Justice League Heroes Interview

FiringSquad has published an interview with Warner Brothers Interactive producer Jason Ades about Snowblind Studios' upcoming action RPG, Justice League Heroes. Check it out:
Q: How will this game differ from Activision's X-Men Legends in terms of gameplay?

A: There is certainly no way to get past the inevitable comparisons with X-Men Legends. However, people will be pleased to find that Justice League Heroes stands alone in many respects, and players will notice is the fantasy realistic art style, which draws inspiration from Alex Ross and Jim Lee. The players will find there are no text boxes and scrolling text, since we decided to tell the entire story through cut scenes and in-game banter. Justice League Heroes feels like a progressive action game while maintaining the customization elements players come to expect from the genre. Our super heroes don't need to learn how to be heroes, as their iconic powers including flight are immediately available for use in game. Players can pick up and use any object they see in combat both on the ground and in the air (depending on which character they are using). Trees can be uprooted and used as baseball bats. Cars can be used as fly swatters or hurled from the air for extra damage. Enemies can be stunned and then picked up and used as weapons.

Batman and Superman won't be chugging health and manna potions to recover their energy. Heroes need a second wind. A few moments of blocking, dodging and brief rest and then they're back in business. For this reason our health meter works similar to the Halo health meter. We also have some more gamey elements such as power ups which represent a surge of heroic energy when you defeat a villain/enemy. These power ups will be dropped from enemies and help restore your health and power.

Our customization revolves entirely around your superpowers. Players will collect boosts throughout gameplay which they can then slot into their powers. Some boosts allow your powers to do more damage while others are for accuracy, luck and duration. The player can also craft specialized boosts through a boost combiner which will further enhance their powers. So, depending on how you like to play your hero, you can customize his/her powers accordingly.

Boss Battles are another area that we are working hard to stand out from other games in our genre. In traditional Action RPGs bosses are like almost any other enemy except they do more damage and have more hit points. Our boss battles will be more action oriented.