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Full Version: C3 Exclusive Interview | WayForward Talks Nintendo Wii, Sigma Star, Shantae DS & More
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[quote]Cubed%uFFFD: What experience has been brought by the team to make the Sigma Star Saga project such a special one?

Matt Bozon: We had a very cool opportunity to reinvent a brand that was flopping in Japan (a Dreamcast game called Star Ixiom). We signed on, but the deeper into the details we got the less Namco wanted to follow the original game. So in the end, we were allowed to make a completely new one.


C3: Unfortunately some gamers have come across glitches in their US copies (such as missing Gun Data that prevents an alternate ending being achieved). Do you know if these bugs will be ironed out for the European release?

Matt: I never heard of a missing Gun Data%uFFFDBut the %uFFFDspecial%uFFFD ending you%uFFFDre referring to has to do with a couple of key decisions you make along the way, not really Gun Data related. I have heard that a bug still exists where you get a %uFFFDnever ending battle%uFFFD. Some guys on GameFaq%uFFFDs boiled it down to using the Vampire gun against tombstone enemies Chapter 5. I guess vampire weapons don%uFFFDt work on the undead?


C3: Were there any fears that the shooting element of SSS would not be able to meet the quality set in classics such as Gradius or R-Type? And could you please tell our readers some more about the boss battles featured in the game?

Matt: Not really, since we were going for something very different. There are key differences between Sigma and those classic shooters. Sigma%uFFFDs battles are more akin to Zelda 2%uFFFDs random battles, not the long choreographed battles like in Gradius. Sigma has around 200 random stages, 30 minibosses and a dozen main bosses. Like some RPG%uFFFDs, finding a miniboss battle is like encountering a dragon in the wilderness%uFFFDa huge level boost if you can survive the battle. But back to your Gradius questions, Iridion 2 is probably the closest thing to those classic shooters. Sigma is really a new concept altogether so there are no direct comparisons.


C3: High random enemy encounter rates have always been a sore point with the RPG gaming masses, therefore how does SSS attempt to prevent gamers from growing frustrated in this manner?

Matt: A couple of ways%uFFFDour encounters are all action shooter, which is exciting even if it%uFFFDs a battle you%uFFFDve played before. And, as the game progresses you can equip your ship with weapons that lessen these kinds of battles if that%uFFFDs your preference. It is possible to create a weapon that lets you harvest extra EXP, while cutting down on random encounters. The endless weapon options really cut down the monotony usually associated with random battles.


C3: A large aspect of the game revolves around the idea of custom-made weaponry by collecting gun parts. What are some of your favourite combinations that gamers can look forward to?

Matt: I really like combining spread weapons. You can create a spread cannon that fires spread bullets, and creates more spreading bullets on impact. Or, its fun to make outlandish combinations like orbiting cannons that drop bouncing balls that explode into rising bubbles. I think my favorite gun in the end was a rapid cannon firing a high damage shot forwards, that quadrupled damage on impact (I don%uFFFDt mind dodging bullets). Then there are all of the %uFFFDmagic%uFFFD type guns that let you steal kill-all bombs, harvest health, shake the screen, fly through enemies%uFFFDall kinds of stuff.

Some of the main characters in Sigma Star Saga


C3: The protagonist of the game wears a special Krill suit that allows him to use various new abilities. What was the thought behind this and how does it evolve as the game progresses?

Matt: The suit came from the concept of warping into different living ships, since this was the game%uFFFDs random battle concept. The suit was a good rationale for why a human pilot could use alien technology. When we needed to add moves to the hero to allow him to pass environmental obstacles in the world, the suit seemed like a good way to add the new abilities. As the game goes he can use an alien air-hockey weapon, turn into a puddle, and even hover around on girly wings.


C3: Now that SSS is completed, is there any particular positive stand-out moment from the development of the game or even any regrets when looking back at (ideas that could not be fully realized, aspects that had to be left out, issues with the GBA hardware, etc)?

Matt: We were always fighting for cartridge space, and trying to get the transition in and out of battles to seem natural. And since this was a budget title it was very difficult to wrangle talent. We found several aspiring pixel artists to create mini bosses when we found ourselves in a lurch, and theirs ended up being some of the coolest enemies in the game. Thankfully we managed to get all of the scripted storytelling sequences put in the game (there are many) and the alternative endings. Really, the GBA hardware is very fun to work on.


C3: How would you rate the success of SSS in the US and does this mean that you will be able to continue with your initial hope of making SSS a key RPG series in the future?

Matt: The game got some wonderful press and scores in the US. Most of the complaints were things that could easily be ironed out in a sequel. Hopefully Namco will decide to do another Sigma in the future...


C3: If a sequel does come from the SSS world, you previously mentioned that the game would be %uFFFDbigger, darker and take place on more of an epic scale%uFFFD and that %uFFFDit would be influenced by fans of the first Sigma Star Saga%uFFFD. Do you already have preliminary ideas for a successor (or prequel, maybe?) and should fans start collecting their suggestions yet?

Matt: Yes%uFFFDwe started working with Namco on sequel concepts while still in development on Sigma 1. The idea was to make a second game sort of the %uFFFDEmpire%uFFFD of the series%uFFFDlike a dark second chapter. A lot of horrible things happen at the end of Sigma 1. We%uFFFDve collected many suggestions from fans. We set up a few story elements in the first game that you%uFFFDd never see coming until it clicks. Hopefully we%uFFFDll get a chance to reveal more of this story!

This logo took a LOT of effort to finalise!


C3: Matt, still on the subject of a sequel, you stated that if it did happen there would be consideration toward %uFFFDsome kind of multiplayer/data swapping support%uFFFD. What do you think about the feasibility of using the Nintendo Wi-Fi Connection for ideas such as those? Would you be interesting in incorporating the service into future games?

Matt: Yes, definitely. The Gun Data thing was very successful. It would be great to swap gun configurations with other players. Sometimes I%uFFFDll read something in a game review or chat room about Sigma and a weapon combination that never occurred to us. It would be great to share these kinds of discoveries more openly within the context of the game.


C3: Considering your working relationship with Shin%uFFFDen for the music in SSS and the German team%uFFFDs experience with space shooters, would you ever consider teaming up with them on a straight space shooting game in the future?

Matt: That would be great. We work closely with Shin%uFFFDen on a daily basis. It seems like a no brainer, huh? I think the shooting aspect could be taken much further if they did it, and we put our focus on the character elements. Then again, its great to get a game like Nanostray and Sigma released at the same time.


C3: On a slightly different subject, whatever happened to the highly promising Shantae on the GBA? Is it still conceivable it will be released or would a DS upgrade be more likely? Was the game ever fully completed and have you considered approaching the newly formed European distributor Rising Star Games (or anyone else, for that matter) about a publishing deal?

Matt: The GBA game hasn%uFFFDt been forgotten. Believe it or not, there are still negotiations going on for that game, and the DS sequel. Because GBA is slipping away, I%uFFFDve put my attention on DS. But that%uFFFDs not to say the GBA game couldn%uFFFDt come back on Virtual Console as a SNES game.

Shantae is still alive!


C3: Nintendo is taking what many people see as a big risk with the %uFFFDnew generation%uFFFD Wii console. What are your thoughts on the actual system, its various services (Virtual Console and WiConnect24) and the unique control system (including the addition of a speaker in the controller)?

Matt: It%uFFFDs great. A little weird, but so is everything else that Nintendo does until we wrap our heads around it. The speaker and 24 hour service are in a way more enticing than the controller itself. Nintendo will do fine, and make a ton of cash. They%uFFFDre not going anywhere. I think Sony is taking a bigger risk by raising standards and costs.


C3: Have you given thought to creating anything for the Wii or DS yet? How do you feel the Wii controller could be best used for something like SSS?

Matt: I%uFFFDm not sure about the gameplay. I would tend to keep it like Gradius 5%uFFFD3D but sidescrolling. What could be cooler than that!? The special movement of the controller could be very useful in creating custom weapons, much like the DS stylus.


C3: Nintendo is working with many developers on various projects, with franchise characters such as Donkey Kong and Princess Peach recently being handed to outside developers. If you had the chance to work on such a project, what would it be and what do you believe you could bring to the table?

ScarletMatt: We%uFFFDre good at breathing new life into dead things. I%uFFFDd put my sights on Kid Icarus. Putting a new coat of paint on a game like Zelda 2 would be really fun too%uFFFDI hate to see games like that shunned because they have a more refined sequel. If we%uFFFDre talking brands outside Nintendo, then the Guardian Legend, maybe Journey to Silius. I also think it would be fun to take a whack at Spyro or Lara%uFFFDs designs, and fun %uFFFDem up.

The team at Cubed%uFFFD, and I personally, would like to sincerely thank Matt for taking the time out for this interview and wish him and WayForward a very bright future!



I wasnt sure where to put this news so I just put it here Mod move it if its not in the right place.

Quote:
C3: Nintendo is taking what many people see as a big risk with the %uFFFDnew generation%uFFFD Wii console. What are your thoughts on the actual system, its various services (Virtual Console and WiConnect24) and the unique control system (including the addition of a speaker in the controller)?

MB: It%uFFFDs great. A little weird, but so is everything else that Nintendo does until we wrap our heads around it. The speaker and 24 hour service are in a way more enticing than the controller itself. Nintendo will do fine, and make a ton of cash. They%uFFFDre not going anywhere. I think Sony is taking a bigger risk by raising standards and costs.

C3: Have you given thought to creating anything for the Wii or DS yet? How do you feel the Wii controller could be best used for something like SSS?

MB: I%uFFFDm not sure about the gameplay. I would tend to keep it like Gradius 5%uFFFD3D but sidescrolling. What could be cooler than that!? The special movement of the controller could be very useful in creating custom weapons, much like the DS stylus.

Nintendo wii part of the interview

heh
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