IGN: FaceBreaker is also coming to PS3 and 360. Explain to us the differences between those versions and the Wii title.
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: How different is FaceBreaker K.O. Party from, say, EA's Fight Night series?
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?
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.