Ashler
Folding Member
O mortal Kombat para a Wii parece já estar em fase muito avancada mesmo e promete grandes combos articulados com o tal... "esbracejar" !
Link para a entrevista
GameSpot: How long has the game been in development?
Ed Boon: We have been developing the Wii version of MK: Armageddon since we finished the PS2 and Xbox versions
GS: How did you approach control in the game? Did you feel like you had to use the Wii Remote and motion sensing? How did you implement it?
EB: Using the Wii-mote for MK: Armageddon was a must for us. We felt there would be no point in doing this game for the Wii if we did not support the Wii-mote for all modes and features. We didn't want to just support it, though--we wanted to utilize it and customize the gameplay experience. When you play it, you will notice that every single super move in the game is controlled by a Wii gesture system; also, the fatality systems will use the gesture system. For example, to do a move like throw Scorpion's spear, you will swing the Wii-mote away from your enemy and then bring it back toward your enemy, as if you are throwing the spear yourself toward the enemy, in an "away-toward" motion. It makes all of the moves feel more visceral, and it feels like you are more directly doing the action over just button presses. We want the controls of MK: Armageddon to be the biggest feature of this game on top of all of the content it already has.
Por ultimo, fica aqui o video promocional com o Ed Boom a explicar como usar o WiiMote para jogar Mortal kombat na Wii.
Joystiq.com disse:Ed Boon, creator of the venerable Mortal Kombat series, talks with Gamespot about the upcoming Wii release of MK: Armageddon while pitching a promotional video of the same. Boon talks motion-controls, a new endurance mode where you see how many fighters you can take down without replenishing your health bar, and what it's like to develop games on Wii. Basically, he says for gamers (himself included) the Wii is a great console, and for developers, it's "very similar to doing games for the GameCube, with the addition of the Wii's controllers." He also notes that the Wii version won't support online play because online components "were not ready" when Midway would have needed them in the development cycle. Bummer. Armageddon hits Wii May 1.
Link para a entrevista
GameSpot: How long has the game been in development?
Ed Boon: We have been developing the Wii version of MK: Armageddon since we finished the PS2 and Xbox versions
GS: How did you approach control in the game? Did you feel like you had to use the Wii Remote and motion sensing? How did you implement it?
EB: Using the Wii-mote for MK: Armageddon was a must for us. We felt there would be no point in doing this game for the Wii if we did not support the Wii-mote for all modes and features. We didn't want to just support it, though--we wanted to utilize it and customize the gameplay experience. When you play it, you will notice that every single super move in the game is controlled by a Wii gesture system; also, the fatality systems will use the gesture system. For example, to do a move like throw Scorpion's spear, you will swing the Wii-mote away from your enemy and then bring it back toward your enemy, as if you are throwing the spear yourself toward the enemy, in an "away-toward" motion. It makes all of the moves feel more visceral, and it feels like you are more directly doing the action over just button presses. We want the controls of MK: Armageddon to be the biggest feature of this game on top of all of the content it already has.
Por ultimo, fica aqui o video promocional com o Ed Boom a explicar como usar o WiiMote para jogar Mortal kombat na Wii.
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