| Chris: How difficult
was it to map the controls for the Wii Remote and
Nunchuck versus the traditional control schemes utilized
on Godzilla:
Destroy All Monsters Melee and Godzilla:
Save the Earth?
First, we’d like to say that the controls in
Godzilla: Unleashed are not at all a re-mapping
of the Save the Earth controls – they
are a total re-invention. We’re not using the
old animation, the old attacks, or even the old character
models – we’ve really started over from
scratch. That said, it has been tremendously difficult
to finalize the new controls – because the new
controls are really about all-new game mechanics –
mechanics never before seen in a fighting game. The
Wii controller led us away from all of the fighting
game traditions you’ve come to expect –
which gave us lots of room to invent new conventions.
In our more ambitious moments, we like to think that
we’re paving the way for a whole generation
of Wii games.
Chris: What do you envision the learning curve
for the controls on Godzilla: Unleashed will
be like for the average player?
One of the strengths of the Wii is that the controller
is non-threatening. We’re trying to be respectful
of that. But pretty early on it was clear to us that
we were not making a dumbed-down version of the game.
Anyone should be able to pick up the game and bust
some heads – but really getting into the system
will require some dedication. Compared to Save
the Earth, the game is a bit easier to get a handle
on, but somewhat harder to master. So we’ve
increased our range on both ends.
Chris: Are there currently any plans to support
the “classic” or Gamecube controllers?
No. The all-new mechanics that we’re building
specifically for the Wii controller really can’t
be mapped to a more conventional controller.
Chris: Previous games in the series featured characters
with additional attributes, such as Blunt/Edge based
attacks and resistances. Are any of these elements
planned to return for Godzilla: Unleashed?
Yes, absolutely. But characters with extreme resistances
will max out at 90% this time – unlike the last
game where we allowed resistances up to 110% - which
would actually heal some monsters (Megalon and Rodan)
when hit with the proper element (Electricity and
Fire, respectively). That won’t affect the gameplay
much – it actually might really make it less
clear that you should NOT use those elements on strongly
resistant monsters.
As in the past game, extreme resistances and vulnerabilities
will be confined to the rare damage types –
so physical attacks will always be a reasonable fall
back. In our last game, for example, Adult Mothra
was mostly a ranged combatant – so her match-ups
against other ranged fighters (MechaGodzilla2 and
Rodan) were a bit dull. But by making her very vulnerable
to Fire (Rodan’s weapon type), we forced Mothra
into close combat with Rodan. We love those change-ups
that force you to be versatile in your combat strategies,
and we plan to use these sorts of mechanics in Godzilla:
Unleashed.
Chris: Given projected character figures, it seems
that the entire roster from Godzilla:
Save the Earth will not be returning. Have
those characters already been selected, or is it still
up in the air? If it’s been more or less finalized,
would it be possible to mention one that’s not
going to be making an appearance in Godzilla: Unleashed?
The full roster is currently being finalized. Don’t
count your favorite monster out until the game is
done! That being said, we are planning at least 16
monsters, and the roster and final monster count will
be announced as we get closer to shipping.
Chris: Are the game’s stages already planned,
and is there any projection as to how many are slated?
Will there be any familiar locations from the films,
like Monster Island or World Children’s Land,
or will they primarily be real world locations established
in a post-apocalyptic setting?
We are planning at least 8 levels. You’ll be
able to play in some familiar, yet fundamentally-changed,
places as well as some all-new (to our Godzilla games)
locations.
Chris: Large, multi-colored crystals were seen
in the earliest screenshots of the game. Speculation
has begun to mount that these could be the new appearance
of the game’s “items.” Is this the
case, or do they serve another purpose?
The crystals will serve many purposes in the game
– they are the focus of the new story. The crystals
begin growing around the globe after a freak asteroid
shower – and their presence is what begins to
throw the world into chaos – changing the environment,
destroying cities, and driving all of earth’s
monster berserk. The crystals will also strengthen
the monsters in various ways – but those strengths
come at a steep price. Players will get to explore
that in the campaign.
Chris: Reggie Fils-Aime, President of Nintendo
of America, stated that online development kits were
being distributed to developers back in February.
Are there currently any plans to feature online play
in Godzilla: Unleashed? Support for WiiConnect24
was mentioned when the title was first officially
announced, how would Godzilla: Unleashed make
use of this feature?
We have not yet announced our online or WiiConnect24
plans for Godzilla: Unleashed on the Wii.
Chris: The game is said to have graphic art cut
scenes. Will there be different cut scenes for each
monster's story?
There is only 1 story – and it is told from
4 different perspectives. The story is a “human-centric”
story – so what you do in the game doesn’t
really affect it at a high level. Monsters are still
running wild across the planet. But you get to shape
exactly who is running wild when, and which monsters
ally against which others. You also get to pick the
encounter you play each day of the story – so
the user experience will vary quite a bit between
any two given players. We wanted to build some surprises
into the story which are triggered only by initiating
certain sequences of encounters. You can’t nearly
acquire all of these on a single play-through. We
also wanted to make the single player game somewhat
easier than the past campaign games have been. Making
rare and/or hidden encounters optional allows players
to tailor their experience to their skill.
Chris: Do the beams auto-lock on targets anymore,
or is all of the aiming manually done via the Wii
Remote now?
Manual targeting with the Wii-remote was one of our
very first “awesome” moments with the
new controller. Moving the monster’s head
in 3-D was never really “right” with
a 2-D stick, so we were thrilled to really nail
that this time around. You’ll need to experience
it to really understand – because that sort
of control has simply not been possible before
now. We’ve
added sticky-targeting to assist you in aiming
your head, rather than an auto-lock. |