As a little but strong team, how have you managed HD development, also compared to Wii?
HD development was a big issue for us. We simply didn’t wanted to make games on Wii U that just looked like the games people played on their PlayStation 3 or Xbox 360. We wanted to make a big step beyond those consoles. We usually also only have one guy doing all graphics in the game, so we always need clever tech and decisions for our games to make them look on par or better then what you are used to.
Shin’en is very well known for the excellent use of resources and use of shaders, how can you describe working on Wii U? Have you suffered any limitations?
You always suffer from limitations, regardless on which hardware you work. You always want more power, but in the end it’s more about your development philosophy.
We simply want to make the best looking games on Wii U, no matter what the limitations are. Fortunately we have a lot of freedom on Wii U because of the large RAM and very versatile GPU. So you usually just need to think a bit harder to achieve this or that, instead of using techniques most developers tend to use.
What can you tell us about FAST Racing Neo and what we can expect from the title in terms of evolution of gameplay?
First of all we analyzed what people liked and disliked in the original Wii game. For instance, most people enjoyed the unique phase-switching gameplay, because it’s something you have in no other racing game. So we build on that but tried to make it more streamlined and more fun to use.
Something most people disliked was the brutal difficulty in higher leagues, because the AIi was simply too perfect. We made sure that the AI behaves more ‘human’ this time.
…Wanna play? Buy a Wii U.
And if you’ve already got yours, click on FAST Racing Neo for everything you need to know about the game. 😀