Because it was designed with the home console audience in mind, he wanted to create a world and setting that would envelop players' imaginations, something that Dragon King's faceless fighters didn't deliver. But, for Sakurai at least, it was important that their game offer more than just solid fighting mechanics. At first, it was built around generic character models fighting in settings derived from photos taken outside of HAL Laboratory's office. The two worked during weekends to bring the concept to life. He enthusiastically agreed to support Sakurai's plan, going so far as to offer to program the game during his weekends. He brought his idea to Iwata, who was hungry to develop a game that took advantage of the Nintendo 64's joystick. Sakurai's plan was to create a "four-player battle royale" fighting game for home consoles that would stand out from the prevailing one-on-one fighting game model of the day. (and Kirby) creator Masahiro Sakurai and current president and CEO of Nintendo, Satoru Iwata, who was then the head of Nintendo's second-party studio, HAL Laboratory. Before there was Super Smash Bros., there was Dragon King: The Fighting Game, a joint project between Smash Bros.
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