"You don't go into making a game saying ‘I'm gonna win awards’, you just go into the game to do the best you possibly can," Mary DeMarle, narrative lead on Guardians of the Galaxy tells me ahead of the BAFTAs.
Although DeMarle and the team at Eidos Montreal didn’t go into Guardians of the Galaxy with the aim of being nominated for awards, the heartfelt take on the characters ended up becoming a critical darling, picking up Best Narrative at The Game Awards, even if it eventually came away from the BAFTAs empty-handed.
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The success of the story and characters is even more impressive considering some of the challenges the team faced when approaching a team like the Guardians of the Galaxy, a group of characters who were relatively unknown until James Gunn introduced them into the MCU. DeMarle says this wasn’t too much of a concern, though.
"I wouldn't say it was conscious pressure,” she says. “I really enjoyed the first Guardians movie and I went into it not knowing much and remember getting blown away by it. So I could recognise a lot of the heartwarming feelings of the MCU that I wanted to maintain. And I felt like okay, we have to make sure that those people who only know them from the MCU will recognise them. And we have to trust that in the beginning. If we trust that as we bring them on this journey, they will fall in love with our version. That's all we could do."
Thankfully, despite the team having some of the key elements that movie-goers and casual fans will recognise, Eidos Montreal's take has some major differences, with DeMarle specifically making reference to how Drax was handled in the MCU.
"Right from the beginning, Marvel told us that they wanted
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