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GAMING BLEND
Mortal Kombat: Armageddon Interview For WiiAuthor: William Usher
published: 2007-05-12 01:44:05
With the release of Mortal Kombat: Armageddon nearing for the Wii (due out later this month), we thought we’d get one last crack at finding out what makes this game tick. So we had a Q&A with the Producer for Mortal Kombat: Armageddon, Shaun Himmerick. We wanted to find out more about the combo system while using the Wii-mote and whether not this is the very last Mortal Kombat game. But enough blabber, let’s get to it.
Shaun Himmerick: It was the biggest challenge in developing the game. We started with the goal of the controls being the biggest Feature to make sure it got the attention it would need. Everything you “know” about how the controls work had to be thrown out and redesigned from the ground up. It is not just a port of previous control systems. The controls were built specifically for this game and the Wii’s controls. CB Games: This Following up to the last question, was it more or less convenient to try to establish a mechanic that gamers would find intuitive and fun, especially considering how long most hardcore gamers have become adjusted to the standard MK control scheme? MK:A Team: Designing controls around the Wii-Remote and Nunchuk was certainly harder than any previous console controls in recent memory. So many games have been made for the previous platforms. So it is a very known quantity of what is intuitive and there are also a lot of basic assumptions you can make about what the players already know about the controllers and the controls. The Wii does not have that built in player knowledge or that knowledge of previous similar versions already being released. It is completely new and a very exciting thing to tackle from a design standpoint. We feel we have a system that is intuitive to both a person picking the game up for the first time as well as a good system for the hardcore player who knows the previous style of controls. If you’ve played MK before, in just a few short minutes you will have it all sort of ‘click into place’, and you’ll just get it.
Shaun Himmerick: I won’t say we made it harder to do any one move. We did however, make it much easier to do all of the moves with our Gesture system for the Wii. So anyone spamming a move or using some traditional techniques will probably have to build some new strategies for the Wii. CB Games: Thanks Shaun, for answering our questions and good luck with MK: Armageddon for the Wii. In addition to this interview, you can check out the MK: Fighter of the Wiik below, courtesy of Gametrailers. It just so happens to be Blaze, the main boss of the game. Enjoy.
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