Crystal Bearers Producer Talks Motion Control

By Jorge Ba-oh 02.01.2010 1

Crystal Bearers Producer Talks Motion Control on Nintendo gaming news, videos and discussion

Akitoshi Kawazu, producer for Crystal Chronicles: The Crystal Bearers, recently talked Wii and motion control.

Kawazu praised the Wii's balance of graphic ability and memory, but a challenge to integrate the Wii's unique input style with its various functions. However the team does feel Crystal Bearers does utilise the "platform’s unique characteristics to its fullest potential."

He also talked motion sensing and how it would take some time to move over to motion controls for games that have worked with traditional schemes.

I think the more knowledge that the developing side acquires, the better motion control games they will be able to make, so there is definitely a lot of potential there. However, many players are still more comfortable with traditional controls, and years of gameplay have gone into perfecting their techniques.

It would probably take some time for motion controls to be of equal status with a control system that has such history. It’s something to consider, but I don’t think it will ever be a simple task to transition the series to different platforms simply because they have the motion control functionality.

Thanks to Destructioid.

Box art for Final Fantasy Crystal Chronicles: The Crystal Bearers
Developer

Square Enix

Publisher

Square Enix

Genre

Real Time RPG

Players

2

C3 Score

Rated $score out of 10  8/10

Reader Score

Rated $score out of 10  8/10 (1 Votes)

European release date Out now   North America release date Out now   Japan release date Out now   Australian release date Out now   

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Comments

Pretty much agree.
Which is why it so angers me so few developers are putting budgets into developing the motion controlls for a game.

It will take effort and refinements, code libs and experiments to find our path in this era of new input. But thats no excuse to be lazy or not to try.
We are taking more information from the player per second then ever before, and we have to learn how best to use it.

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