IGA-san Talks Castlevania Judgment on Nintendo Wii
Cubed�’s Adam Riley: After only ever making platform adventures, what was your inspiration for now creating a game in the fighting genre, especially on Wii rather than 360/PS3?
Koji Igarashi: Since the release of Wii, I’ve been getting requests from many people that they would love to use the Wii controller as a whip. So I considered how I could do this. To make an adventure game on the Wii using the Wii Remote as a whip would be very difficult because the player’s arm will get tired and it will be hard for them to continue enjoying the game.
Based on the request, though, I knew that people would want to swing the Wii Remote like a whip and battle. So we came up with the idea of using short gameplay sessions and decided to make a 3D versus action genre game.
AR: When did development start, and what are some of the toughest challenges you have faced so far (for example, did the Wii controls prove to be problematic)?
KI: We came up with the concept in May and started the development around August.
The toughest challenge was recreating the feel of swinging a whip and creating a camera which can perfectly display both players while they are running around in the 3D space and preparing for the attacks.
As for the feel of swinging a whip, we decided to use the light quick swing style considering the response issues etc. But of course, you can swing big, too. Please swing however you like!
