange

Boss Level

BannerGameplay

HulkGameplay

MissionObtained

10 sec 5 min 5 sec 5 min 5 sec 5 min 5 min

Note: This is a condensed version. An average level will last approximately 30 minutes. 40 if it contains a boss

encounter.

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6 KEY FEATURE SUMMARY

Exciting gameplay dynamic of the player’s attempt to control his transformations into The Hulk

Stealth and puzzle solving gameplay

Over the top action, presentation and style befitting the comic genre

An interactive story that emphasizes the duality and struggle between Bruce Banner and the Hulk

Destructible and deformable environments

Innovative gameplay built around Hulk’s inherent abilities and the extraordinary enemies he will face

Frenetic Hulk gameplay, involving a simple yet engaging combat and destruction system

Dynamic camera system that employs cinematic shots without intruding on game-play

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