Interviews

January 28, 2010

Seth Killian speaks on DLC for Tatsunoko vs. Capcom
By Dakota Grabowski

Tatsunoko vs. Capcom: Ultimate All-Stars Q & A with Capcom Community Manager, Seth Killian

After providing our full review of Tatsunoko vs. Capcom: Ultimate All-Stars, Capcom’s Seth Killian was able to take time out of his busy day to answer a few questions that were submitted by a handful of our dedicated readers and loyal Capcom fans.

So why did Tatsunoko vs. Capcom ultimately end up on the Nintendo Wii?

Seth Killian: Traditional fighters have been underrepresented on the Wii, so we took the opportunity to prove that not only is it possible to do a traditional fighter on the Wii, but that we could do a great fighting game period.

Which controller scheme do you prefer and recommend for the Nintendo Wii?

SK: Personally I prefer the joystick, but I grew up in the arcades. For old SNES players, start with the Classic Controller, and total beginners will have a lot of fun playing with the Wii-mote and nunchuk.

Which Tatsunoko character did you receive the most enjoyment out of featuring and creating a moveset for?

SK: My favorite character switches a lot, but my current Tatsunoko favorite is probably Yattaman 2 (aka "Ai-chan"). She's everything great about TvC: a combo maniac, with larger-than-life zany supers, and a lot of sneaky setups that appeal to the OG Street Fighter player in me. Guile would kill to have her sonic boom-style moves.

 What is the name of the Wii-based arcade board that the game runs on?

SK: It's a proprietary piece of hardware based on the Wii. I don't know the technical name since it's not in wide release, but I've installed a few, and they look a lot like Wiis.

 

Whatever happened to the "Assault" technique? 

SK: Aspects of "Assault" were incorporated into the modern "Mega Crash" technique, which is ultimately much more powerful, and fit better with the "over-the-top" TvC philosophy.

How does the online compare, to say Street Fighter IV? Do you see any possibility of seeing a version of SFIV on the Wii using the Tatsunoko Engine?

SK: It's simpler but covers all the bases, with ranked and casual matches, quick match, invitation matches, and stats. It also has some unique systems, like the one to punish repeat-disconnecters: it flags their accounts and pairs them up against other players who are also disconnecting a lot, so if you can't take your losses without pulling the plug, you'll end up getting a taste of your own medicine. As for SFIV on the Wii, there are no plans for that right now.

How would you compare the online coding to Super Smash Bros. Brawl?

SK: I am not a pro Brawl player, but at times I've found the online experience to be rough going. I think TvC has really blazed a new trail with the Wii online, so if you haven't tried to go online since Brawl, TvC will really shock you with how smooth it is.

Besides the extra characters and mini-games, what else is different between the arcade and Wii version of TvC: Cross Generation of Heroes? For example, did both versions have a Shop?

SK: The arcade version didn't have a menu screen at all, save for the character select. So basically anything you access from the menu screen on the Wii version is a Wii exclusive for TVC: Cross-Generation of Heroes. There were a few minor balance changes between the two versions, but they are hard to notice even for top pros.

Is DLC officially out of the question for the Nintendo Wii? If so, do you find that as a limitation of the platform?

SK: I don't know about "officially," but there are no DLC plans at the moment. The Wii platform has changed a bit recently, so DLC would technically be possible, if certain conditions were met.

Where do you see the fighting genre going forward in the future? Do you believe a revival is underway?

SK: I think there's unquestionably a fighting game revival. Fighting games were bigger last year than in probably the 10 years before that, and they're not just big—there are a number of really strong titles. I think the impact of SFIV and now TvC has also inspired the other notable fighting franchises to try and step up their own work, so yes--fighting games are back on the center stage of games.

Have you considered a fighter that is solely based on the Tatsunoko franchise without any Capcom characters involved?

SK: Not currently, no, though obviously Tatsunoko has a ton of great characters.

If Tatsunoko vs. Capcom is a financial and critical success, how soon would the team get back to work to deliver a sequel or another title in the ‘Versus’ series?

SK: That would depend on a number of factors, but we all really love the flexibility of the engine, and there's almost no limit to the number of fun ideas for a "Versus" game. If we can get the rights squared away, I'm sure the team would love to dive right back into another game.  

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