• About
  • Contact Us
  • Forums
  • Leipzig 08
  • Podcast
  • Reviews
  • Wii Codes
  • You are at the archive for the Interviews category &rarr


    Miyamoto on Game|Life

    Posted July 22nd @ 11:11 am by Kevin Klein

    Capcom on details of Dead Rising and possibly more Wii titles

    Posted July 22nd @ 11:07 am by Kevin Klein

    Capcom’s Christian Svensson, Corporate Officer/VP of Strategic Planning & Business Development answer questions on Dead Rising and hints at more Wii support

    - (in reference to Dead Rising) Roughly how many on screen enemies can you put out on Wii?

    The screenshots released give you a decent idea. Suffice to say, it’s not the number we could do on 360, but that’s to be expected. It’ll be sufficient to keep you well busy though.

    - Do you have anything else apart from this, neopets, Spyborgs and MH3 planned for wii anytime soon?

    You forgot Megaman 9… but again, at any one time, you only know about half the games we have in development. That’s all I’ll say on this.

    Link

    Reggie Fils-Aime Video Interview

    Posted July 21st @ 3:28 pm by Kevin Klein

    Here are GameTrailers extended interview with Reggie. Geoff Keighley asked Reggie numerous questions we all want to know, but Reggie dodges most of them.  Reggie states what Nintendo announced at E3 is all that will be announced this year.  So no surprises Reggie?  I’ll keep my fingers crossed.

    IGN Conduit interview

    Posted July 9th @ 10:44 pm by Kevin Klein

    An IGN interview with Eric Nofsinger on The Conduit,

    Eric:  Our current multiplayer benchmarks are 16 players and we will definitely have the standard modes like Deathmatch and Capture the Flag. We are still exploring the possibilities and depending on how things go, we will have more. But we want to make certain that our online experience is solid and if that means sacrificing some other modes or features to do that, we will. We are choosing quality over quantity.

    Eric:  The single-player portion of the game is near the point of being just bug fixes and fine tuning. And polish, polish, polish. A lot of our team and development effort is moving to multiplayer now.

    Read the rest of the interview here

    Nintendo: 100 WiiWare Games in the Works

    Posted May 30th @ 10:43 pm by jsharp

    IGN has just posted an interview with NOA’s senior director of project development, Tom Prata, about the recently released WiiWare download service:

    IGN: How many WiiWare games do you have the queue?

    Tom Prata: Currently, there are about 100 games in development for WiiWare at various stages of completion.

    IGN: Can WiiWare developers use all of Wii’s abilities? For instance — connection between Wii and DS, WFC, online, etc. — if they want? What about Miis?

    Tom Prata: Developers have the ability to utilize the same Wii features for WiiWare games as they do for disc-based games, including Wi-Fi Connection, WiiConnect24 and variety of controllers and peripherals. What is important is providing developers the freedom to use the features that are most valuable to express the characteristics of their game. Regarding the use of Miis, Mii characters are included in games like TV Show King and Dr. Mario Rx.

    Check out the link for the full interview, including the guy dodging the question about the lack of storage space on the Wii.

    Full interview here

    WayForward Talks Shantae on DS, WiiWare, and GBA

    Posted May 30th @ 8:58 pm by jsharp

    Shantae DS: In 2006-2007 we hit pretty hard, with a massive undertaking to redo the cast of hero and enemy sprites, and about half of the sequel’s backgrounds were created by the legendary Henk Nieborg (who then shifted to Contra 4). As you can see, the handheld market is again flooded, which is why we intentionally never made a formal announcement. But, you can see a first look here! Just be aware that this game exists as design, artwork, and tech only. Unlike the GBA game, there is no 2 hour long gameplay demo. 

    Shantae WiiWare: Informally (and inadvertently) announced at GDC, this is an ongoing experiment in 2D on the Wii. As it currently stands, the game is very traditional as an action/platform game (no Wiimote Wagging) with its main draw being 480P 2D artwork. If the project gets legs, we’ll have more to say in the next newsletter. For now, it just looks cool! 

    Shantae GBA: The 2 hour long demo of Risky Revolution exists in a near-polished state. Because there is high demand for the release of this rom, our hope is to eventually move it to a suitable platform and release it as bonus content, cleaned up and presentable, able to stand on its own as a video game “short”.

    Link

    Codemasters to Bring Formula 1 to Wii

    Posted May 30th @ 8:48 pm by jsharp

    Q: The first game will be released next year. Talk us briefly through the development process that will be taking place over the coming months? 

    RC: It depends partly on format - portables are a lot easier as they don’t have such a rich graphical experience - but on dedicated consoles and PCs the way we write stems from what we call an ‘engine’, which for us is Codemasters’ EGO Engine. This is what drives DiRT™ and GRID™, so its pedigree on next-generation systems such as PlayStation 3 and Xbox 360 is already proven. The Formula One games will have the benefit of this. It typically takes us two years to develop such a game, but a lot of the assets have already been created - we have a number of the tracks because they already exist in GRID™, and we have the basics of the car dynamics and handling. 

    Then there’s the issue of which format when - clearly we’ll be targeting formats where there’s been no Formula One experience for a number of years, and the Nintendo Wii, the fastest-selling hardware console in the world today, where the plan is to use the controller like a steering wheel. We’ll go through a parallel development process on that, the Xbox 360 and the PlayStation 3. The artwork involved will be intense and a lot of that will be done overseas to make sure we’re up to speed.

    Full interview here

    Tecmo Kicks Off Tecmo Bowl On DS Interview

    Posted May 29th @ 3:51 pm by jahiggin

    GI: Will any classic plays be returning? Will offensive and defensive plays be picked simultaneously, as before?

    Gilbo: Yes, the plays will be picked in a very similar fashion as the original Tecmo Super Bowl.

    GI: Will players be able to create their own team rosters?

    Gilbo: One of the features of this game is the ability to customize your own team – they are 100% customizable.

    GI: Will the same made-up teams be returning?

    Gilbo: The original team cities from Tecmo Bowl are in Tecmo Bowl: Kickoff. We are adding a few more to bring the total number of teams to 32. The team names are not NFL teams, but we picked names that fit with the original spirit of Tecmo Bowl. If you don’t like the team names, you are free to change them to something that fits your style using the Team Edit feature.

    GI: How many players will be on the field at any given time?

    Gilbo: 22 players - this is true 11 on 11 football.

    Wow the DS version really reminds me of the original Tecmo Bowl on the NES. Wow, that brings back memories!

    Rest of Interview HERE

    Deca Sports Coming to DS, Plus Wii Sequel

    Posted May 29th @ 12:44 pm by jsharp

    Hudson recently spoke to Cubed3 about Deca Sports and the possibilities for the future:

    Pepe stated, “We are exploring ports to other platforms. The DS being one of them. The controls and mechanics need to make sense though as the gameplay within centres around both of these.” 

    “In addition to this it was revealed that more Wii Deca Sports will be coming. When asked about whether a Wii sequel would come or not, Pepe’s response was a simple“Definitely”, with him encouraging readers to head over to the forums at the official website and express their opinions on what sports should be included next time.” 

    Looks like we’ll be getting more Deca Sports action for both the DS and Wii!

    Link

    Rayman Raving Rabbids TV Party Interview

    Posted May 28th @ 8:25 pm by jsharp

    VG. Which is the worst aspect of the other RRRs that you have been able to address and fix in this sequel?

    AL: We have really worked on the accessibility and depth of level design. The fact that the Wii has opened a gateway to new types of players means we have to have a game that is easy to get into, but still requires skill to master. For this we have included a number of games that have real progression and allow the more hardcore gamers to exploit the controls fully.

    Full Interview here

    « Previous Entries

    Styles:

    Colors