Daily news, dev blogs, and stories from Game Developer straight to your inbox
When bringing an existing game to Wii U, stay true to your source material
When bringing Mass Effect 3 to the Wii U, Tantalus CEO Tom Crago said the biggest challenge wasn't about adding new content or changing the game to suit the console's GamePad -- it was about not screwing anything up.
October 26, 2012
2 Min Read
The Australian development house Tantalus is very experienced in bringing older games to new platforms. The company began its life as a conversion house for hire, and has ported games to everything from the Sega Saturn to the Xbox and beyond. While the company now also develops its own original titles, its biggest project of late has been bringing BioWare's Mass Effect 3 to the Wii U. Unlike a traditional port job, however, the team at Tantalus has had to rework the popular sci-fi title to support the console's tablet-like GamePad, and company CEO Tom Crago told us that doing so was no easy task. "In terms of design challenges, the biggest challenge, to be honest, was not screwing it up," he said. "It's a great game on its original formats and we needed to ensure we didn't break anything." The company didn't want to change the design or add a bunch of new touch screen-exclusive content to BioWare's already successful game. Instead, the team chose to take a more cautious approach and fine-tune things so players using the GamePad got a slightly more convenient experience, but not an altogether different one. "We handled the thing gently, and I feel like the stuff we've implemented gels extremely well. We made the power wheel interactive along with the level maps, and you can give orders to squad mates via the map on the GamePad," Crago said. "With Mass Effect 3 on Wii U, we're heavily leveraging the work done by BioWare. We're very proud of the Wii U-specific features that will ship with the game, but a large part of our assignment is to replicate the ME3 experience on Nintendo's new console." For even more on Tantalus' early Wii U development and its experience in the Australian game market, be sure to check out our full interview with Crago, which is now live on Gamasutra.
You May Also Like
Key artwork for the Battlefield franchise and a screenshot of a Stormtrooper from Star Wars Jedi: SurvivorBusiness
Accessibility and fancy footwork with GLYDR's John Warren - Game Developer Podcast ep. 40Feb 28, 2024
Exploring the 2024 State of the Game Industry report - Game Developer Podcast ep. 39Feb 2, 2024
Phantom inspiration and the ethical auteur with Xalavier Nelson Jr.Dec 8, 2023
Designing Killer Queen: from playground experiment to modern arcade sensationOct 18, 2023
Get daily news, dev blogs, and stories from Game Developer straight to your inbox
Subscribe to Game Developer Newsletters to stay caught up with the latest news, design insights, marketing tips, and more