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Capcom discusses the challenge of Tatsunoko Vs. Capcom on Wii
A portion of a CapsuleComputers interview with Capcom’s Seth Killian…
Capsule Computers Question 4 : What do you believe have been the development teams greatest challenges designing a game like Tatsunoko Vs Capcom for the Nintendo Wii ?
Seth Killian : One of the big questions was about controls, of course—how far to try and utilize the Wii’s unique systems versus a more traditional fighting control scheme. I think the team showed some real brilliance on that front, providing a very comfortable, familiar “Capcom fighter” feel while only using 3 attack buttons and one assist. I’ve played some titles that I feel have suffered a bit from trying too hard to involve the Wii’s motion controls. Not every game has to be all about motion controls just because it’s on the Wii, so I think the team was focused on just making a great game period, rather than a game that tries to really hit you over the head with the fact that “THIS IS A GAME FOR THE WII!”