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Interview: Krome Studios all about Transformers RotF on Wii
Interview: Krome Studios all about Transformers RotF on Wii Review for Wii Posted by Daniel Vuckovic, Jun 24, 2009 12:24

Interview: Krome Studios all about Transformers RotF on Wii
Hitting stores today, Transformers: Revenge of the Fallen on the Wii is brought to us by the fine people at Krome Studios here in Australia, we speak to them about the Wii version of the game. Oh yeah, the movie is out too.

What they say: The Transformers: Revenge of the Fallen game will give fans the chance to experience the most robust and explosive Transformers game ever. The Wii version follows a similar storyline to the film and allows players to battle as both Autobots and Decepticons, through 15 action-packed levels featuring vehicular sequences, flight-based rail levels and blistering combat chains full of close-ranged strikes and projectile missile attacks.  The game also features instant-join co-op gameplay throughout the intense campaign.

Onto the interview:

Vooks:  Before the original movie games last year, the last Transformers game was back on the PS2 and it was developed by the then Melbourne House studio. Since then, the team there has joined Krome- are any of the old team working on Transformers again? 

Mark Coombes: Yes, 60% of the TransformersTM: Revenge of the Fallen team worked on the previous PS2 Transformers game. It’s a great license to work on; everyone here was very excited to be working on another game and relive that childhood fantasy of playing Autobot against Decepticon!

 

Vooks: Lots of developers tout that they’re developing a game with the Wii in mind, and this usually means throwing in a bunch of motion controls that don’t make much sense. What is Krome doing to make the Wii version stand out?

MC: Developing for the Wii in mind means different things for different aspects of the games development. Control is just one of these. It’s important to understand who the Wii audience is and designing the game for them. To us this means creating a fun accessible game which is easy to understand and play. We also focus on providing social gaming aspects such as multiplayer and co-op experiences. 

 

 

Vooks:  How often is motion controls used in the game? Is there any IR usage or is most of it down to motion actions?

MC: We use the IR pointer for the aiming controls of the characters ranged weapons. Melee combat utilises the Wii remotes motions sensors. Shield bash, Knockup and Power slams are some of the special melee moves available to the player.

Vooks: How close does the game follow the movies story line?

MC: We follow the story of the movie very closely including a lot of the locations and big action moments. We also take the opportunity to explore some of the unseen action too, and take the player on missions that aren’t fully detailed in the movie so you’ll get some of the back-story as well.

   

Vooks: Transforming has been “transformed” into a special attack in the Wii version, what was the decision behind this? Transforming is what they do generally...


MC: The game features 3 distinct game modes, all have transforming used in exciting and different ways. We wanted to make sure that the transforming had a definite gameplay purpose rather than putting transforming in just because that’s what they do. For example, transforming in our flying levels allows the player to fly backward and take out enemies that have dropped in behind you.  


Vooks: The game has a co-op mode that is said to be inspired by Super Mario Galaxy; can you tell us about it?
MC: The Wii has a strong social gaming appeal; it’s a console popular with families and groups that play together in the same room rather than across the internet. We wanted to create a co-op play experience that was flexible enough to allow anyone of any ability to play, from kid brother/sister to grandparent. So we developed a Remote Weapon System (RWS) which follows the main player. As the RWS, a second player can drop in and drop out of the game at any time and assist.

The RWS has an array of weaponry and functions to attack enemies and defend the player using the IR pointer. They can also aid the main player by sharing energy resources to power their weapons or replenish their health.  

Vooks:  Apart from the cooperative play, are there any competitive multiplayer modes?

MC: We have also included an Arena mode which can be played cooperatively with 2 players taking control of 2 of the Transformers in the game. In Arena mode players will face successive waves of enemies that get more and more challenging. It’s also a competitive experience, at the end of each wave stats are calculated to reveal who is taking down the lion’s share of the bad guys.  

 

Vooks: Can you tell us more about the Feat system in the game? 

MC: The Feat system is the games reward mechanism. The player can unlock rewards such as concept art work and models after completing set goals in the game.   

Vooks: Are the actors from the movie providing their voices for the game? 

MC: Yes we have Peter Cullen as Optimus, Frank Welker as Megatron, and Shia Labeouf and Megan Fox also make an appearance.  

Vooks: How many Transformers are playable in the game? Will my favourite be in there?

MC:  There are 8 playable characters. If your favourite is Optimus then, yes, he is there. If your favourite is Reflector (the one that turns into a camera) then no, he isn’t.  


Vooks: What has been the most fun or exciting part of the game to put together?

MC:  Designing new transformers. We have a lot of passionate developers who love to add and build upon the amazing creations of the Transformer universe. Some of our designs have even ended up as toys.  

Vooks: Finally, Autobot or Decepticon? 

MC:  Urhg! Do I have to choose? Ok Decepticons....today at least.

Thanks to Mark, Krome and Activision for the interview.


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