A portion of a Nintendo Life interview with Betadwarf's Steffen Grønning...
NL: At what point did you decide to bring this to the Wii U? How was it initiated, did you decide or were you approached by Nintendo?
SG: That’s actually a funny story because we were at a friend’s release party and we met Nintendo there. We’re old-school fanboys of Nintendo, and I hadn’t really considered FORCED for Wii because of the control schemes, but I really wanted to bring the game there. Then I realised the GamePad on Wii U fits it, and the Pro Controller also fits, and the Wii U is way stronger than any consoles out there right now; then we talked a lot about that at the party and then we realised, OK, FORCED might be a really excellent fit for Wii U. So we were hyped about that and started porting it.
NL: Have you done anything different with the GamePad that’s not on other systems, or have you focused on getting the game ported as is?
SG: Right now a couple of the designers back home are considering how we want to utilise the GamePad screen in some way, so we’re trying out some different stuff. So far we’re not really satisfied, we’ve found one thing — I can’t mention what it is — that we’re kind of satisfied with, but we want an additional thing. It’ll be something with the screen, I think.
NL: Do you have a target release window for FORCED?
SG: Not really, and that’s extremely annoying. It’s actually because of Microsoft, the Xbox One requirement is that you’ve not released on another platform before, so what we’re doing is that we have to port it for PS4, Wii U and Xbox One simultaneously, and release it on all three platforms at the same time; that’s annoying because we could in theory release it on Wii U in January or something like that. But now it might be later because we have to do all the porting work on all of them at the same time instead of doing them one by one.
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