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The Movie Game That Isn't: Stranglehold's Dynamic Cinematic Gameplay

In one of the final lectures of GDC '08, John Woo Presents Stranglehold's lead designer, Neill Glancy, gave the audience a whirlwind lecture on the concept of how Midway's action shooter effectively bridged the gap separating games from film. Titled "Dynamic Cinematic Gameplay: Creating Stranglehold's Tequila Bombs," Glancy gave a straightforward deconstruction of each of the game's movie-centric special attacks, how they help the player carve out his or her own "movie experience," and the highs and lows of implementing these features.
TnS - supercontributor
Published: 623 days 17 hours ago | Article | GDC 2008 | PlayStation 3 | Xbox 360 | PC
 
 
 

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