“No, this is not a simple port,” the developers said. “We knew that we wouldn’t want to hand Year Walk off to a porting studio, yet we wanted a fresh view on the game to make it feel new, exciting and home on the platform. So we’ve worked together with someone we knew we could trust to do this – our friends Dakko Dakko. It’s hard to imagine that it was not made for Wii U originally – that’s how home it feels.” “The game has been totally rebuilt for the platform, with the Wii U GamePad tightly integrated into the game. “Unlike the PC-version, which used cursor controls to interact with puzzles and contraptions, we now use custom motion controls for almost every puzzle,” Simogo explained. “For example, if you find something in the forest that you can spin or rotate, you’ll physically rotate the GamePad, with really finely tuned controls. The GamePad rumbles and makes lovely sounds (make sure you have the volume all cranked up on it!), and it just feels amazingly tactile – like you’re actually holding the objects in your hands.”Īpart from this, the three defining features of the Wii U version will be the GamePad Touchscreen, the Encyclopedia, and NoteTaking. ![]() We don’t have a release date for the Wii U version yet, but we will keep you posted.Ī map and optional hints will also show up on the GamePad screen. ![]() Stay tuned.Rhodri: Simon and I became friends many years ago, initially over a shared love of Donkey Kong Jungle Beat and Wii Music, and so working together on a project had been discussed many times. Initially it was discussed as merely a direct port but, basically as soon as we began working on it, new ideas started flowing and before long almost every puzzle in the game was being redesigned for the new interface! Late last year the idea to rework Year Walk for Wii U came up and luckily we were available to team up. On the unique ways will this game utilize the GamePad… Rhodri: One thing we’re especially excited about is the gyro cursor system, which affects the whole game and means players can easily and intuitively point around the screen using the GamePad. Both Simon and I have a lot of love for the Wii Remote and its pointer, but the GamePad screen is crucial to the way we’ve redesigned Year Walk. ![]() As such, we worked hard to attain pointer-like functionality in the game whilst still benefiting from the second screen, and it has turned out really well. Simon: It just feels like the game is coming home. So much inYear Walk is based around the concept of the game world and the real one spilling into each other, with the companion pieces like the encyclopedia and such.
0 Comments
Leave a Reply. |