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Speaking of the
graphics, obviously you decided to go with 3D characters. Obviously, Street Fighter IV did the same thing,
but it's a different development team. What kind of challenges did you face?
RN: You could take the 3D graphics
and make it really all out stunning and whatnot. I mean, that's what the style
is nowadays, 3D graphics. But I think what the fans who've grown up playing 2D
games like is the 2D playing, and I think Capcom, if I may, that's our
specialty, making 2D fighters. So, taking these 3D graphics and putting them on
a 2D plane, that was the main focus for us because we wanted to really nail
that right.
Street Fighter has closer to realistic style
graphics than we do, and because the property that we're using is an animation
company, we wanted to get as close to that animation style, to make it like
you're actually playing the cartoons themselves, so our development team really
worked to bring that out in the game.
And in terms of
the precision of control, did you have to do a lot of prototyping? How did that
process go? It's been a challenge, I think, over the years. People have been
making 2D games with 3D graphics since the PlayStation 1, but they have very
only recently gotten to the point where it's responsive.
RN: Well, first, we wanted to match
it to the Wii, the motion controls if you will, the button layout and whatnot.
So, imagining it to what the Wii could do and what the Wii has setup, that was
our first priority. After that, we wanted to make sure that we didn't have any
inputs that were too difficult for players to use.
We really wanted to focus on
simple inputs creating something big and awesome on the screen. It was kind of
difficult because you don't want to make it so all the characters have the same
movements. You want them to all react different but at the same time make sure
that the inputs aren't too difficult and people don't have to remember so much
and go all over the place.
Obviously for
fighting games, and especially for a game like this, it's very fast-paced. The
responsiveness of the command inputs is super important. Can you talk about the
process of getting that nailed down and making it work?
RN: Well, you have the source
material for both of these, the Capcom and the Tatsunoko side. So, from a design
perspective, we wanted to capture those movements into this game. The problem
is, like you said, when you press a button, you want it to do what you tell it
to do right away.
And with a 2D game, you can remove frames, so it just goes
into the motion right away. With 3D, you don't have that luxury so much, so we
had to really focus on balancing it so that we can remove pieces but not so
much that it wouldn't still be a fluid motion so when you press a button, the
action just comes out.
You have multiple
control methods like most Wii games. Obviously, compared to using motion
controls, there's like a delay with motion controls, whereas button inputs are
very instantaneous. So, how do you balance that when you're creating
characters?
RN: Basically, by doing the same
thing over and over again. So, we had to take each controller and look at it on
an individual basis and see how that works, and test them all -- the GameCube
one, Classic Controller, and Wii Remote. And just the physical limitations of
each of them, find out where those were, and make adjustments accordingly.
Wow, that seems it
adds a lot of work to the development cycle.
RN: But as you were saying, it's a
fighting game, and if that's not fine-tuned, the game itself is not fun for
people to play because like you said, a fighting game needs to be responsive. I
guess you can say that's one of the areas we paid the most attention to, to
make it fine-tuned so that it would be responsive like that.
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Yes, but there's a new version of Tatsunoko vs. Capcom coming out next year in Japan. I'm assuming that this new version will also be the one that's going to be released in the US, but I could be wrong.