IGN Wii: Obviously, the huge appeal to the Wii is the controller. How is the Wii controller going to be used? Can you give us the 411 on what sets Marvel: Ultimate Alliance Wii apart from the other versions?
Evan Skolnick: We have five gestures that do a large variety of things in Marvel: Ultimate Alliance. For example, you can shake the Wii remote side to side to fire web bullets with Spider-Man or you can thrust the remote forward to make Wolverine leap forward, pounce on an enemy and beat them into the ground. All the playable characters have four to five super powers that are performed with different gestures. In other versions of Marvel: Ultimate Alliance, you can only do two powers at a time and are required to remap powers to do the remaining three. With the gesture system designed for the Wii, you can do any super power at any time simply by performing the gesture for that power.
Another major difference is that we do not require button combos to perform finishing attacks like Popup, Trip and Stun. Instead, you can lift the remote up to do a Popup that sends the enemy flying upwards, swipe the remote left or right to trip the enemy or you can lower the remote down to do a stun attack that temporarily dazes your opponent. In most cases, doing a gesture in a direction will cause your hero to attack in a direction similar to the gesture.
Also, a Wii-specific feature is that you can use the nunchuck's tilt sensors to rotate the game camera without having to take your hands off the movement or attack controls as you do with a standard game pad. This feels very natural and intuitive and works so smoothly that you easily control the camera even during intense action.
In addition to our gesture-based gameplay, Marvel: Ultimate Alliance has two additional playable characters who are exclusive to the next generation platforms.