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N1ntendo Archief!

[Nieuws] Geschreven door Thijs op 2006-05-12 17:22:30

IGN interview over Elebits

IGN had recentelijk een interview met producer Shingo Mukaitoge en director Akihiro Ishihara van Konami over de aankomende Wii-game Elebits. Onlangs wisten we je al te melden dat de mensen van The Wiire erin waren geslaagd een interview over Elebits af te nemen en IGN volgt nu in hun voetsporen. In het interview, hieronder te lezen, komen we onder andere een en ander te weten over de speelbaarheid van de game, het ontwikkelproces en de online mogelijkheden.

IGN: Seeing as this is E3 time, have you received feedback from fans, or had time to watch people playing your game at the Nintendo booth?

Konami: Yes, we have had some. We believe that everyone has had a good feeling about the game.

IGN: Where did you receive your inspiration for this game? Were you inspired by games like Katamari Damacy and other Japanese titles that did well in the United States?

Konami: We felt like we needed to make something new using the new Wii controller. We wanted to create a game in which players felt like they were actually touching the objects on the screen.

IGN: So what is the plot and main story of Elebits?

Konami: The Elebits are the world's source of energy. One day they stop generating power and hide all across the world. In the first scene of the game you are in the dark, and as you collect the Elebits you will begin to accumulate power for the room. For the demo version that we have on the floor, we are just running a simplified version, so that is why it is always bright and all the electricity is on.

IGN: That being the case, from level to level will there be progression with the energy?

Konami: If you gather enough energy for a room, the playable area will expand. Have you seen the toaster in the demo?

IGN: Yes.

Konami: If you get enough energy to turn the toaster on, any Elebits that may be hiding in that toaster will run out so you can capture them. This idea expands as the game progresses.

IGN: Konami's usual M.O. is to make large cinematic video games, such as Metal Gear Solid. Was Elebits made to have a more playful spirit to accompany the new feel of the Wii?

Konami: Yes, we were thinking about how we should make the game as playful as possible. It fits the Wii style very well.

IGN: As far as the levels are concerned, you mentioned that the environments would expand with the collection of the Elebits. With that in mind, are there set levels with a beginning and end, or is that game open ended, expanding with your progress?

Konami: There are two concepts to the levels. The first is that they will gradually expand with your progress in capturing the Elebits. The second concept for the levels, is that the more creatures you capture, the powerful your gun will get.

IGN: So is it all contained within one house, or will you move out to the city, and other cities beyond, maybe even different states and planets?

Konami: We are not thinking about the planet area, but we are working on stages containing whole towns.

IGN: Great. We enjoyed tossing houses in the demo, and we would love to toss skyscrapers.

Konami: [laughter] We know that.

IGN: So in its totality, about how long will the game's main quest last?

Konami: Advanced players will finish Elebits in about 15 hours. However there will be plenty of replay value to the game, as you will want to go back and collect all the Elebits hiding in each area.

IGN: Is the title going to be single player only, or will there be a multi-player option?

Konami: Single player only.

IGN: As far as the Nintendo Wii hardware is concerned, did you receive the hardware necessary to build your game recently? Or have you had the kit for a while?

Konami: [laughter] We are working directly with NCL, but we can't say when we got the kits.

IGN: Is the hardware as easy to use on the Wii as it was with the GameCube? The two systems are very similar is structure we're told.

Konami: Yes, the structure is very similar to GameCube, but you already knew that. The development was not that difficult, as the Wii system has built in physics simulation. That helped the process.

IGN: In the process of programming the game have you encountered any difficulties or problems with the remote?

Konami: NCL pretty much supported us, so we didn't have that hard of a time figuring out how to develop the system for the controller. We did spend a lot of time making adjustments for the controller, so that the movements would feel as life-like as possible.

IGN: Do you plan on making use of the downloading system, or the 24 hour connectivity?

Konami: We think those are great systems, and would like to find a way to have our game us it.

IGN: Thank you very much for the interview, we have just one question left to ask. Will this title be on the shelves in time for the system's launch?

Konami: Yes, currently Elebits is slated to be available at the time of the Wii's launch.