A troubled development cycle Fifa 14 Ultimate Team Coins saw Rayman Legends delayedfrom November
2012 to August 2013 as Ubisoft's platformer wasshunted from a Wii U
launch exclusive to being a multiplatformrelease. Now released (unless
you're hoping for the PS Vita versionwhich lands in September),
Wired.co.uk took the opportunity to askEmile Morel, lead game designer,
about delays, innovations and theUbiArt Framework -- an art tool
developed specifically for theRayman series and which has received a
technologyboost.
How did the Ubisoft Montpellier team dealwith all the delays and
changes to the platform options and whatpositives came out of the
experience?
Morel: Deciding to develop the game on the Wii U at
thebeginning was an obvious choice for us, because it was for us agreat
opportunity to make this Rayman game accessible toeveryone thanks to the
touch gameplay offered by the Wii U GamePad.But it was also a huge
challenge because we had to find a goodtouch gameplay that would really
match with all the other gameplayswe wanted to put in this game. The day
we decided that you wouldreally control a character (Murfy) with your
finger on the Wii UGamePad, we realised we had something great that
would create atruly new gameplay experience and not be just a gimmick.
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