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New art, details of the villains of Captain America: Super Soldier

by  in Comic News Comment
New art, details of the villains of <i>Captain America: Super Soldier</i>

On the heels of Tuesday’s dossier, offering details on some of the villains of Captain America: Super Soldier, SEGA has released a second round of images and information on some of the main bosses from the third-person action game.

The art — of Red Skull, Arnim Zola, Baron von Strucker, Madame Hydra and Iron Cross — is accompanied by Brandon Gill, game director of developer Next Level Games. You can see it all after the break.

Arriving in stores on July 19, Captain America: Super Soldier allows gamers, playing as Cap himself, to engage in free-flowing combat and acrobatic platforming to infiltrate a mysterious castle and battle the Iron Cross, the forces of HYDRA and a host of enemies serving the Red Skull in an attempt to stop evil scientist Arnim Zola. The game ties into Captain America: The First Avenger, which opens in theaters on July 22.

The villains that we added to the game were chosen for a mixture of reasons.

For characters like Arnim Zola, who is a genetic scientist and much less of a military figure than the other villains, we felt that he set a wonderful stage for Cap to question himself and what he believes in. Zola augments biology to extremes that Cap feels is wrong, but it’s a slippery moral slope, because Cap himself has been genetically altered as well. This conflict was a major part of the narrative.

Other characters like Iron Cross, who is a huge mech, were brought in based on the enthusiasm of Christos Gage (the game’s writer) and gave us the opportunity to re-envision them in the more “realistic” setting of World War II.

Our designs for the boss characters were strongly based around the game’s combat system. Since the combat is designed to deal with multiple enemies, we felt that it would be a disservice to the game experience if Cap was set up to fight every boss one-on-one.

To this end we designed the bosses to be enhanced versions of existing enemies, for example, ranged, melee, etc., and then placed them into unique multi-enemy encounters and highly scripted situations to elevate them as climactic battles.

This allows the player to naturally assess each situation and fight the boss by using the skills that they have learned through previous battles, while still maintaining a high level of excitement and unique flavor to each individual boss encounter.

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