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Grovestreet
01-20-2007, 09:38 PM
Here's a list of three things that are cool: video games, John Woo, and Chow Yun-Fat. Now, what if you took all three of those scientifically proven cool items and combined them into one? Assuming the universe survived the massive awesomeness explosion, you'd have Stranglehold, the upcoming action adventure game for the PC, PlayStation 3, and Xbox 360. The game is a collaboration between Woo, the famed Hong Kong action director; Chow, the star of some of Woo's most revered bullet-ridden films; and game developer Midway. We recently had a chance to speak with Stranglehold game director Brian Eddy about how development is going on the title, the input of Woo and Chow on the game's direction, and some of the special butt-kicking moves that will be featured in the game.

GameSpot: Can you give us an update on how development is going?

Brian Eddy: Development is going well. All the major features are up and running in the game, and we are focused now mostly on creating content and polishing up the gameplay. We still have a lot to get done, but at this point the game is really fun to play and we can see the light at the end of the tunnel.

GS: How's it shaping up on both platforms?

BE: All platforms are looking very good, and the game looks great on the next-gen hardware. We don't anticipate the visual or gameplay experience being very different on either platform, so we think we will be able to satisfy PC, Xbox 360, and PS3 owners with Stranglehold.

GS: Has PS3 development gone better now that the console is out and the hardware is final?

BE: Yes, it is always easier to develop on final hardware, as you can begin locking down code that the game relies on without having to worry that things like the rendering pipeline will change out from under you. The PS3 version is looking great!

GS: Has the game changed since it was first announced? Is it still in line with what you all originally envisioned or has it evolved into something else?

BE: Stranglehold is 100 percent still in line with our original vision of the game. It's an action shooter that truly encapsulates the authentic cinematic John Woo experience, allowing players to engage in intense gun battles, while flowing seamlessly through environments and taking down enemies in a creative and stylistic way.

GS: Since the game has been known for a while, how much did fan reaction affect development?

BE: Well, since we have a lot of big John Woo fans on the team, I would say a lot! But how fan reaction off the team affected development, I would say the outflow of interest and excitement has helped to spur the team on to make the best, most authentic John Woo game possible. And all the teams' hard work is paying off, as we believe that Stranglehold is going to be the best action game on PC and next-gen hardware.

GS: Can you walk us through the new smart-bomb moves we're seeing and explain how they fit into gameplay? How vital was it to include Mexican standoff?

BE: We are going to be showing off three of our key Tequila-bomb moves:

Chow Yun-Fat will reprise his 'Hard Boiled' role as Inspector Tequila in the game.
Precision Aim - This allows players to go into first person where they can directly target critical hit points on an enemy to take them out with one-shot kills, or even focus on an element in the environment with precise aim, such as a propane tank causing a massive explosion in one area. It's also great for those guys hiding behind cover that may be hard to hit otherwise. We consider this to be a good long-range attack.

Barrage - This move unleashes a flurry of bullets at high speed that takes out any enemies (and their cover) that are in your path. This is a great focused frontal attack. If a bunch of enemies are running directly toward you, barrage is the perfect attack to take them out quickly. It's also a lot of fun to blow up the environment around the enemies to take them out with falling debris.

Spin Attack - This is a medium range 360 degree attack in the vein of the "smart bombs" in old arcade games that clear all the enemies in the immediate area surrounding you.

Each of these Tequila bombs has a specific tactical function. Precision aim for long-range enemies, barrage for straight-on frontal attacks, and spin for when enemies surround you.

Mexican standoff is a key stylistic feature of John Woo, so we knew we had to include it in some form. We've made it into a quick minigame of fast-action choices just like you would see in John Woo's movies.

GS: Have Chow Yun-Fat and John Woo played the game lately? What do they think?

BE: Chow Yun-Fat and John Woo are not big gamers, so they don't play games themselves very often, but they do review Stranglehold regularly and give very good comments on how to take the cinematics to the next level and help make the overall look and feel of the game true to the movies it is styled on.

GS: Can you tell us about the museum level you're showing off? What aspects of the game does it show off?

BE: The museum level is set in Chicago and features several exhibits that allowed us to have a variety of different and interesting objects to interact with and show off Stranglehold's Massive D. For instance, there is a room full of dinosaur fossils, like a brachiosaurus (looks a bit like a brontosaurus), that you can run up from tail to head and get to the second story of the room. But, of course, because everything in Stranglehold is destructible, if you linger too long on the brachiosaurus, enemy fire will bring it down with you on it. However, you can turn the tables on the enemies, as well, taking out even a large group of them if you open up on the brachiosaurus and make it collapse on them.

This kind of thing would have made 'Night at the Museum' so much better.
GS: What can you tell us about achievements or online in the Xbox game? Can we expect to see a Marketplace demo before it ships?

BE: All that we are saying right now is that we will have numerous achievements in the game and that we will support online. In terms of a demo before we ship, that is a possibility, but we cannot yet confirm it.

GS: Is there any unique content in the PS3 version?

BE: Stranglehold will feature virtually the same content across all three platforms (PC, Xbox 360, and PS3), but there may be some minor things we change or add for specific versions. For instance, we are hoping to take advantage of the PS3 Sixaxis controller.

GS: When is the game hitting stores?

BE: Stranglehold is currently slated to ship Summer 2007.

GS: Thanks for your time.

GTAce
01-20-2007, 09:47 PM
http://image.com.com/gamespot/images/2007/018/reviews/928104_20070119_screen004.jpg
Is there one bullet by this shot from the SPAS 12 shotgun? O,o

Never mind looks great!

Fillibuster
01-20-2007, 09:57 PM
^lol I was thinking the same thing

satriales
01-20-2007, 09:58 PM
The games looking really good.

There's a new trailer at gametrailers.com:
http://www.gametrailers.com/gamepage.php?id=1739

dnpmakkah
01-20-2007, 09:59 PM
Grove you think this game looks/sounds good? I'm kinda surprised you've been somewhat negative recently but its good to hear you like the sounds of this game. Hey isn't this multiplatform too?

Zer0-Sum
01-20-2007, 10:00 PM
Saw this game in PSM, and I am look so forward to it!! You can blow up everything!!! And everything reacts differently to what gun you shoot it with. PSM said it was like Black, but WAY better. That and you can make Tequila slide, jump, dance, run and fly across any surface all while shooting off tons of rounds. This game sounds so sweet!!! I hope the gameplay lives up to all their boasting!!!

Grovestreet
01-20-2007, 10:01 PM
Grove you think this game looks/sounds good? I'm kinda surprised you've been somewhat negative recently but its good to hear you like the sounds of this game. Hey isn't this multiplatform too?

Its alright man, Im cool with PS3 now, No Worries, I'll be keeping you guys updated if I find anything ;) And yes I do think it looks good, Cant wait to play it.

GTAce
01-20-2007, 10:02 PM
Yeah in the trailer are more bullets by the shotgun. 8) LOL

Looks great but the animations in the end of the trailer are not soooo good imo.

GTShotoKen
01-20-2007, 10:05 PM
This game definitely looks to be a kick ass addition to your next-gen line up. It may not win any awards, but it looks like it will be great fun.

Stranglehold looks to be highly replayable seeing the nature of the gameplay.

Almost like Black, but in third person.

Grovestreet
04-10-2007, 12:09 PM
New Screens.

http://ps3media.ign.com/ps3/image/article/779/779226/john-woo-presents-stranglehold-20070409041708261.jpg
http://ps3media.ign.com/ps3/image/article/779/779226/john-woo-presents-stranglehold-20070409041709480.jpg
http://ps3media.ign.com/ps3/image/article/779/779226/john-woo-presents-stranglehold-20070409041703855.jpg

LiquidEagle
04-10-2007, 12:13 PM
hmmm... looks like it could go either way -- I'd love to see this baby come out in May or June to fulfill that Summer action hankering, seeing as how Lair (my next big PS3 title on deck) isn't coming out 'till like July...

Z
04-10-2007, 02:21 PM
is this game still in the works?

in any case, this looks like a pic for random shooting fans- ala Max Pain.

dnpmakkah
04-10-2007, 03:27 PM
Wow talk about bringing a thread back from the grave :) Nice find Grove (glad you didn't make a new thread +rep). Personally I think the game looks good and will be a must buy for me but I'm still interested to see how many people on here will complain about textures, hair design, color, lighting, and art design.

section
04-10-2007, 03:29 PM
Is there one bullet by this shot from the SPAS 12 shotgun? O,o

Never mind looks great!

Uhhuh, they are called slugs, http://en.wikipedia.org/wiki/Shotgun_slug.

Max@GC
04-10-2007, 05:25 PM
Looks ok, like Max Payne 2 going Unreal and being Chinese.

GTAce
04-10-2007, 05:26 PM
Uhhuh, they are called slugs, http://en.wikipedia.org/wiki/Shotgun_slug.

Lol yeah but i dont think its extra on this screenshot.^^

Z
04-10-2007, 09:37 PM
Uhhuh, they are called slugs, http://en.wikipedia.org/wiki/Shotgun_slug.

I didn't know shot guns had single bullets. well what do you know.

GTShotoKen
04-11-2007, 02:40 AM
I don't know about anyone here, but I'm a diehard fan of hard-boiled (the best gunplay movie ever in my opinion). I think I'm now more excited that the game will be accompanied by a film more than anything!!! Finally, a true sequel to Hard-boiled. http://www.bbvforums.org/forums/clipart/yahoo.gif

Now all I need is a Fist of Legend and an Ong-Bak videogame to round out my collection of beat-ass videogames based on beat-ass Asian films.

I could also go for sequels to these two movies too....

http://www.bbvforums.org/forums/clipart/party.gif

KRA
06-28-2007, 03:37 PM
IGN Stranglehold: Knee-Deep in Bullets (http://ps3.ign.com/articles/800/800189p1.html)

June 27, 2007 - John Woo is known for his stylized films that turn gunplay into a beautiful dance. Well, if John Woo's classic Hard Boiled is a ballet of bullets, then Stranglehold is a mosh pit of murder. In other words, Stranglehold takes the slick style of Woo and turns the knob to 11. This game is absolutely nuts. I can say that with confidence, having just played through three lengthy levels of the upcoming action shooter.

As Detective Tequila (played by Chow Yun-Fat), you are on your own against the gangs of Hong Kong. Just like yours truly, Tequila works best alone (and with an assault rifle). The story plays out as if it were from a John Woo movie that never made it to the Silver Screen. The action plays like Max Payne after a visit from Victor Conte. The violence is non-stop, with nary a moment to catch your breath. With pistols in hand, you will blaze a path of violence through hundreds of enemies, while laying waste to just about every object in the environment.

Stranglehold has a very simple control scheme. All you really need to worry about is shooting and using the context-sensitive action button. When it comes to firing, you will never, ever have to worry about reloading. As long as you have bullets, you will be able to keep firing (this is the one aspect of Stranglehold that's aimed at realism). As for the all-important action trigger, this is what you'll use to interact with the environment. If you're near a glowing object (such as a rail, a dessert tray, or chandelier), hitting the button lets you use climb aboard for added style points. You'll slide down rails or hop belly first on a dessert tray to deal a sugary death to your enemies. If there's no object around, Tequila will leap in whichever direction you press and instantly go into bullet time. You can always rely on the contextual trigger to do something cool. One of my favorites is pressing it while running at a wall next to a door. Tequila plants his feet on the wall and leaps backwards. Why do this? I dunno, it just looks cool.


Through the course of his death march, Tequila will gain access to four special abilities to complement his arsenal. Health is the first (and most crucial) power, which you will need quite often. Despite being a dashing gunslinger, Tequila gets hit a lot and there just aren't enough health packs in the world to save your ass. The second power earned is a trueshot that gives you a few seconds to aim your gun for a long-distance killshot. There are numerous animations that play out depending on where you hit an enemy (the gurgle-inducing throat shot being the best of the bunch). By the time you hit the docks (the second level in our three-level demo), you gain the Barrage skill. This lets you go super-ape**** with whatever gun you're wielding in a true show of power. It doesn't last long, but little will be standing by the time you're finished. The final power is a smartbomb of sorts. Tequila whips out his pistols and pirouettes with guns blazing. Doves fly as every enemy on screen bites the bullet.

It's impressive to see the level of chaos erupting in every scene. All three levels feature several arena-style combat moments where enemies continually pour into an area. You'll see as many wood splinters as you will bullets whizzing past your head as Detective Tequila dives over tables and swings from chandeliers. Cover won't last long, as every safe haven quickly degrades under a barrage of enemy bullets. Your best bet to survive these intense moments is to stay on the move.

There are a few select moments where you can't run or cause much destruction at all. Sprinkled through all three of the demo levels are Standoffs. When these occur, Tequila finds himself surrounded by enemies. The game mechanics change. One by one (and in slow motion) you must target and shoot the enemies around you, dodging their bullets with the left thumbstick. It's a bit of a challenge at first, since aiming your gun with one stick and dodging with the other is somewhat like rubbing your head and patting your friend's tummy at the same time. The Standoff's are cool little moments that are just as intense as the other frantic scenes of gunplay.

As for the levels themselves, the three offered in the demo are very different visually, even if all function similarly. The introductory level shouldn't be considered a creampuff walkthrough. Though you are given some help messages and the enemies are fairly easy to beat, the action is still stratospheric. The level ends with a teahouse battle against a bazooka-wielding boss. Hitting slow-mo (or Tequila Time) and dodging rocket-propelled grenades is quite a hoot.

The second, considerably longer level, takes place on the docks of Hong Kong. Here, you will have plenty of chances to run on wood beams, fire a machinegun while speeding down a zipline, and blow up many, many drug labs. The highlight of the Tai-O level is a helicopter ride in which you're behind the trigger of a heavy machinegun. The only tricky part of this gun-rattling mission is shooting down incoming missiles from hostile gang members.

For the final level, the demo leaps close to the end of the single-player campaign. It's pouring in the Slums. The dilapidated buildings are going to get a facelift thanks to your bullets. While the early levels are fun and challenging romps, the Slums is damn near impossible. Your skills need to be at Olympian levels. Only the truly gifted shooters will make it through the Slums alive (and with their gamer dignity). While it's nice to see that Stranglehold will get a big boost in difficulty towards the end, it did get a bit frustrating at times. That frustration was cured with a rocket-propelled grenade to an enemy's face.

I wasn't that excited for Stranglehold previously. But after spending the afternoon with the demo, I have to admit that Midway's big fall title is now high on my wishlist. While there are some elements that need refinement, including some framerate and camera issues, Stranglehold looks like it will deliver on the promise of an over-the-top action adventure.

videos (http://media.ps3.ign.com/media/749/749071/vids_1.html)