Has anyone on the development team, including yourself, played Gotcha Force and taken any elements from that game?
I was regularly impressive with how much research the team did during development. If they couldn’t get their hands on a game they put time into scanning through video after video. Unfortunately, as for GotchaForce, I didn’t get my hands on, but I know the team was aware of it. I can’t say any particular element of GotchaForce influenced decisions on Spyborgs, but it does show a good example of how well Spyborgs hit its marks of achieving that classic arcade feel and being a true Capcom brawler. N-philes: I know this game was developed for the Wii specifically, so how will the Wii motion controls work? They were actually pretty easy to work with. The tools give you the feedback you need and the industry now has enough experience developing for the hardware that forums are active with potential solutions. The challenge was more about discovering the right way to integrate motion into the game for a fun, quality experience. We wanted to avoid the complaints that a lot of gamers have, inc
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