Post by #HEEL Dark Lord on Mar 29, 2007 23:17:40 GMT -5
March 29, 2007 - With today's announcement that SmackDown vs. Raw 2008 is hitting just about every platform known to man, we wanted to know more about it. To find out, we sat down to speak with THQ Creative Manager Cory Ledesma just before he headed out on a plane to Detroit for WrestleMania 23. Here's how it went down...
IGN: Last year was the first season where you were developing SmackDown for a platform other than a PlayStation system. What did you take from that experience and how are you going to apply that to 2008?
Cory Ledesma: We learned a whole lot about our fan base on the Xbox 360, for one, and we also learned that we want to utilize a lot of a console's specific features. So going forward, that's going to be our emphasis from now on -- getting to know our base on each platform, understanding what they want to see in the game, and fully utilizing that console's strengths to the best of our ability.
IGN: SmackDown '07 scored pretty well with reviewers but it also received a lot more criticism than the previous version did. Going into this year's game, how serious were you about addressing a lot of the concerns from the press and consumers?
Ledesma: Whenever we get criticism we take it in stride. If there's a collective voice out there, we're going to put the things that the fans and the media have been vocal about at the top of our priority list. We pride ourselves on that -- listening to the people who show concern so we can give them the best game.
This year, just like every year, we researched the reviews of the game, listened to what the fans were saying on the boards, and went ahead and created our giant "wish list" based on that. Things that were hit on last year were examples like the AI for tag team matches -- that's something we really wanted to improve upon this year; the animation quality was talked about a lot; collision and clipping came up... we went ahead and listened to those things, put them as our top priorities and, right now, feel confident that we're going to address them well this year.
IGN: Personally, my biggest issue with the game was how dated it felt. Though I still liked it quite a bit, the animations and AI, like you said, felt old. Since you're specifically tackling those problems this year, what are you doing in those areas?
Ledesma: Well you're definitely going to see a big improvement with the AI. There was a partial problem with the match types since most of them were untouched compared to previous years, and therefore, the AI found in those match types was pretty much the same. Improving the AI that goes along with our existing match types (especially the tag match) is something we're really working on. We want to make a smarter AI, a more supportive AI, and an AI that's aware of what's happening in the ring -- we want it to know what you're doing and what's going on besides the player's actions. We stressed very heavily to Yuke's that this is something we had to work on for this year.
As far as animation goes, it's our overall franchise objective to significantly improve our system. What it means when we put something down as our "franchise objective," is that there is no higher priority. Of course, it doesn't mean that we're going to be able to fix everything in the first year -- because it could take a couple of years to get everything in there -- but we are putting a lot of resources behind getting this done as soon as possible.
What does that mean we'll be fixing? The blending you see between the moves... that will be better. The general movement in and outside the ring -- the walking, the running, the climbing -- you'll see an improvement in those areas' quality as well. Collision problems that happen during certain "up close" moves, we're focusing on those too and a bunch of other things.
In other words, we want to get rid of the older, robotic-looking things. We want to improve our visual quality.
Also, there's a second side to our big franchise objective and that's differentiating the game's characters. So, for example, when you play as Kane and you're walking around the ring, we want you to feel like you're moving a little bit slower and more lumbering than you would as Rey Mysterio. Rey should be able to hop around the ring, be very quick, and have all his animations tie into that kind of style and into the gameplay. We want these guys to feel like they would in real life.
IGN: Just so that we're clear: are your "improved" animations just enhanced versions of your older animation sets or are you actually going back and redoing them?
Ledesma: We're completely redoing animations. The problem with trying to rework and improve an older animation set is that you'll never be able to get a better quality than you already have even if you add more frames to it. Adding those extra frames is really just making the move take longer to perform and that slows down gameplay.
We're recapturing animations for all the improvements I just talked about. We'll have new animations for the base navigational stuff, for instance, and that's actually important. It's important because those are the animations that players are going to see 80-90% of the time. Running around, getting in and out of the ring, picking up weapons, these are the things you see the most of. Expect brand new animations for all of those.
We also want a more realistic approach to our animation in general with smart blending. If you're going from a walk to a run, it should be a gradual transition between the two; if you go from picking up a weapon to standing up, there shouldn't be a pop -- it should look real. Those are just some of the subtleties you'll notice that give the game a smoother look overall.
IGN: You talked a bit about the wrestlers having different fighting styles. How will these styles affect gameplay and the typical flow of a match?
Ledesma: Jeremy, let me tell you: this is by far our favorite new feature this year. Personally, I'm really excited about it. The reason being is that it changes the landscape of how everyone is going to play the game.
When you pick up SmackDown vs. Raw 2007, you're just trying to learn how to win the match. "How am I going to pin my opponent, submit him, knock him out... whatever." Because of 2008's new fighting styles, though, you'll actually be learning how to play that particular wrestler and his technique. Each one offers specific strategies and abilities that other wrestlers won't have.
It's almost like a fighting game in a way; if you play Soulcalibur, they have different weapons, different animations and different moves. We're taking that approach. We want players to have exclusive abilities and tactics that let them play differently based on personal preference and the wrestler they choose. You will have to learn how each fighting style works and, depending on the match type you're playing, you'll have to discover which ones are advantageous in certain matches and which ones aren't. Superstars aren't going to have the exact same abilities, moves, or animations in SmackDown vs. Raw 2008.
IGN: What are some examples of the fighting styles and how they work?
Ledesma: We're going to have eight fighting styles overall. We're going to have a hardcore and a high-flyer fighting style. The hardcore guys, obviously, are going to play well with weapons and hardcore match types that involve props or the bending of rules (no DQ and stuff like that). The high-flyer is going to have more aerial maneuvers than anybody. They'll be able to use the ring in new ways by launching themselves off the ropes or other areas around the ring that competing styles can't.
IGN: Last year was the first season where you were developing SmackDown for a platform other than a PlayStation system. What did you take from that experience and how are you going to apply that to 2008?
Cory Ledesma: We learned a whole lot about our fan base on the Xbox 360, for one, and we also learned that we want to utilize a lot of a console's specific features. So going forward, that's going to be our emphasis from now on -- getting to know our base on each platform, understanding what they want to see in the game, and fully utilizing that console's strengths to the best of our ability.
IGN: SmackDown '07 scored pretty well with reviewers but it also received a lot more criticism than the previous version did. Going into this year's game, how serious were you about addressing a lot of the concerns from the press and consumers?
Ledesma: Whenever we get criticism we take it in stride. If there's a collective voice out there, we're going to put the things that the fans and the media have been vocal about at the top of our priority list. We pride ourselves on that -- listening to the people who show concern so we can give them the best game.
This year, just like every year, we researched the reviews of the game, listened to what the fans were saying on the boards, and went ahead and created our giant "wish list" based on that. Things that were hit on last year were examples like the AI for tag team matches -- that's something we really wanted to improve upon this year; the animation quality was talked about a lot; collision and clipping came up... we went ahead and listened to those things, put them as our top priorities and, right now, feel confident that we're going to address them well this year.
IGN: Personally, my biggest issue with the game was how dated it felt. Though I still liked it quite a bit, the animations and AI, like you said, felt old. Since you're specifically tackling those problems this year, what are you doing in those areas?
Ledesma: Well you're definitely going to see a big improvement with the AI. There was a partial problem with the match types since most of them were untouched compared to previous years, and therefore, the AI found in those match types was pretty much the same. Improving the AI that goes along with our existing match types (especially the tag match) is something we're really working on. We want to make a smarter AI, a more supportive AI, and an AI that's aware of what's happening in the ring -- we want it to know what you're doing and what's going on besides the player's actions. We stressed very heavily to Yuke's that this is something we had to work on for this year.
As far as animation goes, it's our overall franchise objective to significantly improve our system. What it means when we put something down as our "franchise objective," is that there is no higher priority. Of course, it doesn't mean that we're going to be able to fix everything in the first year -- because it could take a couple of years to get everything in there -- but we are putting a lot of resources behind getting this done as soon as possible.
What does that mean we'll be fixing? The blending you see between the moves... that will be better. The general movement in and outside the ring -- the walking, the running, the climbing -- you'll see an improvement in those areas' quality as well. Collision problems that happen during certain "up close" moves, we're focusing on those too and a bunch of other things.
In other words, we want to get rid of the older, robotic-looking things. We want to improve our visual quality.
Also, there's a second side to our big franchise objective and that's differentiating the game's characters. So, for example, when you play as Kane and you're walking around the ring, we want you to feel like you're moving a little bit slower and more lumbering than you would as Rey Mysterio. Rey should be able to hop around the ring, be very quick, and have all his animations tie into that kind of style and into the gameplay. We want these guys to feel like they would in real life.
IGN: Just so that we're clear: are your "improved" animations just enhanced versions of your older animation sets or are you actually going back and redoing them?
Ledesma: We're completely redoing animations. The problem with trying to rework and improve an older animation set is that you'll never be able to get a better quality than you already have even if you add more frames to it. Adding those extra frames is really just making the move take longer to perform and that slows down gameplay.
We're recapturing animations for all the improvements I just talked about. We'll have new animations for the base navigational stuff, for instance, and that's actually important. It's important because those are the animations that players are going to see 80-90% of the time. Running around, getting in and out of the ring, picking up weapons, these are the things you see the most of. Expect brand new animations for all of those.
We also want a more realistic approach to our animation in general with smart blending. If you're going from a walk to a run, it should be a gradual transition between the two; if you go from picking up a weapon to standing up, there shouldn't be a pop -- it should look real. Those are just some of the subtleties you'll notice that give the game a smoother look overall.
IGN: You talked a bit about the wrestlers having different fighting styles. How will these styles affect gameplay and the typical flow of a match?
Ledesma: Jeremy, let me tell you: this is by far our favorite new feature this year. Personally, I'm really excited about it. The reason being is that it changes the landscape of how everyone is going to play the game.
When you pick up SmackDown vs. Raw 2007, you're just trying to learn how to win the match. "How am I going to pin my opponent, submit him, knock him out... whatever." Because of 2008's new fighting styles, though, you'll actually be learning how to play that particular wrestler and his technique. Each one offers specific strategies and abilities that other wrestlers won't have.
It's almost like a fighting game in a way; if you play Soulcalibur, they have different weapons, different animations and different moves. We're taking that approach. We want players to have exclusive abilities and tactics that let them play differently based on personal preference and the wrestler they choose. You will have to learn how each fighting style works and, depending on the match type you're playing, you'll have to discover which ones are advantageous in certain matches and which ones aren't. Superstars aren't going to have the exact same abilities, moves, or animations in SmackDown vs. Raw 2008.
IGN: What are some examples of the fighting styles and how they work?
Ledesma: We're going to have eight fighting styles overall. We're going to have a hardcore and a high-flyer fighting style. The hardcore guys, obviously, are going to play well with weapons and hardcore match types that involve props or the bending of rules (no DQ and stuff like that). The high-flyer is going to have more aerial maneuvers than anybody. They'll be able to use the ring in new ways by launching themselves off the ropes or other areas around the ring that competing styles can't.