Vigil Games Talks About Wii U Development and Darksiders II
Posted by Trevor Chan
Could the Wii U version be the best one?
One of the several third-party titles that were included in the Wii U software line-up at Nintendo's E3 2011 conference was Darksiders II from Vigil Games, and a couple of the studio's staff members have spoken to Game Informer about the process of getting something ready for E3 and what it's like working with Nintendo and its new upcoming home console.
While it may have taken a small team of three only five weeks or so to get a playable build ready for E3, an important factor in getting something ready in a short amount of time is undoubtedly the ability to leverage assets from the other HD consoles.
Colin Bonstead, the technical director of the action adventure game, spoke about the differences between working on an Xbox 360 / PlayStation 3 project compared to new hardware like the the Wii U, and why it feels like they are part of a new frontier:
When you work on something for the Xbox  or PlayStation 3, every problem has been solved and you just need to go search on the news groups or email support, and we were literally finding things as we worked on this and telling Nintendo about them:
"Hey, how does this work?"
(Nintendo) "Well, I don't know."
... and then we would find the solution ourselves some times, and it was kind of cool to be in [a] new frontier, basically.
David Adams, Vigil Games general manager also added:
I'll be honest, we haven't really worked with Nintendo before, but I will say, overall, they've been really supportive. They got the dev kits to us really quick, they got us access to the dev site. I mean, they haven't put any hurdles in our way or prevented us from doing our jobs. The only thing is: it's early, right? So they may not always have the answer to our question but they do their best to answer it, and over time they'll build that expertise and they'll be able to answer it... they seem pretty dedicated to helping developers to get up to speed on the hardware and get stuff working.
Adams also commented on the quirks the development team encountered while programming on the Wii U, but thought as a platform, it will be easier to work on than the PS3 and probably on par with the 360.
Be sure to check out the rest of the interview on Game Informer and hear what the possibilities are regarding what gets displayed on the Wii U controller as the game is running.