After first-person shooters, real-time strategy games like the "Dune"-inspired Command & Conquer series are one of the most popular genres on the PC. The Electronic Arts-published franchise took a step back from its sci-fi origins with the 2003 release of Command & Conquer Generals, which depicts a more contemporary three-sided conflict among the U.S., China and a fictional terrorist group called the Global Liberation Army. The next installment, Command & Conquer 3 Tiberium Wars, returns to its Cold War roots with the Global Defense Initiative once again facing off against the Brotherhood of Nod.
What's more, the game will tell its story in part through live-action sequences, just as did each of the titles prior to Generals. EA today announced an all-star cast for the game--among them, Josh Holloway ("Lost") and Tricia Helfer ("Battlestar Galactica")--and executive producer Mike Verdu was kind enough to answer a few of our questions via email.
Thanks to the advent of the CD-ROM, live action movie sequences were popular in videogames during the early to mid-'90s, with games like Myst, Wing Commander IV, and all of the Command & Conquer games prior to Command & Conquer: Generals. But since then, they've fallen out of favor with both gamers and developers because of low production values and hammy performances. Why did you decide to bring these sequences back for Command & Conquer 3?
Telling a story with a combination of live action and CG is a signature element of the Command & Conquer (C&C) series. I'm a C&C fan myself- and I knew from the beginning of the project that I really wanted to see FMV [full-motion video] sequences in this next chapter of the Tiberium saga. It just wouldn't be the same without them. Also, we have a terrific story for Command & Conquer 3 Tiberium Wars (C&C 3) and our characters have enough depth to warrant casting top talent for our live action sequences.
As for why FMV fell out of favor, I think it was a confluence of factors. Saturation was a big problem. Also, high-end CG became less expensive and developers began opting for a mix of pre-rendered CG and in-game cut-scenes. Still, there is nothing like seeing a good actor bring a character to life for you and connect you to the story in a very basic way. I think there is a place for great live action sequences in a game, especially in the RTS genre. C&C is bringing back movies in a big way- and it actually feels very timely.
When and where did the live action shoot take place?
Principal photography was completed fairly recently in LA "we shot on multiple stages using fairly elaborate physical sets, which will be extended using CG in post production (some of our locations feel epic in scale). We have some additional scenes we will be filming in the coming months.
Is it more expensive to produce live action sequences than in-game cinematics?
Although we do not disclose costs associated with production, I will say that live action is comparable to high-end CG. We are combining live action and CG in the best tradition of C&C. Some of the scenes you'll see include big action sequences like the destruction of the space station Philadelphia or the global Nod assault on futuristic Blue Zone cities realized in movie-quality pre-rendered CG.
Tricia Helfer and Josh Holloway have a sizeable following thanks to their good looks and their roles on "Battlestar Galactica" and "Lost," respectively. Should we expect to see them on the box or in posters? How much of the casting is done with marketing and publicity in mind?
Casting C&C 3 was an interesting process. We wanted to find the right mix of talent to make our story and characters come to life. We knew Tricia Helfer and Josh Holloway gained tremendous followings because of how good they are in their other roles. They played characters in strange worlds--and odd situations--convincingly and compellingly. We knew they realized the potential of the genre we're working in, and could do justice to our story and our characters. After all, Tricia and Josh are playing key characters in C&C 3, complex characters that react to what happens in the game and the story and grow and change as a result. Overall, I am delighted with the entire cast.
What are the differences between casting actors for vocal performances versus casting them for a live action shoot? Is it easier to approach actors who've already worked on videogames previously, like Michael Ironside and Billy Dee Williams, as opposed to those who've never done so?
We found that many of the actors we talked to were very receptive to the right role in a computer or video game. I think in the end it really comes down to the nature of the project, the character, and the story.
What was the thinking behind casting actual TV news reporters and anchors in the game?
The game movies rely on news coverage of the game events to make the overall story feel immediate and current, almost like the events of the Third Tiberium War are happening around you. We use actual broadcast news anchors and reporters because they make our news footage from 2047 seem believable and real. These people are professionals- and they do this for real every day. It comes across in the footage.
Finally, how many minutes of live footage should we expect to see in the game?
We'll have well over an hour of live action and CG in C&C 3.