Jump to content
N-Europe

Recommended Posts

Posted

came across this interview on IGN with the developers of Marvel: Ultimate Alliance for Wii. yeh sure, it's another marvel game and as such hasn't generated much hype with us (and it won't be online unfortunately) but have a read at these coupla snippets! seems like the developers have actually, gameplay-wise, made the Wii version the best outta the whole lot, and are really innovating, especially the camera system if it works! have a read...

 

--

 

"IGN Wii: What do you think of Wii?

 

Evan Skolnick: We've had an excellent experience working with Nintendo and the Wii.

 

IGN Wii: Obviously, the huge appeal to the Wii is the controller. How is the Wii controller going to be used? Can you give us the 411 on what sets Marvel: Ultimate Alliance Wii apart from the other versions?

 

Evan Skolnick: We have five gestures that do a large variety of things in Marvel: Ultimate Alliance. For example, you can shake the Wii remote side to side to fire web bullets with Spider-Man or you can thrust the remote forward to make Wolverine leap forward, pounce on an enemy and beat them into the ground. All the playable characters have four to five super powers that are performed with different gestures. In other versions of Marvel: Ultimate Alliance, you can only do two powers at a time and are required to remap powers to do the remaining three. With the gesture system designed for the Wii, you can do any super power at any time simply by performing the gesture for that power.

 

Another major difference is that we do not require button combos to perform finishing attacks like Popup, Trip and Stun. Instead, you can lift the remote up to do a Popup that sends the enemy flying upwards, swipe the remote left or right to trip the enemy or you can lower the remote down to do a stun attack that temporarily dazes your opponent. In most cases, doing a gesture in a direction will cause your hero to attack in a direction similar to the gesture.

 

Also, a Wii-specific feature is that you can use the nunchuck's tilt sensors to rotate the game camera without having to take your hands off the movement or attack controls as you do with a standard game pad. This feels very natural and intuitive and works so smoothly that you easily control the camera even during intense action.

 

In addition to our gesture-based gameplay, Marvel: Ultimate Alliance has two additional playable characters who are exclusive to the next generation platforms.

 

IGN Wii: Nintendo's goal is obviously to set itself apart from the competition. That being said, Marvel: Ultimate Alliance doesn't have the luxury (from a design perspective) of being a Wii-specific game. Is there really enough of a chance on the development side to focus on a modified design? When working on a licensed game like this, are the differences Wii presents more of a blessing or a curse for developers?

 

Evan Skolnick: We did not set out to modify the game design of Marvel: Ultimate Alliance - it is the same game as the other console platforms. What sets the Wii version apart, however, is the way the player interacts with the game. We spent countless hours designing, prototyping and testing various concepts to make the best use of the Wii's incredible controllers as they could be applied to a complex, deep, super hero-based RPG.

 

That said, there were some modifications to the game design that resulted directly from the particulars of the Wii control scheme. One important way that we modified the design for the Wii was to allow players to perform Popups, Trips and Stuns at anytime without having to remember the button combo that triggers these moves. This makes the combat feel more super powered and gives the player a feeling of deeper interactivity that cannot be felt with a non-revolutionary controller.

 

IGN Wii: Will the Wii version be released alongside the other versions? Can we expect Marvel: Ultimate Alliance to fit into the Wii launch window?

 

Evan Skolnick: Marvel: Ultimate Alliance is planned to be a launch title for the Wii.

IGN Wii: A huge debate going around right now is the Wii software price. When it all comes down to it, it really is up to the publisher. Can you tell us how you'll be pricing Marvel: Ultimate Alliance?

 

Evan Skolnick: As far as I know, Marvel: Ultimate Alliance for the Wii has a suggested retail price of $49.99."

 

--

 

personally, i love the way the fighting seems to work, that'll it'll be much less start-stop than other versions, making you actually feel like a "super hero" as he says lol! and the way the camera works! if they nail that with the tilt sensors and it actually works properly, this could set a benchmark for other similar games, and could make a huge difference in the genre, you think?

Posted

One of the best ways they've used the controller is by using it to get rid of combo-moves!

 

Having to remember combinations is such a hassle!

It can really ruin the flow of a game and often means you just remember a couple of combo moves and use them all the time rather than using all the moves available!

 

Sounds like the Wii version will be by far the most playable;

Don't think I'll get the game though, there's too much else!!

Posted

I've had a lot of fun playing the X-Men Legends games with my brother and this "sequel" seems like it's going to be just as fun as them. I like how every move has a gesture, so you can use any move any time instead of just the ones you have mapped to the buttons, like how it was in X-Men Legends.

Posted

Yeah being able to use any power at any time sounds great.

 

I've played a lot of Jedi Knight (the entire series) on PC and being able to map a force power to any key on the keyboard is just so much better than having to cycle through the powers on a console - That's just wrong. You lose the feeling of being an all powerful Jedi.

 

I guess it would be the same for this new Marvel game if we had to switch between the powers we want to use.

Posted
Yeah being able to use any power at any time sounds great.

 

I've played a lot of Jedi Knight (the entire series) on PC and being able to map a force power to any key on the keyboard is just so much better than having to cycle through the powers on a console - That's just wrong. You lose the feeling of being an all powerful Jedi.

 

I guess it would be the same for this new Marvel game if we had to switch between the powers we want to use.

 

Exactly, the other versions will feel restrictive, whereas the Wii version will be a lot easier to play, no need to press pause and change around your button combinations.. Hopefully the gestures are implemented well, the system sounds great in theory, but if the controls are weak it'll cause major problems.

×
×
  • Create New...