Dat de release van Pokémon Battle Revolution langzaam maar zeker dichterbij komt is een feit, en vandaag hebben we voor jullie een interview klaarliggen met enkele mensen die hebben meegewerkt aan dit Wii product. Laten we vlug even kijken wat er allemaal gevraagd werd door Pokémon-Games.com.
Pokémon
Battle Revolution marks many firsts for the Wii console, such as the
ability to use the Nintendo DS as a controller, and compatibility with
the Nintendo Wi-Fi Connection. What challenges did you face while
pioneering these innovations?
Mr. Yoshiaki Iwasawa It was truly the
first experience for both Genius Sonority and Nintendo to develop Wii
software with the function of connecting to the Nintendo DS console,
and also compatible with Nintendo Wi-Fi Connection. Therefore we had to
work very closely to check and confirm the new specs. The communication
was kept just before finishing up the Master ROM. It was very intense
for all of us.
To connect Pokémon Diamond and Pokémon Pearl with a Wii system, we
had to pre-program on the side of Pokémon Diamond and Pearl, too.
However the delivery date (the deadline for the master ROM) of Pokémon
Diamond and Pearl was earlier than the launch of the Wii; therefore
there were many uncertainties left. With such a tricky situation, it
was very difficult to plan and develop the all of the specs of Pokémon
Battle Revolution. In the end, the project was successful with much
support from Game Freak Inc. and other related parties.
Jamie Turner
We wanted the game to take place in a focused world that had a single
theme, but was still fun and exciting, and the setting of a theme
park-style city seemed a good fit. Within Pokétopia we wanted to create
a wide variety of contrasting locations, so that the player would be
excited to see where they'd be going next on their tour of the island,
and feel that they'd been on an adventurous journey. The huge Pokémon
you can find throughout Pokétopia really came naturally while we were
designing the stages - it's fun to think about how to turn a Pokémon
into a giant theme park attraction !
The ability to customize the look of your Trainer is a great addition to the Pokémon universe. How did this idea come to life?
Yoshiaki Iwasawa
In the Pokémon world, the individual uniqueness of each Pokémon is
well-respected. That is the essence of the Pokémon video games. The fun
part is to be able to create (or raise) your own Pokémon that you can
not find anywhere else. The idea of customizing a Trainer was developed
from the simple question of how we could have an original Trainer, like
you can have your own Pokemon. To express your originality, your
Trainer can wear unique outfits to battle with others.
The voice narration in this game is fantastic. How was the script developed? Please tell us what you paid attention to?
Yoshiaki Iwasawa
We've received many requests from core Pokémon fans to include
play-by-play narration in a 3D Pokémon battle game, since the
play-by-play of Pokémon Stadium was very popular. To be honest, we
thought including play-by-play narration would be tough as the number
of Pokémon and their moves have doubled since Pokémon Stadium.
When we were developing the script, we focused to create an
atmosphere like the commentary in sports rather than describing the
battles with accuracy. We included some scenarios which would not be
expected in an ordinary situation to emphasize the excitement. Please
check it out in the game!
I was so pleased with the result of how the commentary
narration came out - more than I expected. I have to admit the
contribution of the English voice actor was huge. He had a great voice
and professional skill. Also we can not forget all of the support from
the staff of Nintendo of America and the others who were involved in
this project.
Was it difficult to program animations for so many Pokémon
in 3D? Were there any Pokémon that were more complicated to program
than others?
Takumi Shigeno
Yes, it was. The most difficult part was the positioning of the camera
angle. I had to find a camera angle which covered all Pokémon moves
even though the sizes of Pokémon are relatively different; from a tiny
one to a huge one. Everything had to be captured within the same camera
angle. Well, I really struggled with how to capture Wailord!
The number of special move animations in this game is staggering.
Was it difficult to include so many unique animations in one game to
make sure that each attack had its own unique visual display? Are there
any attacks that are your favorite?
Maiko Suzuki
To develop a motion effect of Pokémon moves shared by different Pokemon
was very tough since Pokémon sizes are relatively different to each
other. To create a natural motion effect that can be applied to over
490 Pokémon was hard work. But working closely with the scenario team,
we solved this problem and developed a dynamic and unique battle sense.
The hardest moves were Surf and Seismic Toss. But we found the solution
to both of them. The Seismic Toss effect is expressed comically and
uniquely, adding a special bonus to the script. When we were developing
the effect for Surf, we confronted many technical troubles such as the
capabilities of the graphics engine and the available visual effects.
But we managed to create a dynamic effect of the waves and water
splashing on the camera lens.
How was the concept of the Battle Pass developed?
Yoshiaki Iwasawa
The Battle Pass is the key item of Pokémon Battle Revolution, allowing
you to enter Colosseums in Pokétopia, and they are fun to collect too!
You can edit and design your own pass to express your originality. You
can show off your originality to your opponents via the Nintendo Wi-Fi
Connection - even someone in the world you don't know! We thought it
would be great if you could trade a Battle Pass with the players who
you battled with. It took a long time to develop this idea. I looked
for any tips by checking my driver's license, and different kinds of
credit cards
then I thought that adding the Trainer info could be
interesting, as well as the information of the players' Party Pokémon.
What aspect of this game do you think appeals most to Pokémon fans?
Kuniko Kobashi
There are four initial aspects which I think of:
1. The movements of Pokémon with 3D graphics are so life-like.
2. The effects of Pokémon moves are very dynamic. Especially, the move effects between two opponents have a great impact.
3. The speedy and rhythmic tempo of battle scenes. We created battle
scenes to attract two groups of Pokémon players: One group of players
who love battling and the other group of players who may be not so keen
on battling.
4. The personal connection to the game that the player forms when customizing their own Trainer.
How long did the actual hands-on programming of PBR take?
Yoshiaki Iwasawa
It took about 10 months from the first concept to programming the
software -- not counting the additional time for preparation and
creating 3D models.
Could you give us a breakdown of what a day is like when programming a game like Pokémon Battle Revolution?
Yoshiaki Iwasawa
I believe that people think that game programmers are staring at a PC
monitor or consoles all day. But if you observe the people here, you
will find different expressions or emotions: one is screaming about bug
trouble, the other is happily smiling with satisfaction of their work
and so on. The important thing is to respect others, especially when
everyone is under pressure. You need self-control and to not disturb
others. A day can be completed with such teamwork.
Was there more that you wanted to program into the game that just wasn't possible given the time restraints?
Yoshiaki Iwasawa
There were a few things we wanted to develop, but could not because of
time. We wanted to include puzzle games or sub-battles within the
tutorial. The current tutorial is explained only by text, and you
receive a special gift after completing it. Our game planner wanted to
include stories for each of the Colosseum leaders like how the Master
of Pokétopia has his own story.
When we were developing the Japanese version, there was not enough
time to develop the game in a 16:9 (widescreen) screen resolution. But
we had more time for the USA version so managed to develop 16:9. We are
so happy with the result of 16:9! It's so great!
With a lack of scenario mode, Pokémon Battle Revolution
becomes more of a battle-intense fighting game. What changes did you
have to make (from a programmer's standpoint) when balancing the
gameplay of Pokémon XD versus Pokémon Battle Revolution?
Kuniko Kobashi
In the development of Pokémon Battle Revolution, we paid attention to
the sense of immersion for the player to be a Trainer in the Pokémon
world. A player can express their originality by designing and editing
a Battle Pass and customizing Trainer profiles. A Battle Pass is a tool
to create your own battle strategies, and customizing a Trainer profile
is a way to express the uniqueness of players. Pokémon Battle
Revolution is focused on maximizing your originality. If you use your
own Pokémon raised in Pokémon Diamond and Pearl, the sense of
"originality" will be even stronger.
What were some of the favorite Pokémon of your programmers?
Kuniko Kobashi
There are many different Pokémon on the staff's desks such as Snorlax,
Deoxys, Chatot, Happiny, Manaphy, Piplup, etc. I believe that it is fun
to choose your favorite Pokemon from a selection of 490!
The look of Pokétopia has a very art-deco feel to it, reminiscent of
1930's America. Did your programmers do a great amount of research of
the art deco style?
Jamie Turner
The design team did a lot of research of the art deco and streamline
modern styles of the 1920's and 30's, looking at many different designs
and objects from that era -- buildings, vehicles, posters, clothing --
even jewellery. We used the forms and colors of these objects as
inspiration when we designed our world. The art deco style is elegant
and slightly futuristic, and at the same time recalls a bygone golden
era, so it's a great match for the escapist feeling of a theme park
city like Pokétopia.
The name Pokétopia combines Pokémon with utopia. Is Pokétopia the ultimate Pokémon city? What kind of basic image did you have?
Jamie Turner
We wanted to create a place where the greatest Pokémon Trainers from
all over the world would love to visit and battle. We wanted Pokétopia
to be a vibrant and thrilling location so that the players would feel
excitement when they brought their Pokémon teams there. To create a
contrast with the rather futuristic neon-lit areas of Pokétopia, we
also created peaceful natural locations, like a sunset beach and the
Waterfall Colosseum, where the player can appreciate beautiful views
while battling.
Did you want to program more functionality into the Wii Remote? How would you use the functionality of Wii Remote?
Yoshiaki Iwasawa
(You need to use the Wii remote at all times except in DS Battle Mode)
It took us a long time to decide what would be effective ways to use
the Wii Remote to emphasize the dynamic excitement of Pokémon 3D
battles. Interesting ideas were discussed during the planning period,
such as using a Wii Remote to throw a Poké Ball and how a Pokémon
appears. We tested these ideas in practice. But because Pokémon Battle
Revolution is not an action game, people may get tired of playing with
such actions for a long time. We decided not to focus on the newness of
Wii Remote functionalities, only applied the functions of pointing at
the screen, controller buttons and the freedom to hold the controller
horizontally.
There is a secret code hidden in Pokémon Battle Revolution, can you tell me what's going to happen?
Kuniko Kobashi
That is a very special gift for the players in the US, you can find out
what it is by sending the gift into the DS game cards of Pokémon
Diamond or/and Pearl. Please check it out!
29-08-2007 om 21:36
geschreven door KillingRaptor 
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