John Tobias Interview
By Patrick McCarron
John Tobias has been a name on the tongue of many fans of Mortal Kombat since
the game exploded on to the arcade scene in 1992. In fact, the name John Tobias
has become so synonymous with Mortal Kombat, the two are often spoken
within the same breath. With a history so entrenched in the Mortal Kombat
legacy, monumental challenges lie in the path of a legend who has embarked upon
an arduous journey to reinvent himself. Tao Feng: Fist of the Lotus is
Tobias' first step to breaking free from the typecast that has deeply rooted
itself into his career. Tobias sits down with us and discusses his legacy, his
current project, and his ambitions for the future.
Back in 1999 Midway announced that Mortal Kombat: Special Forces was delayed. A
month later you, along with other designers here at Studio Gigante, created
quite a stir when you left Midway. Can you tell us a bit about why you left and
if it had anything to do with the development of Mortal Kombat: Special Forces?
John Tobias: No. I’m not exactly sure how those events transpired but
Special Forces and us leaving didn’t have too much to do with each other.
Personally, I was planning [to leave] at some point in 1999 or 2000 and at that
point it seemed right for us with the new systems coming out I didn’t want to
start anything sort of mid-stream or...
Fall behind the stream?
Tobias: Exactly right, because I know that would be difficult for us to
kind of catch up. So we wanted to try to get involved as early as possible and
it seemed that the clock was ticking in that state. That had more to do with
when I left than anything else.
What did you think of the altered version of Special Forces that was released
after you left Midway Games, and was it vastly different from the state of the
game when you guys left the project?
Tobias: You know I really never played it, I saw it at E3 and I maybe
played it for like five minutes and never really played it after that. So I’m
not really familiar with how it ended up.
What did you do after leaving Midway, did you all take a break or go straight
into starting your own studio?
Tobias: No, we took a little bit of time off. I personally took some
time off. I had some stuff going on in my life at the time. I had been working
pretty much non-stop for 10 years or something. And there were contractual
obligations we had to contend with and things like that.
Non-compete agreements?
Tobias: Things of that nature. Once we waded through all that stuff then
we were clear to move forward. And it took some time in terms of developing
relationships with some of the publishers and finding the right fit for us in
terms of our first project. When we left and we formed [Studio] Gigante and
started talking to the companies, they all wanted a fighting product. It was
clear we weren’t going to be doing a racing game. So that we knew our first gig
was going to be a fighting game. Which, you know, I think we all had a lot of
excitement for fighting games and I certainly had a lot of things that I wanted
to investigate about them. So it was kind of a natural, and that is what
Microsoft was looking for at the time.
Page 2: The beginning of a new era
1 | 2 | 3 | 4 | 5 | 6
|