Iwata Asks: The Wonderful 101 - darker style, hidden character, dev issues and more
Posted by GoNintendo Aug 23 2013 00:17 GMT in Nintendo Stuff
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The following info comes from an Iwata Asks with Nintendo President Satoru Iwata, Hideki Kamiya, Atsushi Inaba, Shingo Matsushita and Hitoshi Yamagami.

- originally set to be much darker than it turned out
- Yamagami was against this idea
- Kamiya made the visuals look both pop and realistic at the same tim
- ideas for the game came form Kamiya's imagination and childhood memories

I bought Famicom Jump for JoJo, but the main characters come and go, so you couldn't always play as your favourite character. So I wondered if there wasn't some way to please everyone by letting them play the whole game as their favourite character
In that way, Smash Bros. is very well done. You can play as your favourite character, and as it is, I think that's a completed form of that type of game. So when I wondered what I should do with this one, I decided "Why don't we just bring out all the characters at once?

As a kid, the idea that small, separate things could join together and become strong was really exciting for me. I feel like that's where the core of this whole project came from.

- there were worries about having so many characters
- characters were more like Viewtiful Joe
- Nintendo kept its distance to allow the Platinum to be creative

Kamiya: It is a game where you bring a large group of characters around with you, so we tried a lot of different things to see what the possibilities were. We would make the game and dismantle it again and again, to try and figure out what pieces to put together to get the right gameplay.

Inaba: It didn't feel very good; it was as if we were running wild. We knew we had the foundation of the game, but we couldn't use that to lead us to anything worthwhile.

Iwata: But as far as Nintendo was concerned, since it was our first time collaborating with PlatinumGames, I think there was a time where we must have thought "PlatinumGames has shown that they can get results themselves, so we should respect them and discover their value," and so we took a step back and watched over them in a way.

- Kamiya was afraid Nintendo would ask for a lot of changes, but was surprised to see how 'human' they were
- Nintendo was originally worried about Kamiya, due to a prior meeting and his Twitter comments
- Kamiya is much more open to having conversations about changes with people, rather than jut being handed data about things that need fixing

- multi-unite mode was added at a late stage in development, which made a few people a little mad due to the secondary problems it could cause
- Kamiya claimed Nintendo was an influencer in him working so hard as the company "really looked after us, ever since the period when the game wasn't fun at all. So I wanted to do my best for them, even at the last minute".
- there is a character in the game that is based on Kamiya himself, with the name Wonder-Director
- the testers sent back messages to Platinum saying "Wonder-Director's attack made it crash".
- he has a unique attack and hit detection, as well as an interesting look
- the team was planning on putting several hidden characters into the game
- there's another secret character that has been re-designed to match the world of The Wonderful 101

Just like the original, the character will fight with guns, and that other trademark item has been changed into a mask as well. The character will also have its own Unite Morph.
- ultra-hard mode known as "A challenge from Kamiya"
- not even Kamiya himself can beat it

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