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GameSpy: From what I've gathered it seems C2's been pretty lenient with you guys in regards to approval. Is this unusual for movie licenses?
Shawn Wright: (lame Arnold voice) They've been fantastic! (/lame) Unusual for movie licenses? From what I hear, yes. I hear that whenever you deal with movie licenses they want to approve every little hair on the character, exactly how he moves, all the animations ... And they dictate, "Well he wouldn't wear that color black, he would wear this color ..." I've heard horror stories. But C2 is really cool, and I think we have a very talented staff here that captured Terminator. There's an advantage to doing Dawn of Fate in the past, because we had our concept guys who were already familiar with the Skynet world. So when they came in, they already had some ideas and sketches of what they wanted to do. It worked well. Even though this isn't the same team that worked on Dawn of Fate, we still shared some of those ideas and visions that they had, and expanded on them.
Shawn Wright: I don't know. When we talked to Synergy they liked a lot of the directions we were taking, and when they heard the ending they really liked that a lot. So they wanted us to talk to the new writer of the story and kind of share some of our ideas. We have a different ending for the game. I mean, it ends with the missles coming down, but beyond that we took a little direction that's going to set us up for the next game ... if we chose to do it. I'm not sure ... who knows what the future holds, but we did leave ourselves open for a sequel, and there's some interesting stuff that we pull at the ending.GameSpy: I saw T-900 designs in your studio ... are they Paradigm originals?
Shawn Wright: Yep. The T-900 was designed ... Black Ops had one and we had one. And so we did some initial designs, and that was something C2 was heavily involved in. We did put a little bit more detail in our model than was in other game, just because we got a little closer and a little more intimate with the T-900s, so we focused a little more on those guys. But everything else in the game was designed in-house, the time-displacement chamber, the FK Hunters, all of the other vehicles, the tanks, they were all done here by our concept guys. It's fabulous stuff, it's very cool.
Shawn Wright: The biggest influence there, and this is going to sound weird, but the opening. The way the game didn't go to a menu, it just started you off. That was one thing we kind of liked. We wanted to capture them right there. We didn't want them to leave the couch, keep them there till their bladders started hurting and ship the game with a diaper or something.
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