Showing posts with label WiiWare. Show all posts
Showing posts with label WiiWare. Show all posts

Thursday, October 29, 2009

Top 20 WiiWare Titles: Week of October 26th


This week’s Top 20 WiiWare titles are based on the information from the week of October 26th, 2009 (parentheses indicate the previous week’s rank).

2 Reel Fishing Challenge (2)
3 World of Goo (4)
4 My Aquarium (3)
5 Contra Rebirth (1)
6 Tetris Party (5)
8 Texas Hold'Em Poker (9)
10 My Pokémon Ranch (10)
12 Driift Mania (12)
13 Brain Challenge (17)
14 Sexy Poker (14)
15 Family Mini Golf (15)
16 Defend Your Castle (16)
17 Shootanta: Evolutionary Mayhem (N/A)
20 Water Warfare (19)

Big shakeup going on in the top 5 this week. I believe on last week’s countdown I said that if anything had the chance to remove Contra Rebirth from the top spot it would be LostWinds: Winter of the Melodias and that is the case this week. Contra fell five spots to #5. The biggest mover of the week was Arkanoid Plus! falling six spots to number 19.

We had two new entries this week on the chart; Shootanta: Evolutionary Mayhem and Tales of Monkey Island: Chapter 3. This means that we lost You, Me and the Cubes as well as Bust-A-Move Plus!. My Sexy Poker watch continues this week because it did not move at all, though it is close to the bottom of the list.

We’ve got a few big titles coming to WiiWare in the next few weeks so we’ll so how things continue to shape up.

Thursday, October 22, 2009

Top 20 WiiWare Titles: Week of October 19th


This week’s Top 20 WiiWare titles are based on the information from the week of October 19th, 2009 (parentheses indicate the previous week’s rank).

1 Contra Rebirth (1)
2 Reel Fishing Challenge (2)
3 My Aquarium (3)
4 World of Goo (4)
5 Tetris Party (5)
6 Word Searcher (9)
7 LostWinds: Winter of the Melodias (N/A)
8 Dr Mario Online Rx (7)
9 Texas Hold'Em Poker (6)
10 My Pokémon Ranch (11)
11 Final Fantasy IV: The After Years (10)
12 Driift Mania (8)
13 Arkanoid Plus! (12)
14 Sexy Poker (14)
15 Family Mini Golf (16)
16 Defend Your Castle (15)
17 Brain Challenge (17)
18 BUST-A-MOVE Plus! (19)
19 Water Warfare (18)
20 You, Me, and the Cubes (13)

No change whatsoever in the top 5 titles this week.  There is one new addition with LostWinds: Winter of the Melodias.  That title knocked Tales of Monkey Island off the list altogether. 

The biggest mover of the week was You, Me and the Cubes falling six spaces and now in danger of falling of the chart next week.  Sexy Poker held still and just won't go away.  If there is any title that has a chance to knock Contra ReBirth off the top spot it's going to be LostWinds so let's keep an eye on that next week and see what happens.

Friday, October 16, 2009

LostWinds: Winter of the Melodias Hits WiiWare on Monday, October 19th


16th October 2009, Cambridge, UK. - Frontier Developments Ltd. (‘Frontier’) today announced that LostWinds®: Winter of the Melodias will be released on Monday 19th October 2009 by Nintendo of America on the innovative WiiWare service.

David Braben, Frontier’s Chairman and Founder, said: “The original LostWinds was embraced by the US, and the sequel has major new gameplay features and improvements across the board. After the incredible reception in Europe for Winter of the Melodias, we’re excited to see what the American reaction will be.”

The eagerly awaited follow-up to last year’s best selling, award-winning WiiWare launch title has received high praise across the board in Europe including:

IGN UK 91% “With satisfyingly challenging puzzles expertly woven between engaging platforming and a thoroughly charming narrative, Winter of the Melodias represents an essential purchase. It’s not simply the best WiiWare title on the market, but one of the best Wiiä games full stop”.

Eurogamer 90% “If this is the kind of thing WiiWare can do, let’s have some more of it, frankly.”

Vandal Online 93%LostWinds was probably one of the most attractive and interesting games on the Wii (not only WiiWare), and Winter of Melodias completely surpasses it.”

zConnect 96% “Even if you’ve never played the first game, make sure to pick up this wondrous little gem.”

Videogamer 90% “the game’s overall aesthetic is so powerful that Winter of the Melodias might well be one of the most beautiful games ever created.”

Once again puts the power of the wind in the palm of your hand, as you experience Toku and Enril’s new adventure to save Toku’s mother, lift an ancient curse and thwart the evil Balasar. The elemental powers of Enril the Wind Spirit are used to protect and guide the young boy Toku - power his jumps and glides, suspend and smash new enemies, and explore all-new expanses of the stunningly presented, magical land of Mistralis.

Players can instantly transform Mistralis between Summer and Winter, harnessing the brilliance of nature: frozen Winter ponds and waterfalls become deep, teeming Summer pools and chambers in which to dive and unlock secrets, enemies can be frozen or doused, and the very air itself used to form snowballs or moisture-laden clouds. Other amazing new abilities include the cyclone, which can be used to transport Toku, smash powerful enemies and even drill through the rock of Mistralis’ diverse, richly interactive Chilling Peaks and Melodia City areas.

With production values to match the very best Wii disc titles, LostWinds: Winter of the Melodias will be available to download directly to the living rooms of millions of families in the Americas exclusively via Nintendo’s WiiWare service.

Price: 1000 Wii Points.

See http://lostwinds.frontier.co.uk/ for more details including latest video footage, screenshots and exclusive content.


Source: PR Email

Chronos Twins DX Screens

The folks over at EnjoyUp sent over some screens for their upcoming WiiWare game Chronos Twins DX.  Check out the rest over at our Flickr Page.

Enter into the original world of Chronos Twins DX, where you'll live a fantastic adventure full of innovative ideas never seen before in any game. Thanks to its Dual Gameplay game system you'll be able to control Nec in two temporary scenarios at the same time. Chronos Twins DX mixes action, platforms, adventure and puzles that will challenge your intelligece and ability.

If you like game that mean a real challenge don't doubt it, Chronos Twins DX is the game you're looking for.

Special Features

• Dual Gameplay, new game system where you control the Player Character in two worlds simultaneously.
• Explore an unknown world where you'll discover endless hidden secrets.
• 19 levels of fantastic atmosphere fully packed of alien beings and spectacular final bosses.
• Play in two worlds simultáneously to progress and solve challenges that would be impossible to finish in only one world otherwise.
• Fantastic 3D graphics, with particle effects, fog and bloom.
• Get the power of SPLIT, that will allow you to stop past and present.
• Change the past moving items, defeating creatures... and present will change accordingly in real time.
• Check how time passes by as you progress in your adventure.
• Solve incredible temporary puzles.



Tuesday, October 13, 2009

Gravitronix Review


Medaverse Studios opened shop in 2002 as a site dedicated to fiction writing.  They soon moved over to dedicated gaming news and finally decided they wanted to try their hand at a bit of game development.  The first fruits of that endeavor are now available on WiiWare in the form of Gravitronix, an arcade style action battle game.

Gravitronix at its heart is pretty simple.  Capture one of four different types of projectiles and fire it at your opponents in an attempt to whittle down their shields before finally dealing the final blow.  To do this you tilt the Wii Remote, or the nunchuk left or right to move your gravity platform.  Pressing the A or C button will cause you to repel any objects that get close and a press of the B or Z button will capture the projectiles.  If you are holding one of them you will move slower but you'll be allowed to aim your shot.  There are four different projectiles that can be captured.  The sphere is the middle of the road shape that you will use most often.  The cube is heavier and slower, but is hard to deflect and will cause more damage.  The shard is a very light and very fast projectile that does not cause damage to opponents shields but can be used for a quick knockout once their shields are down.  The pyramid is unique in that rather than flying in a straight line after being captured it will fly towards the middle of the field and the turn 90 degrees.


There is a campaign mode that encompasses 21 levels that can be played either single player or cooperatively.  You may want to find a friend, because after the first few tutorial levels the game will get very hard and it will do it in a hurry.  The computer opponents tend to gang up on the human player and having a friend along for the ride might make things a bit easier.  If you can adjust to the difficulty it shouldn't take very long to finish the campaign, which you have to do in one sitting, there is no save feature.  That fits with the arcade nature of the game, but feels a bit out of place in today's gaming world.

The multi-player portion of the game is definitely Gravitronix' strong suit.  There are a large number of features that can be customized and you can have up to eight human players playing together.  During the review I was never able to get that many people together, but the game is a lot of fun if you're playing against another living being.  You can change the game to one of six different play modes, as well as the number of projectiles, what type of projectiles there are as well as adapting the A.I. level.  The options for multi-player are huge and there will be lots of opportunity to find the game type that is right for you.


Presentation wise the game is a bit sparse.  Gravitronix is presented in 4:3 mode with no support for wide-screen.  There are six different tracks that can be switched on the fly during game play with a quick press of the + button.  Each  of the game's eight characters have a couple of phrases they will spout after a match depending on whether you win or lose.  There is no difference between these characters in Gravitronix and they're just to give you an idea of which gravity platform belongs to whom.  The developers have said that these characters will feature prominently in future games so there is more chance to flesh them out in the future, but you have none of that in Gravitronix.


Overall the game is a solid first effort from Medaverse Studios and if you're into fast paced, arcade style action you'll find some enjoyment in this game.  The amount you'll get will vary depending on whether you're playing alone or with friends and how forgiving you are to tough A.I. opponents.  Gravitronix does have a very nice asking price, at only 500 Nintendo Points so it's definitely worth checking out.  There's nothing else like it on the service.

Final Score: 3/5 Average

Review copy of game provided by Medaverse Studios.

Monday, October 12, 2009

Arkanoid Plus! Review


Arkanoid debuted in the arcades back in 1986 and was essentially a Breakout clone with a few new additions, mainly power ups that would cause different things to happen.

Since then it’s appeared on just about everything you can imagine and the game play hasn’t changed much. Now, for the first time, it’s appearing on WiiWare in the form of Arkanoid Plus! It’s essentially a revival of the franchise with the Plus! added onto all of Taito’s WiiWare titles now.

If you’re new to the Arkanoid franchise and have never played a Breakout style game before here’s the basic game play run down. You control a ship at the bottom of the screen that you can move left and right. The object of the game is to keep a ball in play that will remove the blocks on the upper portion of the screen when it hits them. Some of the blocks take multiple hits and some can’t be removed at all. Once all of those blocks are removed you have to doors that appear on the left and right portion of the screen that will take you to the next level. Each of those doors has a different level, but you really don’t know which level comes next so it’s pretty random in that respect If your ball flies past your ship and off the bottom of the level you lose a life and continue until you’ve finished the levels or you have no more lives left.


The game play is pretty simple and in the arcade you actually controlled the game with a knob that rotated. In the WiiWare version you use the Wii Remote on its side, classic controller or GameCube controller to move your ship left and right. In all honesty, the game feels much more fluid if you have a knob controller, but that’s not an option on Wii. The controls work just fine and are very responsive, but you lose a little bit of the precision you would have with the knob.

The presentation of Arkanoid Plus! is pretty sparse. There is a small intro story that will get you into the story of the game, but it’s never been a big part of the game and in all honesty I couldn’t tell you what the story is about as you just simply want to get to the block breaking action. After you’ve completed all the levels of the story mode you’re faced with a boss that can change depending on the path you chose to get to the end. The blocks are all various colors of the rainbow and are identical aside from a few that will take multiple hits to remove. Randomly throughout the levels you’ll get power ups that can make your ship grow larger or smaller, allow you to fire lasers that can be used to remove blocks while the ball is flying through the air, give you multi-ball play and more. There are also “enemies” on the screen that will impede the ball and cause it to fly off in a different direction. Aside from that they’re harmless and pretty much just get in the way.


There is also some DLC that can be accessed giving you essentially a second story mode for the cost of 200 Wii Points and it’s a worthy addition if you’re a fan of Arkanoid. There’s nothing new that this game brings to the franchise, and really you don’t need anything new as the game has always been about breaking blocks and the formula works pretty well. It’s not groundbreaking or awe inspiring. It’s simply good, clean fun.

Final Score: 3/5 Average

Nintendo Download: Week of October 12th

What Goes Up Must Come Downloadable

You can’t change the laws of gravity, but with this week’s lineup of downloadable games from Nintendo, you can give your fun quotient a high-flying boost. An exciting new Nintendo DSiWare™ release delivers lightning-fast pinball thrills with a mythological twist, while a vintage battle game brings classic action and intrigue to the Virtual Console™. On WiiWare™, you’ll be mesmerized by a gravity-defying battle game with rich multi-player options. Take your pick and prepare for lift-off.

Nintendo DSiWare

Pinball Pulse: The Ancients Beckon™
Publisher: Nintendo
Players: 1
ESRB Rating: E (Everyone) – Comic Mischief
Price: 500 Nintendo DSi Points™

Description: Pinball takes on mythological proportions in this Nintendo DSiWare exclusive. Choose from two modes of play (Regular Game or Daily Game) and begin your journey to becoming a pinball champion. Conquer mythic quests, collect gifts from the 12 Olympians, and push your skills to the limit by facing Medusa, the Sirens and more. Your portable pinball table will give you a quick adrenaline rush as you watch the steel ball fly through ramps and carom off bumpers all over the playing field. Rack up combo points, open specific game modes and enlist the Oracle for some help. Will you accept Zeus’s challenge?

Virtual Console


Final Fight™ 2
Original platform: Super NES™
Publisher: Capcom USA
Players: 1-2
ESRB Rating: E10+ (Everyone 10 and Older) – Violence
Price: 800 Wii Points™

Description: It’s been several years since peace settled in Metro City. With Cody and Jessica on vacation and Guy resuming his training out of town, everything seems to be in order. But Haggar is feeling uneasy after learning that Mad Gear was not completely destroyed. Once again, the Mad Gear Gang has emerged, and this time they want revenge. They’ve kidnapped Guy’s master, Genryusai, and Genryusai’s daughter, Rena. Now Haggar must travel the globe in search of Genryusai and Rena. Hopefully, with the help of Maki and Carlos, the reign of the Mad Gear Gang will be destroyed.

WiiWare


Gravitronix
Publisher: Medaverse Studios
Players: 1-8
ESRB Rating: E (Everyone)
Price: 500 Wii Points

Description: It’s time to claim your rightful place as the champion of the Gravitronix arena, but get ready to deal with up to seven other players who are all shooting for the same title. Vanquish your opponents with four different projectiles and the powerful beams of your gravity platform. Intercept attacks and take careful aim at exposed vulnerabilities. Deflect incoming projectiles or capture and charge them with energy for devastating explosive attacks. Team up with a friend and battle through campaign mode, or recruit up to eight players on a single Wii™ system in versus mode for an all-out battle. Customize your matches with a variety of different options, such as flooding the arena with projectiles or making the game insanely fast. No matter how you like to play, grab your friends and have a blast.

Nintendo adds new titles to the Nintendo DSi™ Shop and the Wii™ Shop Channel at 9 a.m. Pacific time on Mondays. Users with broadband Internet access can redeem Wii Points or Nintendo DSi Points to download the games. Wii Points can be purchased in the Wii Shop Channel. Nintendo DSi Points can be purchased in the Nintendo DSi Shop. A Nintendo Points Card™ can be purchased at retail locations. All points from one Nintendo Points Card must be redeemed in either the Nintendo DSi Shop or the Wii Shop Channel. They are not transferable and cannot be divided between the two systems.

Remember that both Wii and Nintendo DSi feature parental controls that let adults manage the content their children can access. For more information about this and other features, visit Wii.com or NintendoDSi.com.

Source: Nintendo PR Email

Thursday, October 8, 2009

Copter Crisis Teaser Trailer

Our friends at Digital Lesiure passed along this teaser for Copter Crisis, an upcoming WiiWare title.



Just a small sample of the satisfied customers they mention in the video are;

Plato (Philosopher)
The Governator (Sci-fi hero)
A Cat (Felis domesticus)
Lorem Ipsum (aka placeholder text in the publishing world)
Robert Burden (Painter of action figures)
Michael (Michel) Foucault (French philosopher, sociologist)
Akaky Akakievich (Character in the Overcoat by Nikolai Gogol)
David Foster (Guy which works at Digital Leisure)
Paul Gold (Confirmed Digital Leisure employee)
Brian Kayfitz (Some dude who lives in Canada)
Colin Janowicz (Another dude who lives in Canda)
Philip Buster (play on the political term filibuster?)

All the names are played at least twice in the very quick run through of names.

Top 20 WiiWare Titles: Week of October 5th



This week’s Top 20 WiiWare titles are based on the information from the week of October 5th, 2009 (parentheses indicate the previous week’s rank).

1 Contra Rebirth (1)
2 Reel Fishing Challenge (2)
3 My Aquarium (3)
4 World of Goo (5)
5 Tetris Party (6)
6 Texas Hold'Em Poker (4)
7 You, Me, and the Cubes (10)
8 Final Fantasy IV: The After Years (7)
9 My Pokémon Ranch (8)
10 Dr Mario Online Rx (9)
11 Arkanoid Plus! (N/A)
12 Driift Mania (N/A)
13 Sexy Poker (11)
14 Defend Your Castle (13)
15 Water Warfare (14)
16 Brain Challenge (15)
17 Family Mini Golf (18)
18 BUST-A-MOVE Plus! (19)
19 Tales of Monkey Island: Chapter 1 (16)
20 Family Tennis (N/A)

It's the biggest week we've seen in a long time for new titles.  Three new titles made the chart this week; DRiiFT Mania, Arkanoid Plus!, and Family Tennis.  That means, though, that three titles have to drop off the list and this week those unfortunate titles are Tales of Monkey Island: Chapter 2, Texas Hold'em Tournament, and Family Slot Car Racing. All the new additions are very worthy of their place on the list. 

I'm impressed by the longevity of games like Defend Your Castle, and My Pokemon Ranch, both launch titles of the WiiWare service and the only survivors from that time.  The decline of Sexy Poker continues.

Does anyone see those three top titles moving at all?  Is there anything that can topple them?  Head on over to the forums to discuss your thoughts.

Source: Nintendo

Word Searcher Review

Crossword puzzles have been around for a very long time. They can be found just about anywhere. They are in the newspaper. They’re on your cell phone now. There are whole magazines dedicated to the crossword puzzle. Now, thanks to Digital Leisure and their release of Word Searcher, you can sit in front of your TV and do a crossword puzzle.

That is the premise behind the game. There’s nothing more to it. Sit down, open the game and do a crossword puzzle. The game starts with you creating a profile that will be used to save the puzzles that you’ve done. After that you are given a menu with 100 different puzzles that can be picked from. Select one and you are sent straight into the puzzle. The puzzle itself fills the left 2/3 of the screen with the words you need to find on the right side. When you’ve found a word click on the first letter and drag your magnifying glass to the last and let go. The word, if circled properly, will be highlighted in blue and marked of the list of available words. You continue until all the words are found. The timer in the bottom right corner tells you how fast you took to finish a puzzle. Just try to beat that time when you open the puzzle again.

The crossword puzzle part of Word Searcher is brilliant. All of the letters are very easy to read and the cursor is very accurate. There are very few times that you’ll find yourself clicking on a letter you didn’t expect because the cursor jumped at the last second. The difficulty is just about right for anyone that does crossword puzzles on a regular basis. Each time you finish a puzzle it will be highlighted in orange on the main menu to tell you that you’ve completed that one. You can always go back and replay puzzles because they will randomize every time you play them giving you near infinite replayability.

The problems with Word Searcher come after you’ve completed all 100 puzzles, which could take between 10-15 hours. There is nothing more to the game than that. There are 100 puzzles that randomize every time you open them. The menu’s themselves are very bare. You simply click on a profile, then click on a puzzle name. There are not other difficulty levels or puzzle types. If you search any crossword puzzle book you’ll see a number of different types of puzzles from numbers to puzzles where the words are not in the same row or column. Word Searcher would have been made infinitely better with the addition of a few of these additions. Game play modes like blacking out the screen and using the controller as a flashlight to find the words, or adding the ability for a second player to search as well would be very welcome additions.

If you’re a fan of crossword puzzles you will probably really enjoy this game. The puzzle difficulty is great, and there are a lot of them to do. A member of the Digital Leisure team told me there will be a DSi version of the game available in a couple months and that is where I think the game will shine best. I would be very willing to pop open my DSi while I’m sitting around waiting in a doctor’s office or on the bus and do a word search. That’s what puzzles like that are designed for. There is something very fun about sitting on your couch with your son pointing out letters and saying to look at that spot. I’m a very big fan of crosswords and this game has already gotten a lot of play at my house. If you’re looking for a lot of variety, you’re not going to find it here, and that makes it hard to recommend this to anyone that doesn’t enjoy crossword puzzles. A few more puzzle types would have make the game immensely better.

Final Score: 2/5 Below Average

Review copy of the game provided by Digital Leisure.

Lost Winds Sequel Releasing on Friday in Europe




European readers have something to be excited about.  I just received word that LostWinds: Winter of the Melodias will be releasing this Friday, October 9th.  It will be the 100th game released for WiiWare in the European territories and will sell for 1,000 Wii Points.  Any of you that pick up this game will have to let us know how it is.

With the European release now so close that means that an American release can't be that far behind.  I've put in word with Frontier and when I hear back from them I'll let you know.

Update: A representative with Frontier has indeed confirmed that the North American release will be very soon, but could not confirm the date as that is set by Nintendo.  Stay tuned here to find out more about this game and head on over to the forums to speak your mind about the game

Source: PR Email

Wednesday, October 7, 2009

Gravitronix Release Date Announced, Again!


For those of you that were disappointed by the announcement that Gravitronix would not release this past Monday, have no fear.  Word just came across my inbox that Gravitronix will now be available this coming Monday, October 12th for 500 Wii Points.  The paper work has been filed and things are ready to go.  Check back here next Wednesday for the review.

Interview With Scott Merriam (Rage of the Gladiator)


 I want to thank you for joining us today to talk about Rage of the Gladiator.  Before we get into the game can you tell us a little about yourself and Ghostfire Games?
   

Well, my name is Scott and I am one of the developers here at Ghostfire Games. I have been involved with the company since its inception, working on our first game Helix as a level editor and creative director. Our first project was a lot of fun, and in many ways a great success. For our second game, I am responsible for the special effects design, marketing as well as having a strong influence over the creative design of the game.
  

Ghostfire Games is based out of Austin TX, and we benefit from the gaming culture here in the city. As such, we are able to tap into a thriving industry and put forth a great product for our customer. We have a very talented and diverse team over here at Ghostfire, and our team has experience making games on many different platforms. As far as our team goes, we focus on a core inner group of developers to steer the game design, and for things such as voice acting and UI-Art we use contractors.
  


What can you tell us about Rage of the Gladiator?  What different game modes can we expect to see?
 

Rage of the Gladiator is a fantasy-based fighting game. You play the role of Gracius, battling for his life in the arena against 11 unique enemies.
 Your equipment consists of a magical war-hammer and a trusty shield. Wait for the right moment, then dodge, jump, or block your enemy's attacks. Next, unleash your rage by brutally pounding your enemy with your war-hammer and bashing them with your shield.
 Each opponent has a unique style and pattern that you need to pay close attention to. Learn to exploit the weakness of each enemy with the proper timing and agility, and you will triumph.

As you advance past each battle, you will gain access to devastating combos. Early on, you may learn how to leap into the skies and plunge your war-hammer into the ground, creating a pillar of fire that burns your enemy to a crisp. As you progress you may learn more deadly combos, such as conjuring an ancient tornado to lay the ground asunder.

There are is only one game “mode”, but after you defeat the first ten bosses, you must face them all again in challenge mode, and this time they have a whole new set of powers! In addition, your last opponent is revealed to you only after you have defeated the first ten in challenge mode.
  
Beyond this, you have the ability to customize your character in a few ways. Each time you defeat a boss, you gain skill points to customize your character in the three skill trees, defense, magic and offense. That’s how you acquire new powers, such as conjuring a raging tornado or summoning a fiery meteor.  That is one cool way to replay the game: you can build your character in different ways to try out new spells and take a different approach. Once you beat the game you get to fight all of the bosses over again in Challenge Mode, where they get new powers and feel like completely different fights.  Your skills DO carry over to challenge mode and you can continue to build your character in Challenge Mode.
 


What was the inspiration behind the decision to use gladiators as the basis for the characters?



We in the development team are all fascinated with the gladiator concept. Being put into a situation where you have to fight for your life is quite compelling, and we thought this would be an engaging way to really get the player to feel like they are part of the action. 



Did you play any other fighting games or talk to fighting game fans to get a sense of what should be included in this game?  If so, can you talk about what elements you’ve borrowed from other games and how you’ve gone about making them unique to this game? 



I personally have been playing fighting games as long as I can remember, starting with Street Fighter (one). I know that our CEO Ed Roman is also a huge fan of fighting games, so we collectively have a lot of experience with this genre.



There were many games that served as inspiration for our game. Specifically:

  • The combat system was inspired by some of the best ideas from games such as Punch-Out!
  • The theme was inspired by games such as God of War
  • The cutscenes (such as conjuring a meteor, tornado, or lightning storm) were inspired by games such as Final Fantasy
  • The tech-tree was inspired by games such as Diablo or World of Warcraft
  • The music was inspired from movies such as 300

Something that we feel makes our game unique is that we included realistic “get-hit” animations. When you make impact with the enemy, they respond in the direction that makes sense. If you hit them from the left, the will fall to the right, adding a very smooth flowing feel to the game, and helping the player feel like they really did just beat the living daylights out of their enemy. 


Rage of the Gladiator is unique to the fighting genre in that it uses a first-person perspective.  Where did the idea for that come about and how has it been different than developing a traditional fighting game?



The first-person perspective was inspired by a lesser-known NEO-GEO game called Crossed Swords. It’s a bit different than developing a traditional fighting game since you need to almost solve a “puzzle” as you fight each boss.  Each opponent has its own series of unique “tells” before they perform each attack.  You need to learn each tell and either dodge left, jump, dodge right, block, or counterattack appropriately.



When RotG was first announced it did not support Motion Plus.  It was recently announced, though, that the title would in fact have support for the peripheral.  What brought about the change and how has the game changed since that announcement?



We listened to you guys, our fans!  We realized after talking to the community that many people want to play a game like this and get exercise.  The MotionPlus control mode is great for that.  As you swing, you really feel like you are in the arena, pounding the boss into submission.



Can you discuss the controls in depth a little bit for us?



We have 3 different modes:

Traditional Horizontal Wii Remote: You hold the Wii Remote sideways, NES-style. This is great for old-school gamers that love quick responsiveness of buttons.

Wii Remote + Nunchuk: You hold the Wii Remote in your right hand, and Nunchuk in your left hand. You swing the Nunchuk or Wii Remote to perform attacks. By holding down a button, you can aim low when you swing.

Wii Remote + Nunchuk with Wii MotionPlus: The motion controls are enhanced here. You can swing up, down, left, and right when you swing by aiming the controller in that direction.


How many different characters will be playable in the game?  How will you be making those characters unique since players won’t actually see them on the screen?



There is one character, Gracius, and you follow his story as the game progresses.  Gracius is a noble prince who was born into a life of privilege, and one day it was all taken away from him, forced to fight for his very life in the arena.



Playing the game, you have the ability to customize your character in many different ways using the skill-tree, and that really adds a ton of replay-value.



Most of the fighting games like Street Fighter IV and Soul Caliber have big online followings and it seems to be a must for that type of game.  Will Rage of the Gladiator have any online support?



No, there will be no online support.  Mostly we didn't include any sort of multiplayer in this game because we wanted to focus on having a badass single player experience, and we'd rather do something simple as well as possible and do it well, rather than make a game that’s OK at everything.

     

You’ve been releasing some samples of the soundtrack.  I know I’m a huge fan of video game music.  Will you be making these available for people in some form of compilation if they’ve missed the first few pieces or just want all of it together?



All the music tracks will be available for download on our site  (www.ghostfiregames.com), so you can download any you’ve missed.  The music was composed by Sean Beeson, one of the most fantastic musicians we’ve had the privilege to work with. 




This is not Ghostfire’s first WiiWare title, that distinction belongs to Helix.  How was the reception to that game and what have you learned in the time since that game’s release?



We really benefited a lot from the experience of making our first game Helix, and learned creative ways to cram a ton of content into a 40MB download. Since making Helix, we have improved our staff quality as well, keeping the best quality employees and adding some strong new talent as well.

This game is a huge undertaking compared to Helix. The sheer challenge of making a game of this scope for WiiWare was daunting, and that made this project much more challenging than Helix. Our goal from the start was to push the limits of what people expect from WiiWare, and we think we have hit a bulls-eye with Rage of the Gladiator.

Do you think it would have benefited from the addition of Motion Plus?



It’s quite possible that Helix would have benefitted from MotionPlus, and if we ever make a sequel to the game, it is something we will definitely consider.



Does Ghostfire have any plans for the future after RotG?  Possibly support for other platforms or maybe a full retail release with even more features in the future?



To be honest we are focusing all of our efforts on polishing up this game and delivering a very high quality product to our customers. We take the Blizzard approach of not releasing a game until it is completely finished. Once we do release the game, we will take some time to gauge the response it gets.



If this game is successful would it be possible to see expansions to it later down the road?



If you’re referring to downloadable content (DLC), then the answer is no.  DLC requires that customers keep paying over and over again.  We’d rather do our best to cram the best experience possible into 40MB and only have you pay once.



With that said, assuming that the game is profitable, then a standalone sequel becomes very probable.



I have to ask the obligatory when can we expect to see this and can you tell us how much it will cost?
  

We hope to have this game out by the end of the year, and as far as price goes that is up to Nintendo to decide.
  

Tuesday, October 6, 2009

Press Play Interview Part Trois

Our interview series with Press Play's Ole Teglbjærg continues.  This time we move a little away from the game and talk about Press Play and how they got started in the game industry.  We'll discuss Max a little bit, but thought it would be good to give you a little bit of the background of the company.  I'd like to thank Ole, once again, for joining us.

I’ve done a couple interviews now about the game, but I thought this time we’d do things a little different. Let’s just talk about Press Play for a bit. Can each of you tell us a little about what you do at Press Play?

Being such a small company we all have a number of different areas of responsibility. I’ll briefly go through the Max line up.

Mikkel is in charge of Max & the Magic Marker. He is the most technically minded of us, so he codes the more heavy stuff, and then he has the general overview of the project.

Lasse Outzen is the lead artist. As such he is responsible for all graphics, but he also has an opinion on everything else in the game.

Asger Strandby is the sound guy. The soundtrack was made along with the rest of Analogik, but all event sounds is his work. On top of that he is also responsible for having them implemented in the game.

Mike Akopyan is our Russian/American game designer. He has been taking puzzles from doodles to final implementation.

Along with him are Asgers little brother Bo Strandby and Kasper Kristensen, who are also designing and implementing levels.

Then there is Stine, who is helping Lasse out with the graphics.
Rune and I are helping out wherever we can.

You’re relatively new in the game development scene, you’re working on your first WiiWare game. How exactly did you guys get started?

In university Mikkel, Rune, and I wrote our final thesis in university together about managing creative processes. When we were almost done we agreed that it would very hard to find a job that would be as fun as making our own company, and so we did. In the beginning we were just the three of us and we made small flash games, but then our clients got bigger and bigger and we needed more people. During the last two years or so we have grown a lot, and now we are making games for consoles.

What sort of insider secrets can you give us about Press Play? Any embarrassing stories you care to share with people?

I wish I could come up with something really funny, but nothing really comes to mind. On the embarrassing side however, I hate to think about the first games we did for clients, when didn’t have an artist on the team. Rune and I did most of the art, and it was horrible – that was embarrassing. Luckily we quickly realized that we needed someone who could actually draw and then we found Lasse.

If you weren’t working at Press Play now, what would you be doing?

I’d probably be working somewhere in advertising or perhaps writing about games. When I started university, that was actually my plan. Then “by accident” I took a programming course and I found it fun. Then I met Rune and Mikkel and a few years later I’m here.

How did each of you get your start in the video game industry?

For most of us, Press Play is the first game company we’ve worked at. We’re pretty much all educated in university, but only Kasper has an actual game design degree from ITU (IT-university in Copenhagen).
So to be honest none of us have any big game experience but we have done a lot of small games in our time with Press Play, and that has given us valuable experience in taking games from the initial idea to the final execution. Of course we lack knowledge in some parts of the process, when making a game in the size of Max. But the experience you get from making small games is valuable even though the size of production is not comparable.

What one thing would you tell people out there who are interested in designing games? What’s the best way they could go about getting their foot in the door?

Make small games and make a lot of them. I see a lot of startups and dedicated game developers with no experience, who get excited about one idea: “I want to make an MMO, with elements from Call of Duty and tactics like in Civilization with a twist of Mario sillyness…” etc. Often they get nowhere, because they try to do too much. I think they would be much better off doing small games and learn from that. When you make a small game, it is a lot easier to get to something other people will also enjoy, and when other people play your game, that’s where you learn what you have done right and what you did wrong. Also when people apply for a job at Press Play, the single most important thing is their track record, and when it doesn’t say you have many years of experience a big company, the next best thing is to show a game or two, which is actually fully functional and fun to play. It shows that you can transform an idea into something real.

What’s the process been like for Press Play in getting Max from an idea in someone’s head to a fully featured game that’s ready to be played?

The process has been very long...
The first prototype was made in Flash, and demonstrated only simple core mechanic. This proved to us, that this was actually something. We then applied for funding through different public game support systems (Danish Film Institute, Nordic Game Program, and EU MediaDesk), and they believed enough in the project to support us.
This chunk of money brought us from having a very rough prototype, to a (somewhat) playable demo we could show to publishers, and so we did.
However the response we got from them was lukewarm. They all liked the concept, one of them also offered a contract, but the terms were too bad. So eventually we decided to selfpublish on WiiWare, and so far this has been a good experience. Now we just need to take the final step and get it out. We can’t wait…

What’s been the most challenging thing you’ve had to do working on Max?

The biggest challenge in making Max has been to make a game with a direction – you go from A to B on each level, while still maintaining room for creativity and open ended gameplay. It’s been a goal all along to preserve a playful atmosphere, where you as a player want to experiment with the game.
Also it has been a great challenge for us to take a game genre (drawing games) which has a tendency to appeal to nerds (like ourselves) and make it accessible for people who normally wouldn’t play such a game.

On the flip side of that, what’s been the most fun thing you’ve been able to do working on Max?

I guess it is the same thing.
But to be more specific it has been a lot of fun coming up with the “gimmicks”. On each level there is a gimmick – a thing which if you in do the right thing to it, will award the player with a secret.

What game systems do you guys play when you’re not working on Max? If we turned your system of choice on, what would we find in there right now?

In the last few weeks we’ve been playing Beatles: Rockband in the office – great fun. Also a few of us have a soft spot for Vector Racer (http://vectorracer.boschloo.net/).

How much work goes into creating a typical level for Max?

That’s really hard to say exactly because they go through so many iterations. But a rough outline on the process looks like this:
First there are the initial doodles of each puzzle. Very quickly we try to get a rough version into the engine. Once in there we can tweak it to match the physics inside the game. Then we play it over and over again, adding details and removing things that are not necessary. Then the puzzles are distributed into the levels to match a decent learning curve. We don’t want people to get stuck too early in the game.
With all the puzzles inside the levels, the refining of the level starts. We want to make a nice flow on each level giving the player the best experience possible.

Did you ever consider putting this on another platform, the drawing mechanic seems like it would work perfectly on DS or did Wii seem like the perfect fit?

We definitely considered the DS as a possible platform, but we eventually we had to focus on one thing, and that became the Wii – with our concept it is the perfect fit. Other platforms are not out of the question either, we just have to do one thing at the time.

Lastly, Are any of you actual Tupac fans?

Yes, we all are ;-)
We can’t wait for him to get back. Only five more years and he is here ;-)

Thank you, yet again Ole, for joining us.  We're looking forward to seeing more about Max and the Magic Marker in the coming weeks until the game is finally released. 
I hope you folks are enjoying this look at Press Play and Max and the Magic Marker.  You can stay tuned for for all the latest information about the game.

DRiiFT Mania Review


Back in the the late 80’s there was an arcade game called Ivan “Ironman” Stewart’s Off-Road Racing. The game featured a single screen where the track was displayed and four off road trucks that would race around the track in an effort to finish before their opponents. The gameplay was fast and frantic and a lot of fun.

Fast forward to September 28th, 2009 and the release of DRiiFT Mania by Konami. This WiiWare titles features the same single screen racing action, with up to SIX racers in single player and eight racers in multi player action. The big catch to the game is that you drift around corners automatically, and while that is disorienting at first you very quickly get used to it and it becomes a ton of fun. Single player championship mode takes place over 5 different areas with a total of 15 tracks. They range from areas covered in ice and snow, traditional off road areas, racing through the city and the desert. Each of the different areas feature obstacles that you would expect to find in those areas that make each race feel completely different than the one before it.


Players control their racer with the Wii Remote, Nunchuk or Classic Controller, allowing up to eight people to play together. The cars are initially difficult to control, but after a few races and understanding how to navigate corners you quickly learn the nuances that are necessary to finish in first place. Each championship cup takes place over three races, with 4 different classes of vehicle and after each race you accumulate points for your finish. Finishing in first with a gold trophy will unlock different things such as new cars, tracks and play modes that can be used in multi player races.

The tracks themselves are amazingly detailed and full of things that can be run over, knocked around and generally used to impede other drivers. You can also create pile ups of racers by strategically ramming your opponents. Oil slicks are created when two cars slam into each other than can cause you to spin out of control. You really do not want this to happen because if you end up backwards it can be difficult to get your car facing in the right direction.

The game uses a beautiful cel shaded graphical style that brings out the detail of everything in the environment. All of the cars, while small, are easy to tell apart so you shouldn’t have any problem getting your car confused with another racer. The music is something you would expect if you were playing the game in an arcade and it’s very easy to see yourself standing in a crowded area playing this game because it has a very arcade feel to it.


Multi-player is really where the game shines. Having up to seven other friends racing around these tracks will really get some rivalry’s going. There are a number of different modes that can be played including the traditional championship style race for points, or team races where you split into two teams and try to score points together to finish higher than the other team. The most fun mode, though, is the meteorite mode where you are attempting to dodge meteorites falling from the sky. If you are caught up in one of the resulting explosions you are knocked out of the race and the last man standing wins. There’s also a cold potato mode where you attempt to hold onto an objective longer than anyone else. The game really feels like it was designed for multiple people playing together and the single-player almost feels a bit tacked on. The inclusion of online play could have made this a game that lasts quite a while in people’s library, but it’s not necessary due to the sheer amount of stuff you have going on in this game already.

Konami has really put together a solid racing package that arcade fans, especially those that remember Super Off-Road, or Super Sprint. It harkens back to those days when just racing around a track was a lot of fun. The extra stuff that’s included with DRiiFT Mania add even more replayability to the game and you’ll find this is one of those games that you just enjoy playing.

Final Score: 4/5 Above Average
 

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