What kind of design decisions does creating a game for the Wii create? Were there things that you wanted to do but couldn't?
Well the Wii remote is very sensitive and extremely powerful, but it is really easy to design inputs which simply don’t translate well between users. To take a specific example, we came up with an “Uppercut” motion we really liked – we could throw it every time and it makes you feel that you are really controlling Godzilla’s arm. But nobody else in the office could execute it properly. A few different people tried to tune the motion parameters, but it came out the same every time – what works for one person basically doesn’t work for another. So we decided to use much more general motion commands, which we think was the right way to go.
If you look at a game like Red Steel – they had some pretty tricky motions to learn in the sword combat. But those motions weren’t essential – if you did them slightly wrong you just got a basic slash instead, which was plenty good enough to win the game with. But in the context of a fighting game, which requires split-second precision, it just wasn’t acceptable to have the proper attack execute only 90% of the time – we needed 99% or better. We’ve got that in our game now, but it means that we don’t get to use the flashy, lavish motions that look good in commercials. But at least the game is great fun to play, and immediately accessible.
If you had to pick one thing that will make this game stand out against other Godzilla games we've seen, what would it be?
This new Godzilla game has been built from the ground up for the Wii - and as such takes maximum advantage of the controls, graphical power, audio capabilities, and revolutionary mindset of the console. As a result, you’re going to see and experience things you’ve never encountered before in any previous Godzilla games. We're not building upon what we've done before so much as crafting an entirely new Wii-centric experience.
The game is only coming out for the Wii, DS, and PSP, why did you decide to focus on those instead of creating versions for the Xbox 360 and PS3?
Note: We had to go to Atari for the answer to this question, and their response was as follows… "At this time we haven't ruled out any additional platforms, and are still exploring our options." - Jeremiah Cohn, Senior Product Manager, Atari
Blowing up lots of buildings is always fun, are you using any kind of physics engine in the game or not?
Our buildings have always been 100 percent destructible – that’s always been fun but we weren’t completely satisfied with that now that we had a new console with more power. We’re amplifying our destruction behavior, and now it’s quite a bit more dynamic in terms of the types of destruction you will see on the buildings and around the environments.
Will any of the versions support wireless multiplayer action?
Without going too much into details on the multiplayer that we can’t discuss yet, I’ll say that we’re sticking with our very successful 4-player game style that worked so well in DAMM and StE. Four-player monster battles are a critical part of the Kaiju experience. We’ll have our excellent point-based melee mode, destruction mode, and the long-awaited last-monster-standing mode, in which players do not respawn. Unfortunately, that’s about as much as we can talk about the multiplayer at this moment, and we also can’t comment on wireless functionality at this time.
Any chance we'll be able to download additional monsters down the road or any other kind of downloadable content?
Unfortunately, we can neither confirm nor deny that Godzilla: Unleashed will use WiiConnect24 at this time, sorry.
We’d like to thank Mark for taking the time to answer our questions and Vincent for helping to coordinate the interview.
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