Then we start thinking, "Do we want anyone playing as Biff, Strickland or any other nemesis from the movie?" but how does that manifest itself? We went down many paths trying to figure that out. It was very obvious to us that there would be some element of cooperation in here. In the original story, of course, Marty travels back in time because Doc has died - spoiler alert! So he goes back but once he gets there they're immediately working together. So when we talk about "Back to the Future", the story itself is about cooperation between Doc and Marty. This property holds a really special place in people's hearts, from their youth or from their childhood. We're really guided by the property itself, what the feeling is when you're watching it, on a historic piece like this - the 35th anniversary of "Back to the Future". Was this game always intended to be a fully co-op game, unlike some of Prospero Hall's other games, like "Villainous" where it's 1-versus-all or "Jaws" where it's 1-versus-many?Ĭross: When we're working on something like "Back to the Future", and this is really core to our Prospero Hall process, we explore many different avenues of what the game could be. So the characters from the Funkoverse are not interchangeable with the characters from the "Back to the Future: Back in Time" game?Ĭross: There is a "Back to the Future" Funkoverse edition, but that is not related to our "Back to the Future: Back in Time" signature game. What was the driving factor behind making this significant change in design? This "Back to the Future" game uses a co-op engine. That is, it's team-vs-team or player-vs-player. Speaking of Funkoverse, it's mainly a versus gaming engine. In this case, these designers had most recently worked on "Jaws", which wasn't published by Funko Game but by another publisher and some of the folks on this team also worked on our Funkoverse game system. Have any of them worked on any previously released Prospero Hall games?Ĭross: This particular team, our studio is pretty big and folks move around a lot onto different projects, so the teams kind of form and reform, especially around properties that people are very passionate about. About 10 months or so.Īnd how many people worked strictly on the game design?Ĭross: On just game design? Four designers. Screen Rant: How long have Funko and Prospero Hall been working on this "Back to the Future Game"?ĭeirdre Cross: We've been working on this since Spring of last year. Prospero Hall has produced a string of board game hits that have had the rare success of crossing over from the hobbyist world into the general consumer market, which include Horrified, Jaws, Bob Ross: Art of Chill, and Disney's Villainous.ĭeirdre Cross - Director of Product Development, Games That new arm of their company is producing a new board game based directly on the characters and story from the movie. To that end, Funko has teamed up with Prospero Hall ( who they acquired in 2019) to establish Funko Games. With its 35th anniversary coming up, Back to the Future is front and center in the current pop culture zeitgeist. The franchise was so popular that it spawned two sequels, countless video games, a short-lived animated series, and continues to be referenced in modern pop culture, including Ready Player One (another Amblin Entertainment property), inspired Rick and Morty, and most recently, was referenced significantly during the third season of Stranger Things. In 1985, one of the most beloved movies in history was created - Back to the Future.
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