Interview By: dapsycho | Posted: 01/02/2007
We chat with Ed Bradley, Studio Manager at Ignition Entertainment, about the upcoming Wii version of the game
Darren 'The Wolf' Pearce asks:
1. Puzzle games seem ideally suited to the Wii, since it's a console with a lot of potential, now of course that's just my take on it. What do you think is the most viable game for a platform of this kind, given the Wii's unique control methods and design?
I think any genre of game will work just fine on the machine. You can use the controller as a fairly standard joy-pad if you so desire, after all. The challenge is for developers to come up with good ways of making use of the controllers, rather than making existing games worse by show-horning zany control scheme into them.
2. What was one of the biggest problems with the new console that you had to take into account when creating the game for the Wii?
Mainly just the lack of hardware availability and the relative immaturity of the development tools.
3. What's the single most feature that you're happy about with the game on the Wii?
I'll ignore the obvious “oh the controller!” answer and choose the bump-mapping. The renderer guy did a great job implementing it and the artists used it really really well.
4. What do you think is the most challenging part of designing a game like this for a new-generation console, where it seems the graphics are a little step up from the GameCube but the control system is innovative?
Making sure you don't get carried away and ruin what is all ready a good game :)
5. What sets this new game apart from the others in the series?
”Oh the controller!” :) It also has 480p support, wide-screen support, new renderer features and some new game content unique to the wii.
6. Are there any enhancements to the actual game in this version, perhaps level design tips that you've learned from previous versions of the game?
We re-ordered the levels a bit to smooth-out the difficulty, and to integrate the new levels. You never stop learning!
7. How would you describe working with the Wii as a code platform, is it an easy platform to produce a game on, or does it have some unique challenges?
All machines bring their own challenges. The Wii is relatively straightforward and clean, but there are still hurdles to get over here and there.
8. How about the graphics on this game, is the Wii better graphically than the GameCube and if so – why?
See my answers above. I'd ask one of the coders to answer this for you but they're handcuffed to their machines at the moment and the keys are in a safe place... ;)
9. Can you tell us something about the game's engine, how it handles the physical shape of the 'blob' you control and will there be any Online play through the Wii?
I don't want to give away too many secrets but underneath the shiny surface is essentially a bunch of particles. We've had to leave online play out of this version due to time constraints, unfortunately.
10. Lastly, what would you say your favourite genre of video game is and why?
I play an awful lot of games and like pretty much every genre equally except Real Time Strategy games and Football games. I love all forms of online play except those ultra-hardcore PC games that bring the worst out in people.
Darren 'The Wolf' Pearce asks:
1. Puzzle games seem ideally suited to the Wii, since it's a console with a lot of potential, now of course that's just my take on it. What do you think is the most viable game for a platform of this kind, given the Wii's unique control methods and design?
I think any genre of game will work just fine on the machine. You can use the controller as a fairly standard joy-pad if you so desire, after all. The challenge is for developers to come up with good ways of making use of the controllers, rather than making existing games worse by show-horning zany control scheme into them.
2. What was one of the biggest problems with the new console that you had to take into account when creating the game for the Wii?
Mainly just the lack of hardware availability and the relative immaturity of the development tools.
3. What's the single most feature that you're happy about with the game on the Wii?
I'll ignore the obvious “oh the controller!” answer and choose the bump-mapping. The renderer guy did a great job implementing it and the artists used it really really well.
4. What do you think is the most challenging part of designing a game like this for a new-generation console, where it seems the graphics are a little step up from the GameCube but the control system is innovative?
Making sure you don't get carried away and ruin what is all ready a good game :)
5. What sets this new game apart from the others in the series?
”Oh the controller!” :) It also has 480p support, wide-screen support, new renderer features and some new game content unique to the wii.
6. Are there any enhancements to the actual game in this version, perhaps level design tips that you've learned from previous versions of the game?
We re-ordered the levels a bit to smooth-out the difficulty, and to integrate the new levels. You never stop learning!
7. How would you describe working with the Wii as a code platform, is it an easy platform to produce a game on, or does it have some unique challenges?
All machines bring their own challenges. The Wii is relatively straightforward and clean, but there are still hurdles to get over here and there.
8. How about the graphics on this game, is the Wii better graphically than the GameCube and if so – why?
See my answers above. I'd ask one of the coders to answer this for you but they're handcuffed to their machines at the moment and the keys are in a safe place... ;)
9. Can you tell us something about the game's engine, how it handles the physical shape of the 'blob' you control and will there be any Online play through the Wii?
I don't want to give away too many secrets but underneath the shiny surface is essentially a bunch of particles. We've had to leave online play out of this version due to time constraints, unfortunately.
10. Lastly, what would you say your favourite genre of video game is and why?
I play an awful lot of games and like pretty much every genre equally except Real Time Strategy games and Football games. I love all forms of online play except those ultra-hardcore PC games that bring the worst out in people.





