Do you have the opportunity to do motion-capture with the big-name stars?
Colin Mack (SmackDown! project manager, THQ): Um... no. Do you know Ohio Valley Wrestling [minor league promotion that trains wrestlers for WWE]? That's who we use for all of our mo-cap. It's not like we say, "Hey, Triple H, come over and do some mo-cap" - he's a little too busy to come over and do that for us, so we get the up-and-coming wrestlers to do it instead.
Which do you consider to be the key games in the SmackDown! series, in terms of pushing the product forward?
Taka Chihaya (Yokohama studio senior director, Yuke's): For me, it was SmackDown! 2 [Know Your Role] and 4 [Shut Your Mouth] that were the biggest ones.
When we did the first SmackDown! game, we weren't really sure what we were doing. We just made a game that we thought would be fun for ourselves. So after that game sold, we got a lot of feedback. SmackDown! 2 was the first year where we started to try and understand what western gamers like.
SmackDown! 4 was the second year on PS2. The first one on PS2 [Just Bring It] was us getting used to the new platform. SmackDown! 4 was the first time we felt we knew how to use the new platform properly.
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