Syphon Filter 3 - An Interview with John Koller of Sony Computer Entertainment America
John Koller of SCEA speaks...

We recently spoke with John Koller, Product Marketing Manager at SCEA for Syphon Filter 3. Here's what he had to say.
PSi: If you could, introduce yourself and tell us about your involvement with Syphon Filter 3?
JOHN: My name is John Koller and I'm the Product Marketing Manager for Syphon Filter 3. As has been the case on the first two Syphon Filter games, I offer some code recommendations to development based on marketing research, but primarily focus on the total marketing and launch aspects of the game.
PSi: First things first - Why did you choose to release SF3 for the PS instead of the PS2? Will the game take advantage of the texture/disk speed options offered by the PS2?
SF3 JOHN: The team felt, and we at SCEA concurred, that the PS one made more sense given the strength of the Syphon Filter fan base. The PS one installed base is so strong and the Syphon Filter fan base is so eager for another Syphon title, that we could not let them down and launch on the PS2 immediately. I think it also really shows the continued strength of the console as top games are still launching on the PS one six years into launch.
PSi: I read the plot for SF3 involves Gabe and Lian being put on trial. Can you give us any information on why?
JOHN: Gabe and Lian Xing have been captured by the Agency and placed on trial in the Senate for crimes against the U.S. (and thus the Agency). Secretary of State Vince Hadden is really trying to pin the blame for the deaths and destruction that have transpired on the two agents. Meanwhile, as Gabe and Lian Xing try to clear their names, the virus is being unleashed throughout the world.
PSi: The game is supposed to take place in flashbacks. Is this true for the entire game, or will there be some 'present day' missions as well?
SF3 JOHN: The game begins as a series of flashback levels which really helps tie the Syphon Filter storyline together. Players will be playing in levels that they may have seen in previous Syphon Filter games, but in a different part of the environment, with different weapons and unique mission objectives. As the player progresses, they will also play 'present-day' missions where they must prevent global chaos by eliminating the virus outbreak and determine who is behind the plot to create worldwide havoc.
PSi: How necessary will it be for players to have played the first two SF games?
JOHN: In terms of being familiar with the characters and their personalities, it would be beneficial, but the development team has created the game for the first-time player, as well as the seasoned Syphon Filter fan. The game is really one of the easier 'pick up and play' games available, and I think new fans to the series will find just as much enjoyment as the veteran player.
PSi: Will there be many returning characters from the first two games? Will any new playable characters be introduced or will the action involve just Gabe and Lian?
SF3 JOHN: Gabe and Lian Xing will again be playable, but we've also introduced two other new playable characters. Some of the characters in the game will be recognizable to veteran Syphon Filter fans, while there are a few other new characters that we are introducing for Syphon Filter 3.
PSi: What sources (TV, movies, books?) did you look to for inspiration for the SF series?
JOHN: Everyone on the team is a really big action fan, so anything that involved weapons and espionage was definitely something that was inspiring to the overall design. Syphon Filter has always been designed as an action game at heart and I think the series can be described as Lethal Weapon meets James Bond meets Michael Crighton. In other words, a little bit of everything.
PSi: What kind of research went into SF3, or the entire series?
SF3JOHN: Tons. As I mentioned earlier, the team is composed of big action fans, so that was the foundation for the series. From there, however, development had to create a viable character with personality that wasn't afraid to jump in to trouble and mix it up. Everything from weapons to mission designs have been researched and designed with the Syphon fan in mind.
PSi: How much feedback from fans of the first two SF did you incorporate into SF3?
JOHN: We are always listening to our fans and incorporating as much as possible. This year, we held focus groups immediately following the launch of Syphon Filter 2 to determine what needed to be added to make a new, dynamic title. Mini games was the first request and we have added them to the game. They are a tremendous addition that allows players to complete a variety of mission objectives within randomly changing environments. Fans also asked for more weapons and we were more than happy to oblige. Syphon fans will see all of their past favorites in Syphon Filter 3, as well as an X-ray gun for shooting through walls, proximity mines, explosive round shotguns, as well as a concealable submachine gun. Lastly, fans asked for more action and players will definitely notice that we've incorporated much more action into the gameplay this year.
PSi: Will SF3 follow the same mission objectives as the other two SF games, or will some new ones be introduced?
JOHN: The theme of the mission objectives will remain similar, but the actual missions are completely new. Players are called to stop the viral outbreak, clear their names and determine who is behind the plot to unleash the virus.
PSi: SF2 had some, I thought, pretty tricky puzzle elements. Will SF3 have some of the same puzzles or will it be more action based?
JOHN: Syphon Filter 3 will be much more action-based. A deadly arsenal of weapons and a plot that's been described as an 'action thrill ride' really throw the player into the action from the get-go and doesn't let up.
PSi: Will the multi-player death-matches return? Will they be changed in any way?
JOHN: The 2 player death matches return in this title, but we've added a few things, such as more sniper points, new environments and varied weaponry to add to the strategy. The goal is to avoid some games' two-player mode where both players end up shooting each other from point blank range with no strategy whatsoever.
PSi: What can you tell us about the mini-games? Will these be multi-player, single-player, or both?
JOHN: The mini games are a unique feature this year that allows players to play through all new mission objectives within randomly changing environments. There are five mini games, but each offer myriad paths to complete them, which really adds to the replayability. If you are playing Thief, you are told to steal a briefcase and bring it to Point B, and if you lose, the next time you start Thief, you'll be in a different position with different AI and have to take the briefcase to a different location. This adds a whole new level to the gameplay.
PSi: Have you found it difficult to distinguish the SF series from Metal Gear Solid?
JOHN: Although both original titles launched on the PlayStation around the same time, I don't think that true action adventure fans have had a difficult time distinguishing the gameplay. Metal Gear Solid has always been a much more stealthy game, while Syphon Filter has always had more action. I think fans will notice the difference even more this year, as Syphon Filter 3 really ups the ante on action gameplay.
PSi: Is SF3 the last in the series or will we see Gabe and Lian's adventures continue on the PS2?
JOHN: I can't really get into that here, but we definitely have plans for Gabe and Lian Xing in the future. The end of Syphon Filter 3 offers clues to what we have planned.
PSi: Finally, what are some of your favorite games and do you have any words of advice you would like to give people interested in entering the gaming industry?
JOHN: I'm like many of the people on our development team and have a love of action oriented games. I've also stayed true to my earlier gaming days and love games like Gauntlet and Spy Hunter. As for advice to people interested in entering our industry, it really depends on what you want to do. The bottom line is to study hard and have an idea of what you can offer to a gaming company. Many people come into the industry with no idea of what they want to do other than 'work in games'. Companies love the enthusiasm but also value talent. The best advice is to know what you want to do and then use your talents to the best of your ability to achieve it.
PSi: Thanks for taking the time to speak with us John!
Interview by StarScream
(AKA Ricky Tucker )