I've noticed a lot of you asking about WeaponLord 2, so I put together a quick blog post detailing what Goddard and Winstead would like to see in a sequel.
Wow, I'm glad to see so many of you enjoyed this article! I wasn't sure if anyone would actually give a flip about WeaponLord since it's not that well known, but I'm glad to see I was wrong. If you all want to see more articles like this, let me know which classic fighter game I should look into next.
@King9999 That was something James and Dave mentioned as well. Originally, they wanted to have non-traditional commands in the game because one, they felt like just doing fireball and uppercut motions would be ripping SF off and two, they wanted people to have to discover the inputs by hearing rumors and talking with other players. Secret stuff like that was a huge deal in the 90's. In hindsight, however, their opinion is more in line with yours.
@SciFiCat Fun Fact: one of the reasons why the game was so difficult--at least on the SNES--was because the loopholes that were programmed into the AI (so that, you know, normal humans could defeat it) got fixed during the approval process. In the Genesis version, those loopholes still exist, so the AI won't just destroy you right away.
@King9999 When talking with James and Dave about what they would change if they did a WeaponLord 2, control was one of the first things they mentioned. They'd still want to keep all the depth, but tweak the control so that new players wouldn't feel totally lost the first time they picked up the game.
@Cowboy-Bebop I would definitely like to do more of these, and I'm glad you enjoyed the piece. Once a week might be a bit tough though; it took me a little over a month to pull this article together :)
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