Disaster's disastrous development detailed
We know what you're thinking: Disaster: Day of Crisis' protracted development can't have been that calamitous, right? The game released in Japan last week, and promptly earned itself a respectable score in Famitsu. And just getting released is probably more than we should expect for some games.
But not every part of the title's gestation was peachy. The Monolith Soft team who worked on the game have been recounting their experiences in an interview for Nintendo's Japanese website, revealing that they were first approached about developing an "epic" game in early 2006, to be delivered in time for the launch of Nintendo's new Wii console.
This gave Monolith around nine months to finish Disaster, but by the time the deadline had rolled around, the game still felt incomplete and had very few Wiimote-related functions -- instead, it used the Classic Controller. Nintendo temporarily halted the project in October or November of 2006, only for work to begin again in early 2007; at this point, the entire game was revamped to include more waggle.
Getting to peek behind the development curtain is always intriguing -- we're just glad everything worked out for the game in the end.
Gallery: Disaster: Day of Crisis
[Via Nintendo Everything]






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Reader Comments (Page 1 of 1)
drywall @ Oct 1st 2008 8:42PM
You know, since peripheral/game pack-ins sell so well, they could have just sold the game as is a year ago with a packed in Classic Controller, and perhaps even trigger the "Wii Play effect" by doing so, and then have a larger CC install base for VC and WiiWare titles.
Just a thought.
CJLopez @ Oct 1st 2008 8:43PM
NOw, any news on Localizaction to America???
I hadn't heard anything, and might have to dowload it while I wait for my import in case this game is not coming over here
Mr Khan @ Oct 1st 2008 10:08PM
I assume something like this had to have happened. I didn't know because it wasn't enough of a Wii game, i just figured that they hadn't built a good enough game.
drywall's idea was good, though. The Classic Controller could have had a flagship of its own.
Though Tatsunoko vs Capcom will be a good flagship for the Classic Controller in Japan.
Sonic_13 @ Oct 1st 2008 10:10PM
That's one of the things that I love about Nintendo. They aren't afraid to put off a game because they are concerned about quality.
I'm glad they kept the game in development though instead of outright canceling it. I look forward to hopefully getting it later this fall.