The Godfather: The Game
It's one of the toughest jobs ever undertaken by a game developer - but we've seen the first inklings that The Godfather may present gamers and film fans alike with an offer they can't refuse.
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This is no ordinary game launch.
For a start, we're in a bar in New York's Little Italy district. That's pretty different, in itself, but it's not what makes this unique. What's unique is that James Caan and Robert Duvall are chatting about videogames on a small stage about four feet in front of me. I could, in fact, shuffle forward, reach out, and tap Colonel Kilgore himself on the leg, although cosy atmosphere notwithstanding, I'm sure that security would materialise out of nowhere to drag me away should I attempt such a thing.
Nonetheless, it's an unusual spectacle; one compounded by the somewhat reverential silence a few moments earlier when a short recording of the late, great Marlon Brando was played. He was talking about videogames too; about how in games, "the audience is doing the acting". Brando, Duvall and Caan? All talking about games? Yes, this is definitely out of the ordinary.
The reason we're all here is because Hollywood - Paramount Pictures, to be precise - has decided to open the locked box which contains one of its most precious possessions. Electronic Arts describes it as "an opportunity"; many suspect that the games industry's own corporate equivalent of the Corleone family opened their pocketbooks and made the film company an offer they couldn't refuse, but either way, Francis Ford Coppola's classic movie trilogy The Godfather is on its way to videogames platforms.
In general, making a movie-licensed game is a relatively straightforward task. It comes with its own special pitfalls, of course, but the source material is laid out for you, art assets and actors are available and, best of all, you have a ready-made market in terms of fans of the film. Only very rare movie titles - The Chronicles of Riddick springs to mind - break out past formulaic retellings of the events of the film. Production values are higher, but the overall thinking hasn't changed that much since the days when Ocean seemed to be pumping out six Arnie or Sly movie tie-ins a week.
The Godfather is different. It has to be different, for so many reasons. For a start, it's thirty years old. Some of the actors are dead, others are older, many are far more famous and in demand than they were at the time that the movie appeared. None of them are under contract any more, of course. Videogames barely even existed when The Godfather first appeared. Consoles had yet to be imagined; home PCs were the territory of science fiction.

That's why it's amazing to see James Caan and Robert Duvall on stage in New York, and Marlon Brando's disembodied voice revealing a surprising understanding of the videogames medium as it echoes around the room in Little Italy. Sonny, Tom and Vito himself have all come back to record new material for The Godfather for the first time in three decades, fleshing out storylines which Coppola considered but ultimately dropped, adding a new backstory and new perspectives to one of the most loved cinema classics of all time. Before even considering how the game itself turns out, that's an astonishing prospect. You can understand Riddick being able to flesh out the backstory of the film, since it was created in close collaboration with the film's creators and alongside the Hollywood production. Returning to The Godfather and being able to do the same thing is incredible, even if it's an immensely daunting creative challenge.
It's a challenge that had to be overcome, though, and it's reassuring to note that EA seems to understand that - understand why The Godfather is so tricky. Put simply, it's not a movie that translates easily into a videogame. It's light on action, heavy on dialogue and emotion. There is little gunplay or driving, and a lot of manipulation and character development. Creating a third-person shoot 'em up based on the film would be a travesty; even building a 1950's Grand Theft Auto clone would be an outrageous abuse. To make The Godfather work as a game, you need to invent new ways of playing games - and to be brutally honest, I had major questions in my mind regarding EA's ability to do just that, and I doubt that I was the only film fan, game fan or even journalist who shuddered a little at the worst-case prospect of what the company might do to Mario Puzo's epic creation.
It would be dishonest to say that all of my misgivings have been dispelled. This isn't just a franchise that needs to be treated with kid gloves, it's one that needs an injection of pure genius to make it work in interactive form - and the few scant minutes of in-game footage which I've seen, promising though they may have been, weren't enough to judge whether that genius has touched this game. However, perhaps even more than seeing Caan, Duvall and Brando return to their roles, talking to the team at EA has shown that the developers understand what they need to do - and that they're determined to get it right.
You can read our extensive interviews with both the creative team and the project's executive producer on the site today. They talk about the need to create a world where there are consequences for your actions; a model of New York in the 1950s where people remember you and your deeds, where killing your adversaries isn't always the right decision - and sometimes it's drastically the wrong decision - and where respect and fear are more powerful currencies than bullets and fists, even if the two sometimes go hand in hand.

How that translates into an actual videogame is a little sketchier. I was shown footage of a number of encounters where your options ranged from intimidation to negotiation to outright physical violence, and even within that there were further options - dish out too little and you won't get what you want, dish out too much and you could end up killing someone, or frightening even a coward into fighting back. These encounters seem to form a fairly major part of the game, which sees you joining the Corleone family as a new recruit and gradually attempting to work your way to the top by extending your influence, respect and business across New York City.
What's not clear, though, is to what extent that progress is free-form - moving around the city, keeping businesses and lieutenants in line, expanding your territory and so on - and to what extent it's scripted. The game weaves and bobs in and around the Godfather storyline, so you'll interact with characters from the film and get to see - or even participate in - key events from the movie. Beyond that, a vast amount of new material has been created for the game, and the hints are that you'll be able to interact with much of it in a freeform, open ended way (with the possibility of even defeating the other families of New York and becoming the Godfather of the whole city, not just of the Corleone family), but just how that'll work hasn't yet been revealed.
What's certain is that in terms of atmosphere, the team at EA Redwood Shores have the right idea. Manhattan is just as you'd imagine it in the 1945-55 era; the streets are populated, steam rises from gratings in the roads, old black cars glide by occasionally as you walk down the pavements. In the background, Nino Rota's classic score trills. Envisaging walking down that street with the respect of the Corleone name on my shoulders isn't difficult, and frankly, I want to believe. Even if my lingering doubts about the difficulty of turning The Godfather into a game haven't been entirely assuaged, the team have done enough to make me hope fervently that the game we see towards the end of this year lives up to this promise.
Back in that bar in Little Italy, we're getting some insight into why it's EA that's got The Godfather in its hands, rather than any other company in the industry. Caan and Duvall have just been asked why they decided to work on the game, given how busy they must both be. While Caan answers more reasonably, Duvall, with an impish grin, reaches his hand out and rubs his fingers together in the globally recognised sign for "lots of money". The audience laughs; on stage with the acting legends, EA corporate communications boss Jeff Brown laughs with them. Having deep pockets has lots of advantages, and sometimes one of those advantages is being able to afford to do things right.
You can read more about The Godfather in our interviews with the game's creative team and executive producer. You can also find new screenshots and trailers elsewhere on the website today.
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Comments (40) Latest comment 7 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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This isn't the first game we've covered to this extent by any means - I'd point at Chronicles of Riddick and F.E.A.R. as games which we've given similar coverage to.
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This was his last ever job.
THERE IS NO JUSTICE!!!
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Serious, I can't believe that nothing (well, nothing we couldn't guss anyway) about the game is actually revealed in so many articles / text...
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:-\
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I am not writing this off. I am essentially quite an optimistic chap when it comes to this kind of thing.
But when EA's last two film related licence games were Catwoman and a series of utter shit Bond games, you start to worry.
Also, if they balls up something like Catwoman (a shit film) I care not a jot. The Godfather series is film royalty. And having great voice acting, awesome cutscenes and a really well done menu system won't make up for a hastily constructed renderware-by-numbers dog of a game with unenjoyable gameplay. I will cry.
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You're not wrong about the last Catwoman and Bond games by any measure, but to be fair, the Lord of the Rings stuff was pretty solid.
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Eh!?!?
terrible thing jetlag
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This is true. All of it, as well. EA was granted very good access to the film material in that case, and it seems to be true here as well, so there's every reason to be hopeful in my opinion.
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This was his last ever job."
He made several movies later on. Don Juan, Last Tango in Paris.
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Solid, but not awe inspiring. And the films lent themselves to a certain kind of shallow "follow the movie" hack'n'slash affair. The Godfather stuff needs to be a few notches up the scale.
But I take your point.
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His voicework for the game was his last job, not acting in The Godfather itself.
I'll wait and see how it turns out, I hope it's good. It has to be aimed at an older audience however so it can't be some crappy Godfather:Underground type game, EA's usual market probably haven't even watched the films.
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Any news on whether this is coming out for Xbox 2 as well, in the vein of much of EA's Q4 2005 output?
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It's aimed at the "I only buy a few games a year and I want to know exactly what I will be doing in each of them" market.
They like uncomplicated concepts like FIFA, Hitman, The Getaway ... or obvious licences like Enter the Matrix ... etc.
They do tend to be older than Tony Hawk's fans (at least old enough to appreciate the Godfather) and since EA will back the game up with the kind of marketing budget normally reserved for US presidential elections, they will all know about it.
I just hope it has enough about it to excite the likes of us more "discerning" boys and girls
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pretty good it was too! US Gold i believe, but dont quote me on it
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As long as there are no racing cars in it, it should be fine. There aren't racing cars in the Godfather films are there?
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But if (or should I say when) this game is successful, expect EA to buy out the backlog of old movie classics.
So espect to see a game of the goodfellas, cassablanca and even possibly the sound of music.
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Singstar update
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Ofcourse. Then throw in the typical EA mainstream music in the background.
Everybody would love to see the cast of the sound of music dancing to a snoop beat. YEAH
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Oh, so can we take it, then, that the even remotely interesting game play is actually just a gameplay target video*?
*Note, Rogue Agent's commercial was filled with anything but actual game play footage - the stuff you saw was totally pre-rendered, and was meant as an internal sales pitch tool. Apparantly, the real game missed the mark so badly that they used the GTV instead of the real game. There ought to be laws against that.
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Also, if they balls up something like Catwoman (a shit film) I care not a jot. The Godfather series is film royalty. And having great voice acting, awesome cutscenes and a really well done menu system won't make up for a hastily constructed renderware-by-numbers dog of a game with unenjoyable gameplay. I will cry.
You and me both. The Godfather films are just in a class of their own, really. I'm really HOPING that this turns out to be one of EA's better moments, because it has so much potential... but if it turns out crap, then I will cry. Just having the name and the voice acting doesn't make a game... polish up any way you want, dress it as nicely as you please, a turd is a turd is a turd.
Holding judgement. Please EA, don't rush this...
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Or are EA aiming for a Medal of Honor style, set-pieces action based game, with you jumping from 'mission' to 'mission' as the story unfolds infront of you?
Hmmm... after reading the creative team interview, I'm going to lean towards a Fable/GTA hybrid. Looking forward to this now, though.
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Never a truer sentence typed. And it's why so many of us are not going to be hoping for much from this one. EA has it's faults, but it excels at taking a basic, already proven and popular game mechanic (be it racing, sports, whatever), and either making it or breaking it via the deployment of massive resources unavailable to most projects. But they are simply not known for innovation and risk taking, which this one is screaming out for. Based on past behaviour, the chance of them taking the risks required to make this work... well, I'd love to see it happen.
This is why it always dissapoints me that Ninty are so "family friendly" - they are just the people that (fluffy animals aside) could come up with the stroke of genius gameplay that would make something like The Godfather fly, and would have the nads to take the commercial punt on it. Maybe Ubi could have done it. But EA..? [super-glues fingers crossed]
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It's only people like us that are worrying. EA would love to get this 100% right, but know that it will do well anyway. And a lot of the millions of casual gamers out there won't care either way as long as they get to massacre mafiosi.
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Amen to that. Sums up my feelings too.
It's only people like us that are worrying. (...) And a lot of the millions of casual gamers out there won't care either way.
Also sad but true.
EA would love to get this 100% right
Sorry not so sure I agree with you on that one. EA would like to get the marketing 100% right, which they will do. The game is of secondary importance.
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Hmm ... you may be right. However, this is no normal "one hit" movie licence. If they are to keep it as a franchise and, more importantly, to attract other great film licences from the past (and you KNOW they want to) then they need to get the quality right.
there are actually financial reasons to make this good. And with no film release (beyond a possible cash in box set re-release) they have no excuse either.
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I would really like to believe EA are putting extra special effort in to this one and it really will be an original ground breaking piece of work. It's just I've been let down by the EA hype machine too many times before.
It's funny but my favourite EA game (BF Vietnam) never really seemed to have much hype around it at launch from my recollection.
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> peace out
Remember, boys and girls: Stay in school!
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"I have The Godfather boxset, I want to be a completist and get the game, because it has Marlon Brando's last performance in it" - Random Guy (okay, me).
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