We wanted the tone to be more like an HBO cop show.īut, I suppose Activision had enjoyed some success with True Crime, which was much more of a Hollywood-style treatment of the genre. And amazingly, that concept was very similar to the game we ended up releasing.īut what happened was, they liked the idea, but at the time they wanted to push it more toward the flavour of True Crime – and obviously they attached the brand to it. We met with Activision and back then, they knew they wanted to get back into the urban open-world genre they had a prototype on the go, but they asked us to come up with a concept – which we did. It was a very small crew at that point there were about 10 of us in a tiny little office. The first meetings around this game were in the fall of 2007. So, how did Black Lotus become True Crime: Hong Kong? What happened? So how did UFG create such a solid and entertaining gangland romp, despite the chaotic development process? We spoke to the game's senior producer, Jeff O'Connell to find out. It had promise.Īnd then came Activision, a tarnished license and, eventually, the threat of cancellation. ![]() But it was a dark, brutal and interesting concept. It was an ambitious project for United Front Games, a Vancouver studio that had been formed only a couple of months before by ex-staff from nearby publishers such as EA and Rockstar. This engaging thriller started out two years ago as Black Lotus, a mature open-world adventure set in Hong Kong and heavily influenced by the city's action movie directors: Ringo Lam, Johnnie To, John Woo. Somewhere toward that end of the spectrum is Sleeping Dogs, the unexpected summer hit that's keeping Darksiders 2 from the top of the charts.
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