Many are excited for the Wii U launch title Darksiders II. Vigil, the dev team behind the game, has been giving out a little bit of information about the Wii U and what they’ve encountered, and it’s very exciting. Vigil has stated that although the Wii U will look exactly like the Playstation 3 and Xbox 360 versions, the new console has yet to be fully explored. Jay Fitzloff says Vigil is still waiting for the final hardware and architecture for the Wii U, as well as help from Nintendo to see how it works.
Game director Marvin Donald was interviewed by EuroGamer about the power of the Wii U, as well as visuals and what they might be able to bring forth with the console.
“Whether or not we can go one step further, that might be driven by what’s available on the PC and whether or not that is easy to translate to the Wii U hardware, because there are most likely going to be resolution choices for the PC version of the game. We know some gamers are just going to have more horsepower at their disposal.
“It’s probably going to be the same graphically, regardless of any minor or major horsepower improvements on the Wii U.
“But, in all honesty, if the Wii U turns out to be this ridiculously powerful machine, we will probably make changes to our budget and scope to take advantage of that. But that’s currently not the plan. It’s going to be a direct port. That’s what we’re planning on. But that’s based off of what we believe the hardware’s going to be like.”
When asked about how the game will utilize the controller, Donald was able to give an answer rather easily.
“We’re definitely going to do the obvious stuff, like making the inventory available and showing maps. But as far as more game oriented elements, more reactionary things or things happening while you’re in combat or while you’re traversing and getting the controller involved in that, I don’t really know.
“We just haven’t taken that step yet. The first thing we needed to do was get what we had already working and make sure it was solid. There are still some issues we have to work out. The game doesn’t run perfectly on the Wii U as it is now. There are some things we have to deal with. But it’s to be expected because the hardware’s been changing and, also, there’s really no precedent for it.”
“The last version of the controller we had was literally a giant Game Boy,” Donald said. “It was very clunky. The shoulder buttons were really high, so they were out of reach, so you had to shift your hand to use a shoulder button. In the middle of combat that’s just not an option.
“The controller we saw at E3 was not what we had.”
For those wondering about a launch date, they were also able to give us a bit about that as well.
“It just worked out so when we thought we’d be done should roughly coincide with the Wii U launch. I’m sure there are going to have to be some adjustments, but it’s a great opportunity to have something like this available on day one for a new console.
“We like to think a lot of people will pick it up for the Wii U whenever they buy one. I’m sure the Wii U will be very popular. But I’m sure that will be driven by the pricing, too. But Nintendo’s usually relatively inexpensive.
“We’re excited about that. But because we don’t know exactly when the Wii U is coming out, it’s definitely affecting our release as well.”
Jay Fitzloff was able to give VideoGamer more information on how the game will look, and how development is moving. It is obvious from these interviews that the game will look the same, but whether or not they are going to make the game ‘better’ on the new console is what I’m curious about.
“We’re not trying to bump up or bump down, but we reached it, and it wasn’t hard. Once we got it up and running it was like ‘cool, there it is. We’re still waiting on that final hardware and architecture, and help from Nintendo to figure that out. Right now, it looks like it’s more than the 360 or PlayStation 3, but there’s still a question mark about how much you can squeeze out of it. You know how it is, a new system, tricks get learned as the lifespan goes along, so this is where we’re starting, and it looks good.
There was pressure originally as we only got the Wii U development kits about six weeks before E3 and wanted to get it up and running. Learning new hardware is the hardest part, it’s uncharted territory. You have a problem with Xbox, you call up, and the answers online – it’s all ready. Whereas this time, you call up after finding a problem, and they’re like ‘wow, we don’t know, let us know if you find an answer!’ It’s not hurting the other platforms because to get Wii U running we need dedicated heads to think about how we’re going use the Wii U platform to make the game cool.”