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Originally posted by: Terranigma Freak
I'm surprised Arbok has posted this yet.
Why would I p... oh right.
Anyway, I wasn't planing to post something here everytime a new feature develops related to the game as, hopefully, this is just the tip of the iceberg of many things to come. However, I did find his answer to this question from the latest interview interesting, though:
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Toho Kingdom: The Wii has been selling fantastically since its launch, to the point where the system could very well become the top selling console, on a worldwide level, by the end of the year at its current rate of sales. However, leading up to its release many publishers saw the system as a questionable variable, coming off of Nintendo’s lowest console market share with the Gamecube; in fact, many analysts had predicted the system would get lost in the shuffle against the Xbox 360 and Playstation 3. So what led Atari to pick the Wii as the home console for Godzilla: Unleashed before the system had debuted?
Keehwan Her: It was clear to us from the very beginning of this project that the Nintendo Wii was the perfect console for this game, because Godzilla® Unleashed will take advantage of the Wii’s unique features like no other game has (so far). When I first heard about the Wii-mote and its unique capabilities, I immediately thought that a fighting game would be perfect for this kind of controller interface. The wireless motion sensors in conjunction with the accelerometers in the Wii-mote (plus nunchuk) allow us to map many of the monsters’ moves directly onto our own natural body movements. This intuitive aspect of the control scheme allows the player to almost literally become the monster. At the same time, we did not want to lose the complexity and responsiveness that a player demands from a deep fighting game, so we’ve combined this gesture-based input with button-based input that will sometimes initiate and other times modify the player’s moves. The result is this game will be easy to play and yet hard to master.