AEW Fight Forever | OUT NOW IN DISCOUNT BINS

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A quick summary of the more interesting points of interest chronologically. It's kind of cherry-picked with some degree of interpretation, so I recommend listening to the whole thing.

* On why the game took so long: Nik says one of the main reasons was the decision to hand animate every single wrestling move, which is not the norm for sport/sim games these days.
* On how they pitched Fight Forever: Nik says he and Kenny were able to convince TK about the viability of a video game 'on day 2' of AEW, using data to prove there's a gap in the market for this style of wrestling game.
* On annual releases: Nik states they're not a fan of the annual model, because of how that forces an arbitrary timeline. Says if Fight Forever does well, all that money will go back into the AEW video game franchise. He states he'd like to continue making AEW games 'for a very long time.'
* On the age rating: David says the age rating issue came up in mock reviews, but that they collectively came to the conclusion not to worry about that because it afforded them total creative freedom to bring various match types 'to their full extent.' He explicitly says '[no blood was ever taken out of this, we never dialled anything back.'](https://youtu.be/BuNp3cAIO6E?t=611)
* On easter eggs: Nik says there are plenty of easter egg type surprises in the game which haven't been shown, and even 'whatever the next level above easter egg is.'
* On roster additions: They were asked whether New Japan would have any representation moving forward. Nik jokingly says 'if we had unlimited time we'd probably have both full rosters in our game,' and reiterates that they'll be listening to fan feedback on those sort of matters.
* On arena creations: Nik says 'I hope to be able to put together a very robust, very long term DLC plan' and suggests more AEW arenas could be on the way. He also says those plans 'could include some really fun sort of fantasy arenas, places you wouldn't necessarily think would host a wrestling match but could be really fun in a video-game.'
* On CAWs, Nik seems to suggest that while they put a lot of effort into the CAW to allow players to make themselves (interesting that he steers clear of saying existing wrestlers) - he also emphasises that a huge amount of their resources went into making sure existing AEW wrestlers were authentically represented. He underlines how unique and diverse the roster is, and how much effort was required to get all of those details into the game for each wrestler in the roster.
* On rankings: David jokes about how with older projects (presumably WWE) he feared going backstage once the rankings were known because some would always have gripes about it. He said with Fight Forever, they wanted players to make choices based on wrestlers' skillsets rather than a rating, and feels discovering how things are balanced will be a strength of the game.
* On future projects: David says there's never an ideal moment to call time adding new ideas, but credits the team for always sticking to their core gameplay objectives. 'Is it fun? Does it work? Is it balanced?' Nik says there's plenty of stuff that was cut during the conceptual stage which could come back in the form of DLC or a future project.
* On commentary: Nik talks about how there are games out there with hundreds of thousands of lines of dialogue which can still end up becoming annoying and distracting over time. He says they made the decision very early to only have key commentary/announcer voices during the intro and outro of matches. He states this enabled them to focus more on creating a robust music library.
 
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