![]() He hired a doctor in linguistics to create a language with the Na'vi, he really wanted it to be authentic. We didn't have any difficulty with the story - maybe more with the names because it's its own universe. WP: Since you're exploring new territory here, did you have a lot of freedom on the story? Or were Lightstorm and James Cameron very strict about it?ĭB: No, we're lucky on that because James Cameron and Lightstorm were pretty open about the story. Basically what we really want to do on the Wii is have a unique experience, meaning that you're a Na'vi, living the other perspective of Pandora as an ally and using the peripherals to help you get a deeper experience with that.ĭB: Not at all on the Wii version. By having red and blue things, it's not very well rendered on the screen for the Wii. To tell you the truth, for the Wii version, we couldn't support the 3-D options because we couldn't have a satisfying way to provide that to the player. When we talked with Lightstorm Entertainment and James Cameron, they really wanted something specific for the Wii. Why take it in a different direction?ĭB: The console by itself provides a different experience. ![]() WP: As we understand it, the Wii version of Avatar actually occurs before the movie and has nothing to do with the game on the other current-gen consoles. ![]() I'm Daniel Bisson, and I'm creative director on Avatar on the Wii. ![]() WP: Who has the honor to speak with us? State your name, rank and occupation! As an Avatar, a human mind in an alien body, he finds himself torn between two worlds, in a desperate fight for his own survival and that of the indigenous people "Avatar" is the story of an ex-Marine who finds himself thrust into hostilities on an alien planet filled with exotic life forms. ![]()
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