I_Eat_All
Plasma Beam!
Entrevista C3:
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Fonte: http://www.cubed3.com/news/8483/1/Capcom_Talks_Zack_&_Wiki_Wii,_DS_Version,_Sequels_&_MoreAdam Riley: First of all, can you tell us how long this project has been in development and how large the team working on it is?
Hironobu Takeshita-san: We began researching the concept around autumn time in 2005, just about 2 years ago. During the largest phase, our team was about 50 strong. But now that we’re into the final stage of development there just under 30 people.
AR: What made you choose a traditional adventure style that people normally associate with the PC?
HT: The reason we went with this style might have something to do with the fact that our director is a huge fan of PC style adventure games. The extreme simplicity of this style of game makes it very approachable to just about anyone. Also, the Wii Remote is extremely well suited to the traditional adventure game system.
AR: What was your inspiration for the lead characters? And where did the general idea of the game’s theme come from?
HT: The game’s “pirate” theme had already been decided beforehand. We really wanted players to enjoy going on all types of adventures. And adventurers are upbeat, high-spirited, and sometimes a little naughty. With that in mind, we thought that a young boy would fit perfectly in a pirate setting. A characteristic of Zack’s design is his head. His bandana, hairstyle and captain’s hat were all designed to give the feel of a young boy who dreams of being the big captain of a pirate ship.
AR: The Press has been overwhelmingly supportive of Zack & Wiki with the likes of IGN campaigning for readers to buy it. Does this put any added pressure on the team in the final stages of development?
HT: The support of the press from early on has been a great encouragement to us and the team is working very hard to meet their high expectations.
AR: How come the name changed from Project Treasure Island Z to Zack & Wiki: Quest for Barbaros’ Treasure?
HT: The original working title “Project Treasure Island Z” was more or less a direct translation over from the Japanese title “Takarajima Z”, as no one outside of Japan would be expected to know what Takarajima meant. However, we thought “Treasure Island” conjures up too many images from the famous work of the same name. We wanted to make a break from that and give this new game a new and fresh image, so we decided to make the names of the main characters the title. The “Treasure” in the sub-title is a vestige of the working title “Project Treasure Island Z”.
AR: Do you have estimated sales projections for the game? And if these figures cannot be released yet, despite adventure games traditionally being strongest in Europe, do you have any thoughts about which region the game will appeal most to?
HT: We do have some rough estimates. Unfortunately, those numbers aren’t public. As you’ve pointed out, in Europe adventure games are extremely popular, and we have high expectations for that market. In North America, action and first person shooters are the dominant genres, but with the support of the media, we are very optimistic about the North American market as well.
AR: Have you found it hard to work on Wii? There has been much praise for the artistic style of Zack & Wiki – was this different approach anything to do with the Wii’s inferior power when compared to PS3 and Xbox 360?
HT: Thank you for the compliment. In this game, we are aiming for a consistently good level of graphics. Recently, as hardware performance has improved, game graphics have become more detailed. Consequently, often this invites situations where there is so much information on the screen that the player doesn’t know where to look. Or, characters that look beautiful when static can look muddled when in motion. So, this time we set out with a clear purpose to design simple characters and backgrounds, emphasising silhouettes to give a warm, uncomplicated, 3D feel. Clear, fun characters that when they move feel good to the eyes. Basically, pure graphics for gaming.
AR: It has been mentioned a second player can get involved in the game, but could you elaborate on this function, please?
HT: This game is, in principle, a single player game. But, it may help to call on friend or family members when you get stuck on a puzzle. I think it would be great to have everyone gathered around their Wii all excited. Watching your friends try stages that you’ve already cleared can be just as amusing. More than a function, I’d like to think of it as just another way to enjoy the game.
AR: It has been said that the game will last around 40 hours. With adventure games generally being around 1/4 of that length, are you concerned that people may grow tired of the experience after such a long playtime?
HT: Well, it should take somewhere between 16 and 20 to play through the main game. To completely do everything possible in the game, like collecting all items and extras will take a while longer.
AR: Has any thought gone into including WiiConnect24 features for new updates to the game or releasing new puzzles via the Wi-Fi Connection to extend the game’s longevity? (If not, please explain why)
HT: We won’t be using that function this time around. This type of network function can be very useful for expanding the main storyline, however it also presents the paradox of limiting how much of the game can be played initially. We were more concerned with allowing the users to fully enjoy the game straight out of the box than with expandability.
AR: Zack & Wiki seems ideal for becoming a big name franchise for Capcom. But do you have plans to turn Zack & Wiki into a full-time series with future instalments coming out on Wii?
HT: Personally, I am very optimistic. But, in the end, it’s the user that determines the fate of a game. By all means, give us your support, so that one day Zack & Wiki may become as successful as other Capcom franchises!
AR: And given the touch-screen capabilities of the DS being extremely suited to this genre, what are your thoughts on the idea of a portable Zack & Wiki in the future?
HT: The idea of a portable version of Zack and Wiki seems like an interesting one. The touch screen could have a lot of puzzle-solving potential. If there is a demand, I’d definitely like to give it a try.
AR: Finally, what games (other than your own) have been taking your interest lately?
HT: That would be the Wii version of Mario Kart that was recently announced at E3. I’m especially interested in how the network play will work.
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