As for the gameplay:
IGN: FaceBreaker is also coming to PS3 and 360. Explain to us the differences between those versions and the Wii title.
Trey: The PS3 and 360 versions of FaceBreaker are rockin' and really take advantage of the platforms they are appearing on. They're super fast, super responsive, and super purty. With FaceBreaker K.O. Party on the Wii, we really focused on using the strengths of the Wii and catering to the needs and wants of Wii gamers. I'd say the 3 biggest differences between the PS3/360 versions of FaceBreaker and FaceBreaker K.O. Party on the Wii are the Controls, the Visual Style, and the exclusive Multiplayer modes.
IGN: So break it down for people who still don't know. What exactly do you do in the game?
Trey: All kinds of stuff! Each and every character has an arsenal of offensive and defensive moves that result in multiple match-ups and strategies. It really depends on who you're fighting with and how you want to fight. Now as far as what you, the gamer, does? You get a bunch of friends over to your house, get up off the couch, and duke it out while passing the controllers back and forth and having a great time! In all seriousness, we set out to make to make "THE GAME" that you want to have on hand anytime you have friends over and want to game it up on the Wii. I know you guys have heard that line before, but we're doing our very best to deliver.
IGN: How different is FaceBreaker K.O. Party from, say, EA's Fight Night series?
Trey: Outside of both franchises featuring characters that wear boxing gloves and fight in rings I'd say they really couldn't be more different. We set out to create something with some old school arcade flavor, but with all of the bells, whistles, and Wiimotes we have to play with today. It was important for us from the get-go not to take ourselves too seriously. It sounds really cheesy, but we came up with a catch phrase early in development that has helped us keep on the right track - "LOL Entertainment." We're hoping that FaceBreaker literally makes you and your friends laugh out loud at all of the crazy things you can do in the ring…and to your opponent's face.
IGN: How do the Wii controls work?
Trey: There are a whack load of buzz words that people toss around when talking about controls on the Wii, but the two that we've been razor-sharp focusing on are intuitiveness and responsiveness. In doing our research on what games have been the most successful at these two things, we kept circling back around to Wii Sports. With intuitiveness, we wanted each and every gesture to match what your character is doing on the screen…from Jabs, to Charge Punches, to Breakers (our Super Punches). There's a deep satisfaction that takes place when this happens, and we see this as a key ingredient to being successful on the Wii. And responsiveness… if your character isn't doing what you want them to do, when you want them to do it, it becomes less about strategy and more of a "Flailfest" where whoever "waggles" fastest wins - and that is lame. We knew we needed to nail that 1 to 1 responsiveness or it wasn't even worth showing up to the ballpark. There's an additional level of immersion that takes place when Wii controls deliver on the intuitiveness AND responsiveness fronts. Bottom line, we know the controls are our bread and butter and we've invested in them accordingly.
YEP, even the gameplay was promising...
end of core gaming days prediction:
E3 2006-The beginning of the end. Wii introduced
E3 2008- Armageddon. Wii motion plus introduced. Wii Music. Reggie says Animal crossing was a core game. Massive disappointment. many Wii core gamers selling their Wii.
E3 2010- Tape runs out
http://www.fivedoves.com/letters/march2009/ICG_Tape_runs_out.jpg







