Interviews

X-Men: Destiny: 'There was no real pressure from a fan service perspective'

Silicon Knights' Julian Spillane on carving Destiny

X-Men: Destiny is the latest in a long line of X-Men: RPGs to feature on one of our all time favourite superhero bands.

Developed by Silicon Knights of Too Human, Legacy of Kain and Eternal Darkness fame, Destiny allows you to join your favourite heroes and villains from the X-men and Brotherhood of mutants but always carve your own path with unique abilities and X-genes powering your progress. We spoke with Julian Spillane, Assistant Director at Silicon Knights just before the game's release last week to get the very latest on what Destiny has in store.

X-Men games have been a bit hit and miss in the past, the fans are crying out for a decent X-Men experience, why is Destiny that game?

X-Men Destiny gives players the experience of taking on the role of a mutant who has just come into their powers and is forced to make many difficult and often morally ambiguous decisions. We wanted to craft an experience that was thematically true to the X-Men Universe and that really made the player feel like they are a part of something big. Add on top of that the brand-new X-Gene system and the levels of choice and customizability presented to the player and we think that X-Men Destiny will provide a truly unique experience for fans.

Set the scene for us, what's happening as Destiny begins and how does this shape the rest of the game?

X-Men Destiny takes place in an alternate timeline inspired by events that have rocked the X-Men Universe in recent years. Professor X has been murdered by Bastion, the mutant-hunting Sentinel from the future, and the mansion was decimated. The Purifiers, a group of extremists dedicated to purging mutant-kind, have been gaining power across the globe making mutants the target of kidnappings and executions.

The city of San Francisco has offered mutants amnesty, with the UN's Mutant Response Division deployed to keep the peace during these turbulent times. The game opens at a rally for peace between mutants and humans that goes very wrong.

The player is thrust into the role of a mutant who has just come into their powers and must figure out their role in this new dangerous world.

Tell us a little about the three characters Aimi, Grant and Adrian, their backgrounds and the choice of powers they start off with.

Let's start with the characters.

Aimi Yoshida, the daughter of mutant hero Shiro Yoshida (aka Sunfire), is sent to San Francisco from Japan by her father to escape the Purifiers who are rounding up mutants into camps. She doesn't appreciate her parents' motivations for sending her away and feels only bitterness and anger at her abandonment.

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Grant Alexander is the quintessential jock: a college freshman who dreams of playing pro football and spends his time trying to woo women. Grant has no interest in politics and is thrust into the role of the unlikely hero as he discovers his own mutant powers during the peace rally.

Finally, we have Adrian Luca, who is the son of a Purifier who was killed in battle. Raised by the Purifiers, Adrian was taught to hate all mutants and to seek revenge against mutantkind for his father's murder. Adrian's world is turned upside-down, though, when he discovers his own mutant abilities. He must now figure out his place as he questions everything he was taught.

In terms of core powers, the player has three options to choose from at the start of the game: Energy Projection, Density Control and Shadow Matter.

Energy Projection grants the player a variety of ranged, energy-based attacks. Rapid-fire bursts take out crowds, while focused beams can be used to cut through tougher, armoured opponents. Energy can be contained and detonated far from the body, enemies can be stunned with disabling blasts to the nervous system, and can be used to create a shield of raw power. EP is a power best suited to fans of ranged combat.

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