Cubed

By Adam Riley 29.06.2007 4

Midway Talks Mortal Kombat Wii, DS & Future Plans
Interview by Adam Riley :: Thursday June 28 2007


The Mortal Kombat series has been around since the days of the Mega Drive and Super Nintendo, with Midway's fighting franchise causing much controversy over the years. It has also undertaken several transformations as of recent years in an effort to increase its popularity. Now the Wii is getting its first taster of the fighter and Cubed3 decided to catch up with the team to find out more about it.

Cubed3: Could you please introduce yourself and let our readers know what your role is on the project?

Shaun Himmerick: My name is Shaun Himmerick I am the Producer for Mortal Kombat Armageddon for the Wii.

C3: How large is the team that is currently working on the Wii version of MK and how long has the game been in development?

SH: This game has been in Development about 7 months. The team size is a hard number to lock down. We have 8 guys at a Developer in LA called JGI, doing most of the work in bringing MK Armageddon over to the Wii. However, we also are doing much of the game design work and additional art tasks with the original MK team here in Chicago. Additionally, many of the original team from MKA are also helping out in their areas of expertise for the Wii version. It is a big team effort.

C3: Previously it was claimed that fighting games such as Mortal Kombat might not work so well on Wii. What caused the turnaround in opinion?

SH: The Wii remote gesture system caused the turn around. A Fighting game for the Wii needs to approach fighting games from a different angle, it could not just be another version of the same game on other platforms. When we connected quick, simple gestures to the super moves we immediately started to feel how cool this was going to be. These motions replaced the previous (button combination) attacks from the past and are much easier to execute. The direct relationship of the gesture to the move on the screen makes it feel much more like you are incontrol. Suddenly we found people throwing spears, teleporting and freezing people who previously couldn't perform any super moves. It is a completely different away of fighting when you are using gestures.

C3: How exactly will the control scheme work? And have there been any problems with translating moves to Wii control manoeuvres?

SH: When approaching a fighting game on the Wii there are many challenges to the project. The biggest challenge and concern most people see is determining what the BEST use for the Wii controls would be. Most people assume "wouldn't it be cool if you could punch and kick by using Wii motions". Yes, that would be cool. For about 1 minute. Then you would be exhausted and go back to the standard controls. So as we mentioned before we use the gesture system for Super moves as well as fatalities. You control your Character's movement with the Stick on the Nunchuk. The attacks, throws and blocking are on the button of the controllers. We are not 100% locked down on which buttons will do which right now but we have some favourites we're balancing.

C3: Aside the differences in control, can we expect to see any improvements or changes from the PlayStation 2 version?

SH: Armageddon for the Wii includes a number of exclusive features not found in previous versions. An exclusive character called Khameleon is in the Wii version of Armageddon as well as our ENDURANCE mode. Endurance mode is where you try to defeat as many opponents as possible using just one life bar. It's a great extra single player mode. Finally the biggest reason is because you've never played Mortal Kombat like this. The Wii remote makes for the most insane 2-player Versus matches that has ever been in an MK game. You won't believe how crazy it is to be firing off so many special moves in the heat of the battle. This just wasn't possible without the Wii's unique controls.

C3: Do you have any plans to implement online play (as recently rumoured)? What about WiiConnect24 usage?

SH: The online functionality of the Wii was not ready for us when we needed it in development of the game. From what I understand it still isn't ready.

C3: Aside Mortal Kombat Armageddon, do you have any other ideas for Wii games at this stage?

SH: Of course! You cannot develop any game for the Wii without having a hundred other ideas of things to do with the controls. The Wii controls are so different it is really exciting to have something new to work with.

C3: Is there a chance we could see some of the Mortal Kombat spin-off games make an appearance on Wii in the future?

SH: A chance? Yes. Can I tell you about any current plans? No.

C3: How about the Nintendo DS

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The online functionality of the Wii was not ready for us when we needed it in development of the game. From what I understand it still isn't ready.

Despite Mario Strikers being out and many developers announcing online functionality for a lot of their games.

Ah, but that was a first party game, and Mortal Kombat has only come out this month - third party online titles are coming later, unfortunately Nintendo seem to have held back the online development tools from them until relatively recently. MK: A was probably too far into development to implement it.

Nice interview. Smilie

right. Designing a game takes place waaaaay before programming it. Every title you can think of right now has no or very small online-functionality.

Interview is great. Isn't it heartwarming vor Nintendo fanboys to hear something that positive about your console? That someone says, how well core games can and/or will do on Wii?

I find your lack of faith disturbing!

It'd be good to see a MK spin-off on Wii as well...some of them weren't that bad.

A fully-online MK would be welcomed as well!

Adam Riley [ Director :: Cubed3 ]

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