SpyHunter: Nowhere To Run

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Featuring action superstar Dwayne "The Rock" Johnson as government super-spy extraordinaire Alex Decker, players for the first time ever can step out of the Interceptor and straight into third-person action, utilizing The Rock's physical prowess by taking down enemies with intense melee combat moves. In Nowhere to Run, the evil NOSTRA corporation returns, this time with a plan to steal the latest government technology including the world's most sophisticated spy vehicle, the Interceptor, and it's up to Alex to stop them.

Format: PlayStation 2
Release 30 Jun 2006
Developer: Terminal Reality
Publisher: Midway Games
Players: 1
PEGI Rating: NUL
Editor Score: 0 User Score: 7
No boxshot
Also available on: Xbox

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Spy Hunter: Nowhere to Run Q&A Feature

Derek dela Fuente

01/02/2006

Derek dela Fuente

TVG chats to the Associate Producer of the forthcoming Spy Hunter: Nowhere to Run...


The Spy Hunter franchise goes right back to the early 8-bit days when the game first appeared on the huge arcade console when Midway were known as Bally Midway. The original concept was a top down arcade racing game with a car, the G-6155 Interceptor, which had guns and an assortment of weapons and the aim was to roam the highways taking out enemy vehicles whilst ensuring you did not fire at civilian cars. This form was highly successful.

Fast forward 20 years and we have seen a number of Spy Hunter games from Midway adhering to the mix of car action with less success but the latest creation Spy Hunter: Nowhere to Run is perhaps the biggest and most dramatic change in direction for this brand. With a film and game to be released later in the year staring Dwayne "The Rock" Johnson, based around the ideologies of the Spy Hunter brand, Derek dela Fuente spoke with Darren Walker - Associate Producer, about how the game, Spy Hunter: Nowhere to Run, will expand on the original Spy Hunter ideas whilst enticing a new generation of gamers.




TVG: Many gamers will remember the original Spy Hunter and the latest creation could pull in both old and new fans but do you see some links, concept ideas and ideologies from the original title as part of Nowhere to Run? Is the fact that it is based on a spy and the Interceptor vehicle enough to be part of the franchise?

We feel that at its core Spy Hunter: Nowhere to Run has very much the same elements that the original Spy Hunter had. The way it looks and is presented may have evolved, but the tense combat remains the same. Our goal with this version was to provide a movie-like action packed experience and for players to meet the man behind the wheel. With the introduction of a 3rd person character, we're hoping to draw many new fans while continuing to please the players that are already fans of the series.

TVG: Can you expand on the Interceptor, what kind of thought process has gone into its creation, what kind of weapons/gadgetry will it offer and is speed and clever use of it only a small fraction of the game?

We placed great emphasis on redesigning the Interceptor so that it is more grounded in reality. It is still the high-tech cutting edge vehicle that it has always been, but now when it transforms from Car to Boat, the body will fold within itself naturally and give it a more believable transformation. The car will of course still contain the many gadgets that players expect like rockets, oil slick, smoke, and tyre spikes.

TVG: How did Spy Hunter: Nowhere to Run come to fruition? Was the film created from the idea of the franchise with a game in tandem?

The original idea for Spy Hunter: Nowhere to Run was to have it coincide with the movie. Both the game and the movie set out to deliver an action packed, cinematic experience in its own way.

TVG: How close to the film will the game's portrayal be? Will the plot line or certain events be parallel or have the team latitude to add extra elements to ensure gameplay?

The film's creation will take many great elements from the franchise, but the game's storyline and many locales will be different from the movie. The goal was to take the player on the same thrill ride, but still deliver a ride that was unexpected and unique from each other.

TVG: Terminal Reality has been chosen as the team to create the game; they have a proven track record as being very technology minded. What were some of the reasons for their selection and will the game offer cutting edge presentation?

Yes, Terminal Reality has some impressive leading technology that they've developed. Along with their technology we felt they were a natural fit to work on this game, as they have previously worked on racing games such as 4x4 EVO and RoadKill. They also have much experience with 3rd person character games with their recently developed Aeon Flux and Bloodrayne series. Players will be impressed with the various AI behaviours and context sensitive moves that will be displayed.

TVG: Can you tell us the backdrop story to the game and the main kind of action on view as already Midway has spoken about taking the main character out of the car and into more action? With the game's broader variety/elements will it be more of a James Bond experience?

The game begins with the Interceptor being stolen and the lead scientist captured by Nostra while Alex is left for dead. When Alex recovers a year later, he is sent by IES to recover the stolen Interceptor, search for the lead scientist, and ultimately destroy the Nostra Empire. The game will be heavily action oriented with many in and out of car gameplay experiences along the way. The game will definitely have the James Bond cinematic and dramatic feel to it, but more emphasis placed on the melee combat maneuvers and overall physicality.

TVG: Dwayne "The Rock" Johnson is the central character in the game and a great choice for his physical attributes, etc. What other traits will he offer and how accomplished/skilled is the in game character? Tell us some of his qualities?

We are extremely excited to have Dwayne "The Rock" Johnson in the game. The Interceptor and Dwayne are a perfect fit and equally "bad ass" in their own ways. Dwayne's a great athlete so of course his skills translate very well in the game. Not only has he provided all his own Voice-over and Mo-cap talent for the game, but he has designed many of the unique moves that you'll see in the game. In combat, the player will experience many melee moves from the 360 spin to the back breaker.

TVG: What are some of the settings, structure (levels) to the game and does it also offer a rich and varied cast?

The game will take the player through various indoor and outdoor locales, such as Paris, Amsterdam, and Secret government bases while diving deeper into the inner workings of the Nostra organization. The game is equally divided into driving and 3rd person environments while intertwining them both in many sections.

TVG: Could you tell us about one brief encounter/event that combines a number of the ingredients/features that will make the game compelling?

A typical scenario found in a 3rd person section will have The Rock taking out many enemy forces protecting the entrance to a gated area. Once cleared, he can hop into the Interceptor and then destroy a series of helicopters, armoured vehicles, and satellites along a winding path. At various points along the way, quick cut-scenes or cinematics will highlight the destruction and mayhem being caused. Further along, The Rock will get ambushed and trapped, which will force him to get out of the car and deal with the perpetrators with melee combat.

TVG: What has so far been the hardest element to put together and what is the current state of play?

A difficult element has been balancing the gun and melee combat. They are both important and we want the player to experience both equally. This is part of the tuning process that takes a lot of time and thought so one doesn't overpower the other throughout the game. The game is shaping up well with many cool design elements coming together.


TVG would like to thank Darren Walker for taking the time to answer our questions. Spyhunter: Nowhere to Run is set for a 2006 release on PlayStation2 in the UK, and on Xbox/PlayStation2 in North America.
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Anonymous


Date Added:Wed 28th Mar 2007 15:05
I played the game of spyhunter with the rock and i have almost every game of the rock in it.
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Anonymous


Date Added:Wed 28th Mar 2007 15:02
I really want The rock to return to wwe raw because wresting is getting boring
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Anonymous


Date Added:Wed 28th Mar 2007 15:02
I really want The rock to return to wwe raw because wresting is getting boring
IP Address: ***.***.52.146
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Anonymous


Date Added:Wed 28th Mar 2007 15:02
I really want The rock to return to wwe raw because wresting is getting boring
IP Address: ***.***.52.146
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Anonymous


Date Added:Wed 28th Mar 2007 15:02
I really want The rock to return to wwe raw because wresting is getting boring
IP Address: ***.***.52.146
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PlayStation 2 | SpyHunter: Nowhere To Run | SpyHunter | PS2 | Sony | Terminal Reality | Terminal | Midway Games | Action | US | Released in 2006 |

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