28 Jul, 2011
The first Deathly Hallows game was not received very warmly by the critics. In fact, some go as far as to say it was the worst game they played in 2010. Yikes!
So, when approaching Deathly Hallows Part 2, which, incidentally, will be the final Potter game that EA make (at least for the time being!) they knew they needed to change things up a bit.
I was fortunate enough to be in attendance at the EA Keynote at Leakycon 2011. The keynote was taken by Pete Lake, lead designer on Deathly Hallows Part 2 from EA’s Bright Light Studios in Guilford, and Maureen Johnson, author of 13 Little Blue Envelopes and Suite Scarlett.
The first nugget of information came from Maureen Johnson. She wrote the script for the handheld version of the game, using both the book and the film’s original script as her sources of inspiration. As there were only 2 copies of the script in existence (one at EA, the other hidden somewhere in New York!), Maureen had to fly back to England regularly to refer to the script as she was told she could not take it with her or photocopy it. Humorously though, she was allowed to type it into her laptop and work from it that way. When considering the game’s script, Maureen said she tried to strike a balance between the film and book, remaining faithful to both. She went on to say that this was an arduous process and she regularly had to refer to Jo Rowling’s offices, and the bible of Potter information they have at their disposal. Maureen described how every detail was carefully observed by Jo and the team, and that it’s definitely not straight forward for a person to just ‘come in’ and ‘write about Potter’. Maureen said that anything created in the games actually becomes canon in the HP World and has to be added to the Encyclopaedia of information held by Jo’s offices. So, naturally, anything created in the games, needs to be endorsed by J.K Rowling. Maureen said that only two people in EA have seen the ‘bible’, and only a small percentage of people outside of that. It’s a very exclusive club!
From here, Maureen introduced Pete and he took over the keynote, going into detail about the making process behind Deathly Hallows Part 2. First, Pete said that the script was received by EA and the film studios at the same time! So, while EA obviously couldn’t watch the film before it was released, they were able to follow the finished script, and work from both that and concept art to base the foundations of the game. Pete describes how the script was kept under lock and key at all times and only select personnel had access to it. The team also had to re-read the book to ensure that the story was affirmed in their minds and they could create an authentic gaming experience, familiar to fans of the source material.
After reading the script and the book, EA felt that DH2 was best suited to be an action game, and so, this is the route they decided to take.
Pete showed some early conceived sketches based on the script and the vision the production team had for the film. Some poetic license was made, and some of the characters devised in the game were not actually in the film, or were initially intended to be in the film, but were changed closer to its release. As such, these were changes EA could not make in time to synchronise with the film, and thus, they had to remain in the game. For example, the giants at the conclusion of the film differ from those in the game.
Before moving on, Pete also offered a fun fact. Apparently, the voice of the Giants is actually that of Simon Cowell’s Bodyguard! Apparently, Bodyguards have the X-Factor as well.
The World
When creating the graphics, EA took pictures of all the set pieces from the films during production, and then recreated them digitally, making sure no detail was left unturned. This was done to ensure that there was an authentic film to game experience.
Once a set piece has been drawn into the computer and mapped out, from here the designers include ‘hot-points’ on the virtual map. These ‘hot-points’ are triggered whenever the player character gets close to them. The ‘Hot-Points’ differ greatly from one another, and can be something as simple as a line of dialogue, some physical interaction from the environment or even a cut-scene. This is to ensure the game is ever moving and keeping an action-packed pace all the time.
Characters
All the actors from the films were brought into the EA studios and captured digitally so they can be placed into the game. For example, not only did Daniel Radcliffe record voice for the game, but several pictures of him were taken from every angle, so they could recreate his character as authentically as possible. Every detail has found its way into DH2, from facial stubble, to the creases in his jeans.
Now they’ve input Dan into the computer, they’re able to make him into a virtual puppet, which will eventually become the interactive character you play in the games. Unfortunately, I wasn’t able to take any pictures or video throughout the Keynote, as this next part was quite hilarious. Pete showed a demonstration of a virtual Daniel Radcliffe doing all manner of poses and pulling all sorts of faces. Frowns, hand gestures, muscle flexing, cheeky grins, it was really quite amazing to see such a life-like representation of a key actor doing so many wild and wacky things.
Someone in the audience asked if the animators have created any videos of the actors doing wild and crazy things. While Pete didn’t confirm or deny this, he did say that he wouldn’t have put it past someone in his team to do such a thing for their personal amusement!
Story Scenes
Pete talked a bit about the game, and that this time, Harry isn’t the only character you get to play. He eludes to several particular scenes, one where you play as Professor McGonagal, going up against new Hogwarts Headmaster, Severus Snape. He also mentioned that you can play as Ms Weasley and have a duel with Bellatrix Lestrange! He did say, however, that a certain expletive spoken by Julie Walters in the film is missing in the game (you know what I’m talking about, right?!). This is due to the differing rating boards between games and films. Pete said the games rating board is so particular, that just Ron saying ‘bloody’ is enough to change an age-rating.
Wow!
As EA don’t have a film to base the structure of the game off, storyboards are created from the script. They initially start life as a hand drawn comic strip, but later go on to be recreated by Motion Capture, with several actors (not the actual cast) stood alongside green screen, acting out the motions. Later in the development process, the lines recited by the actors are fitted into the scenes, making sure the timing is precise, and the movements of the virtual puppets are governed by the actors. So, it is made to seem as if the actual actors are conducting the scenes, when in actual fact, the wonder of technology has created an incredible alternative.
Pete did say that, unfortunately, not all actors were available to provide voices for the game, and thus, some voice overs will not be from the real cast. Most did provide their voices, though, and to prove the cast’s commitment to the games, Pete showed a video of both Matt Lewis (Neville Longbottom) and Rupert Grint (Ron Weasley) talking about working with EA and how much fun they have. Pete highlighted that a lot of the cast are gamers, and that they are excited to see how the development progress goes on in the games. Pete commends the efforts that all the cast put in when they come into the studios, and says they treat it as seriously as they would the films, really wanting to create the best experience for fans as possible.
Gameplay
We were finally shown some gameplay, and, frankly, it looks like Gears of War for Wizards. Only, Harry will not roadie run out of one slab of cover to get to another, he will apparate.
Yes, apparate!
I thought this was a great touch, and very suited to the series. The level was set about 2/3 of the way through the game and found our heroes in Hogwarts castle. The objective is for Harry, Ron and Hermione to fight through waves of Death Eaters and reach a boathouse. As you run through a burning Hogwarts castle (which looks great, by the way) you can choose different spells, and use each of them to combat the enemy, with some spells having greater effect than others. Watch out though, Death Eaters know how to use cover as well, and they will use it just as effectively as you!
It all seemed to play very nicely, and seemed a fun, action packed affair. The set pieces look identical to those seen in the film, and the characters seem to move very well for virtual puppets. It was a nice demonstration.
Conclusion
Once gameplay was finished, Pete talked a bit about the history of Harry Potter and EA, and showed a lovely tribute video of the games through the ages. Pete says EA have made 10 Harry Potter games, and during that time, many people have come and gone from the team, but the passion and enthusiasm for the series has never dwindled. This is Pete’s first (and probably, last) Harry Potter game. He says that EA have had the rights to the games even before the films were made, and he showed a brief montage of Philosopher’s Stone, Chamber of Secrets, Quidditch World Cup and Prisoner of Azkaban gameplay from before any of the original actors were cast. Before Goblet of Fire, it was up to EA, to decide what a virtual Harry Potter and his friends would look like. With some input from Jo, EA were able to create those games, using the books as their sole inspiration.
Pete says that the team has loved working on the games, and he enjoyed his time with Deathly Hallows Part 2. He said he is glad to have finally worked on the series and hopes people enjoy it.
Pete then opened the floor to questions.
With DH2 clearly taking influence from core games like Gears of War and Mass Effect in using the cover system, how difficult was it for EA to create a balance between the core gamers and fans of the series who may not necessarily be gamers?
He said as the film is epic, and very action packed, they wanted to focus on the game being more action-based. He said this is also an area that people most liked about DH1, anyway and where most players spent their time. After extensive play-testing, he says the team went with what they felt was a natural progression for the game, based on the source material and what players already enjoyed about the Potter series. From there, he said, it was just a case of refining what was already implemented into the series, trying to make it even better.
What’s next for EA and Harry Potter?
At this time, nothing. As far as Pete is aware, because the films are over, no further Harry Potter games are in development at EA. This could change, but right now, there are no further plans. (Guess they’re not doing an MMO, then?)
Kinect Support was in Deathly Hallows Part 1. Why was support scrapped in Part 2?
Pete says the team’s attention needed to be focused on the area that was most popular among fans. He says that a lot of work needed to be done to add Kinect support, and there simply was not enough development time to get it right. Rather than shipping a half-finished product, they decided to remove support altogether. He re-iterated however, that both PS Move and Wii mote support is included and supported throughout all of DH2.
Which console offers the best experience for the game?
No console sets the bar, primarily. Although, Pete did say a lot of development and testing was done on the 360 version of the game.
Has any of the code been re-used for Deathly Hallows Part 2?
Not all of the code in DH2 is from scratch; some of it has been brought over from DH1. Some things have been kept, where others have been replaced. The main focus of the team, however, was to work on new set pieces.
Would EA consider remaking Philosopher’s Stone, Chamber of Secrets and Azkaban with new technology as they look dated compared to the newer games? Perhaps using the film’s cast?
Is this something you would like to see, Pete asked, laughing? A resounding yes, came back from the crowd. Pete said this is not something that’s been discussed interally as yet, or discussed with Warner Brothers, but he did say everyone is enthusiastic about Harry Potter at Bright Light Studios, and would like to do it.
What’s your favourite Harry Potter game?
Both Maureen and Pete say that working on DH2 was their favourite. Maureen admitted she hadn’t played many games before working on DH2, (although, is a self-professed Katamari addict!) so did a ‘crash-course’ through the previous games in preparation.






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