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http://gameinformer.com/News/Story/200903/N09.0331.1442.14433.htm?Page=1

Yeeloy: I think the main thing is that people need to understand that Punch-Out is not a boxing game. It’s not Wii Boxing; it’s a puzzle game. As soon as you understand that, then it makes it easier. And I think that’s what we did. We understood that. We realized what the hook was for that game. What was the draw for the original game? Why did people like it so much? Why does everybody still love it? And why were they crying for a new one? The hook on that game was the puzzle element, the visceral reaction or the feeling you’d get while trying to figure out the puzzle—and then trying to execute on it. It’d be like, “Oh, I got punched, and now I’m screwed—I have to figure out something else now!” That was something that we wanted to recreate in our game. By doing so, you’ve got hit regions. In a puzzle game, there are definitive places where you can strike the character, and that sort of thing.