A lot of people say that when they saw Wanted in the theater, it almost felt like playing an amazing video game.
As a producer on a movie-based title, it’s hard to ask for more out of your source material than that. If people are leaving the theaters talking about the “video game aspects” of the action sequences, then you’re job as a producer is clear – recreate THAT feeling in a video game form.
With Wanted: Weapons of Fate, we were incredibly lucky that both the film and comic provided so much amazing source material. This helped to free up the development team to focus on making a great game, with innovative new mechanics rather than focus on creating a believable back-story and developing moves and a look that would be unique to a new IP.
But why was Wanted such a perfect candidate for a transition to video games?
When we first saw the pre-visuals on the Wanted film, the inherent gameplay possibilities – like curving bullets, fast cover and insane action sequences -- literally jumped off the screen at us and practically begged us to shove them inside a controller. As we learned more about the film and about the coolness of Wesley’s character, the attitude of the Fraternity and the unique history of the comic and characters, it became obvious that we had found our next project.
First, we saw those awesome Curving Bullets…
Curving Bullets was Wanted's identity from the very beginning. It set the film apart from other action movies. This mechanic is also what makes Wanted: Weapons of Fate unique as a video game.

The moment the development team saw those curving bullets, we were totally sold on the concept. Our designers suddenly had a starting point: if bullets can curve in our world and assassins can essentially slow down time, what does the mean for what the enemies will do? What would a level look like that takes advantage of these new and innovative attributes? How do we design a gameplay flow that constantly challenges the player to use these skills in new ways?

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