We have a lot of very creative people at EA, and working on new IP really gave them an opportunity to shine.IGN AU: Take us through the fighting mechanics – how complex is the system? How tactical is the gameplay? What defensive options will players have?Todd Batty: On the surface, the mechanics are pretty straight forward, but there is actually a sophisticated, balanced fighting engine below the surface with lots of strategy to be discovered. As for those who came from Fight Night, I think working on an over-the-top arcade game rather than a simulation title was a great new challenge and really fun experience for everyone. I personally started working on FaceBreaker after NBA Street Homecourt, which was an over-the-top arcadey game itself, and so I felt right at home moving over to FaceBreaker. Our team is actually made up of a mix of people from all across the company. In fact, only about a quarter of our team were directly involved with Fight Night. Was it hard to move into an over-the-top arcadey headspace after working on Fight Night Round 3?Todd Batty: The fact that FaceBreaker was made by the Fight Night team is not entirely accurate. IGN AU: We love the pace and energy of the game. For FaceBreaker, we spent a great deal of effort trying to ensure that our single-player mode would deliver a similar gameplay experience.IGN AU: What elements of those games did you identify as weaknesses? What elements didn't work?Todd Batty: I plead the fifth. Solving each character required both pattern recognition and timing, and the game designers did an excellent job with user feedback to help the player along. Obviously gaming has come a long way since those titles, but what were the elements of those games that you identified as critical to their gameplay and appeal?Todd Batty: Both of those games were amazing for their time and had plenty of strong design elements, but if I had to pick one thing that stands out in my memory it would be the "puzzle" element of Punch Out!. IGN AU: This genre has h ad a number of very iconic entries over the years, such as Super Punch Out! and Ready 2 Rumble. We got in touch with Todd Batty, the Producer / Lead Designer on the game, for answers to a few of our more burning questions. The team is certainly on the right track: FaceBreaker is shaping up to be a complete riot – fast, furious and packed with personality. The team on Punch Out!, gameplay balancing, ethnic stereotypes, achievements, online play and more.Īfter redefining the boxing simulation with the Fight Night series, EA is now hoping to do the same for arcade boxing.
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