Dewy's Adventure Q&A - Controls, Environments, and Dewdrops
Producer Shingo Mukaitoge updates us on Konami's upcoming Wii game, starring a happy, sliding raindrop.
Dewy's Adventure is the latest Wii game from Konami that stars a magical drop of dew out to save the world. The original title is the brainchild of the Elebits development team, which had some fun with the shooter genre last year on the Wii. The team's follow-up takes an equally unique approach that's one part Super Monkey Ball, one part platformer, and one part puzzle game. We checked in with producer Shingo Mukaitoge to see how the promising game is coming together.
GameSpot: How has development been going?
Shingo Mukaitoge: The development for Dewy's Adventure has already been finished. Dewy's Adventure was created at the same time we were working on Elebits, so I am satisfied with the fact that we could spend a lot of time on Dewy's Adventure development.
GS: What's been the challenges in realizing your vision?
SM: We had a hard time examining which method was appropriate for controlling Dewy [with] the Wii Remote. We wanted to realize a comfortable control of Dewy, especially with the speed when the player tilts the game world and manipulates the temperature properly. At first, we were developing Dewy's Adventure on the assumption that the player holds the Wii Remote vertically like [in] other games. However, the control became difficult with holding Wii Remote vertically because we figured that the player may not be able to push the button for temperature manipulation easily. And actually, it was not comfortable. So we examined how to hold the Wii Remote for Dewy's Adventure. And our answer was sideways, which is the current control.
GS: Can you give us an idea of how the boss fights are going to play out? They seem intricate.
SM: The boss fights include elements of puzzle solving and also require high-action technique. So, yes, the boss fights are challenging. First of all, it is necessary to discover how to defeat the boss by manipulating the temperature. I would like to keep the actual gameplay a secret here, so there aren't any spoilers. Since the bosses might transform more than twice, players may need to test lots of approaches, while action technique is also important. So the player needs to persevere in his gameplay!
GS: Can you give us a sense of the variety of locales in the game?
SM: There are various stages, such as field, jungle, ruins, and cave. Each stage has its own features, and there will be elements of new action and puzzle solving coming up one after another.
GS: How have the multiplayer and level-editing features been coming together?
SM: Gamers can play original levels, which are created in the edit mode, and the multiplayer is the same as in Elebits. Moreover, levels edited in the edit mode can be sent to other players to try out by using the WiiConnect24 feature.
GS: How do you feel the game fits into the Wii library? Who are you targeting?
SM: Dewy's Adventure's target audience is very close to Elebits. I believe that Dewy's Adventure creates an original position among other games because of its uniqueness in the Wii lineup of titles.
GS: Why do you think the Wii has been so successful? Did you ever think the console would take off as well as it has?
SM: I think the Wii has been successful [in] making a new proposition to gamers that the other consoles are not necessarily making, and the game experience of the Wii is being accepted by general game players. The Wii has also been able to appeal to people who are not necessarily gamers. It was difficult for me to forecast whether the Wii would succeed when we started developing games for the system. The first time I came to realize that the Wii would likely succeed was when I actually saw how much the Wii interested people at last year's E3.
GS: Has the Wii's success influenced your way of thinking about game development?
SM: Actually, our consideration about game development has not necessarily been changed by the Wii. Our position on game development is to make games that are always unique and interesting, which is not only a Wii strategy. However, the Wii gave us a chance to achieve this, so we would like to express our gratitude to the Wii from that perspective.
GS: How do you think the industry is changing in this generation of the PlayStation 3, Xbox 360, and Wii?
SM: I think that the Wii has established a certain directionality in consoles. On the other hand, the PS3 and Xbox 360 each have different concepts. So I feel that these three consoles will be mutually divided. It is joyous for us that each console has a certain trait and gives us a lot of choices from a developer standpoint because we can develop each game by selecting the most suitable console.
GS: Thanks for your time.
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