Scarface: The World Is Yours - 2006

Scarface: The World Is Yours - 2006

After a hectic period working at Electronic Arts Canada, I was fortunate to be able to sell some EA stock, allowing me the financial freedom to take a break from the intense pressures of game development. This break was much needed, as it gave me time to recharge and focus on my growing family. However, I knew that my passion for game development would eventually draw me back into the industry. I had two studios in mind for my return: Next Level Games and Relic Entertainment.

Next Level Games was a local company started by former Black Box Games employees, known for their positive work environment and successful partnership with Nintendo. Working there would allow me to create games that my kids could enjoy. On the other hand, Relic Entertainment, the creators of my favorite game of all time, Homeworld, was another appealing option due to my love for Real-Time Strategy (RTS) games and the complexity they offered.

Early Experiments with Flash Games

During my break, I dabbled with Macromedia Flash and learned some ActionScript. I partnered with my good friend, Dave Kilby, who had taken computer programming courses and was also experimenting with Flash. Together, we created a few Flash-driven games, simple yet innovative, and streamed over the internet.

Our first experiment was a top-down bumper car game called “Dodgem Driving,” essentially a soccer game played with bumper cars. This concept was strikingly similar to the now-popular game “Rocket League.” Another game we developed was “Trivia Word Search,” a word search game where players had to answer trivia questions to discover the words. Dave designed the back-end, making it easy for administrators to edit and customize the game for different companies and licensees. He also created a standings screen for player competition. I was proud of our work on “Trivia Word Search” and the other Flash mini-games we developed, including “Spot The Ball” and “Spot The Puck.” These games, inspired by British newspapers’ competitions, allowed players to mark where they thought a ball or puck would be in a photograph, simulating a popular game concept.

Despite our innovative ideas and well-designed games, we lacked the resources and expertise to bring these games to a larger market. The absence of platforms like Steam, which later revolutionized game distribution, made it challenging to reach a wider audience.

Opportunity at Radical Entertainment

As I was considering my return to full-time game development, an opportunity presented itself. Radical Entertainment needed assistance with their upcoming game, "Scarface: The World Is Yours," and reached out to see if I would be available to help. I negotiated a work-from-home contract and began contributing to the project by working on maps for the game’s interface. While the work wasn't overly complex, it was another credit on a significant project and a foot back into the video game industry.

My task involved converting segments of the game environment into top-down “Google Map” style visuals to guide players through the game. Although it wasn’t a massive contribution, it was essential for the game’s user interface and player navigation. This experience rekindled my passion for game development and confirmed that I was ready to return to the industry full-time.

 

The Development of "Scarface: The World Is Yours"

Game Overview

"Scarface: The World Is Yours," developed by Radical Entertainment and published by Vivendi Universal Games, is an action-adventure game released in 2006 for PlayStation 2, Xbox, and Microsoft Windows, with a later release for the Wii. The game begins at the climactic ending of the 1983 film Scarface. Unlike the film, where Tony Montana is killed, the game lets Tony survive the assault on his mansion. The storyline then focuses on Tony’s quest for revenge and rebuilding his drug empire.

Development and Storyline

The development of "Scarface: The World Is Yours" involved a close collaboration with the film’s themes, expanding on Tony Montana’s character and world. The screenplay, penned by David McKenna, known for "American History X" and "Blow," aimed to stay true to the film while creating a compelling narrative for the game.

One of the major focuses was improving combat mechanics common in open-world games of that era. The developers implemented a "lock-on" targeting system allowing precise shooting and a unique "Balls" meter that fills up with skilled shots and crazy driving. Once full, Tony can enter a "Blind Rage" mode, giving him temporary invincibility and enhanced combat abilities, reflecting his fierce and temperamental personality.

Gameplay and Features

"Scarface: The World Is Yours" features a vast open-world environment set in a fictionalized version of Miami and the surrounding islands. Players engage in various activities, including drug deals, purchasing properties, and eliminating rival gangs. Notable gameplay elements include:

Heat Meters: The game features "cop heat" and "gang heat" meters that rise with public violence and influence gameplay, such as negotiating drug prices and bribing law enforcement.

Economic System: Players can buy and manage businesses, generating steady income and influencing the game’s progression.

Vehicle Combat: Players can engage in combat while driving, using an array of weapons and vehicles with different attributes.

Exotics Catalogue: This feature allows players to buy luxurious and eccentric items, boosting Tony’s reputation and unlocking new game content.

Reception and Reviews

"Scarface: The World Is Yours" received generally positive reviews, though opinions varied. Critics praised the game for its engaging story, solid voice acting (with André Sogliuzzo voicing Tony Montana), and its faithfulness to the film's tone and style. The gameplay was lauded for its depth and variety, particularly the detailed economic system and improved combat mechanics compared to other open-world games of the time.

Pros:

  • Engaging Story: The storyline, staying true to the film while expanding Tony’s character, was well-received.
  • Voice Acting: André Sogliuzzo’s portrayal of Tony Montana was praised for its authenticity.
  • Gameplay Depth: The detailed economic system and varied activities provided a rich gameplay experience.

Cons:

  • Clunky Mechanics: Some critics noted occasional clunky mechanics.
  • Repetitive Missions: The mission structures were sometimes seen as repetitive.

Despite these criticisms, the game was a commercial success, selling over two million copies across all platforms.

Review Scores:

  • Metacritic: 75/100
  • IGN: 8.0/10
  • GamesRadar+: 4/5
  • GameSpot: 6.6/10
  • Games Finder: 7/10

These scores reflect a mix of appreciation for the game’s unique take on the Scarface narrative and its detailed open-world mechanics, alongside some criticism for its execution in certain areas.

Reflections and Moving Forward

Personal Contributions and Insights

Working on "Scarface: The World Is Yours" was a valuable experience, allowing me to refine my skills and contribute to a major project. The ability to work from home provided a flexible and rewarding way to balance work and family life. This project also reaffirmed my passion for game development and set the stage for my next career move.

 

Transition to Next Level Games

After completing my contract with Radical Entertainment, it was time to find a stable, full-time position in game development. My time off with my family had been fulfilling, and we had traveled extensively, witnessing the birth of our beautiful daughter, Samantha. However, it was time to re-enter the workforce. Fortunately, Next Level Games came knocking.

Next Level Games, a local company started by former Black Box Games employees, had built a strong reputation for treating their employees well and producing high-quality games. Their partnership with Nintendo made them an attractive option, especially since I was starting a family and wanted to work on games that my kids could play.

Upon joining Next Level Games, I was immediately impressed by the positive work environment and the talented team. The studio was known for its strong relationship with Nintendo, and I was excited about the potential projects we could work on together. My initial projects at Next Level Games involved various roles, allowing me to leverage my extensive experience and contribute meaningfully to the studio’s success.

Taking time off from EA allowed me to recharge, focus on my family, and explore new creative ventures. Working on "Scarface: The World Is Yours" was a significant stepping stone, reaffirming my passion for game development and preparing me for the next chapter at Next Level Games. The transition back to full-time work was seamless, thanks to the supportive and innovative environment at Next Level Games. I looked forward to contributing to more exciting projects and continuing to grow in my career.

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