![]() ![]() The environment provides cover for you and your squad while also presenting the player with challenging tactical puzzles to solve as you maneuver to outflank the enemy. Stephen Palmer: Brothers in Arms is all about using real squad tactics to defeat the enemy. IGN Wii: Just how interactive are the environments? ![]() Farmland criss-crossed with hedgerows, idyllic towns and villages, gothic cathedrals, industrial complexes - there's a little bit of everything in this game. There is a huge variety of play environments that stretch across the Normandy region of France. Stephen Palmer: There are over 35 missions between the two titles, Road to Hill 30 and Earned in Blood. IGN Wii: How many levels are included in the shooter and what types of places will gamers explore? Can you give us a few examples? Stephen Palmer: We're not really allowed to comment on that at the moment, but that sure does sound like a fun challenge, doesn't it? IGN Wii: We had heard rumors that Gearbox was initially exploring the option of utilizing a version of Unreal Engine 3 for BIA on Wii. I think gamers will appreciate the effort we put into it, both FPS purists and casual gamers that haven't played every FPS out there. Stephen Palmer: We played (and played and played) every existing FPS during development, and worked hard to set a new standard for Wii FPS controls. IGN Wii: Have you played Medal of Honor and Call of Duty for Wii? Where do you think the control setup for BIA ranks among the these games? Beyond these two major control scheme options, there are a few more adjustments for pointer sensitivity that are accessible to the player. This is my personal favorite, but it won't be for everyone. To strafe, you will hold the Z button on the nunchuk to essentially enable a free-look mode. The expert configuration decouples the view rotation from aiming - your Wii remote only aims the weapon, and the nunchuk turns left-right and moves forward-back. One of my biggest complaints with Wii FPS games is the burden placed on the player to continuously point the Wii remote at the television, or else risk staring at the ground if you just want to rest your arm for a minute. The alternate, or "expert" configuration as we are calling it, is where we've tried to innovate a little bit. The default layout will be familiar to those that enjoy and are comfortable with the vast majority of FPS Wii titles - the Wii remote is used for both aiming and view rotation, while the nunchuk controls strafe and forward-back movement. Stephen Palmer: We've created two major control layout options that are built around two fundamentally different principals. IGN Wii: How do you control the game and what types of sensitivity/customization/layout options will you make available to FPS purists? So basically, we spent the entire development cycle making sure that Wii customers were able to truly experience the Brothers in Arms story to date. Much of the code had to be reworked to run on the Wii, a bulk of the content had to be re-created and an entirely new control scheme that took advantage of the Wii had to be created. In order to accomplish this goal, we had to basically recreate both games all over again. Our goal was to introduce Nintendo customers to the Brothers in Arms series of games and get them caught up with what happened in Brothers in Arms Road to Hill 30 and Brothers in Arms Earned in Blood. Brothers in Arms Wii is a collection of the first two games in the Brothers in Arms series. Stephen Palmer: This is a difficult one to answer. IGN Wii: Is Brothers in Arms for the Wii a brand new game, or is it a port of an existing BIA title? Stephen Palmer: We're not sure how this rumor started, but we can assure you that it's 100% false! Brothers in Arms for the Wii is very much alive and will be making its appearance on store shelves before you know it. Can you please end the rumor for our readers? What's going on with that? IGN Wii: Some sites were recently reporting that Brothers in Arms Wii was cancelled. ![]()
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