MadWorld

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Re: MadWorld

Postby blackdragon » 02 Oct 2008, 22:50:19

Ja het is precies zo wat Loempiavreter zegt, daar sluit ik me helemaal bij aan.
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Re: MadWorld

Postby Loempiavreter » 05 Dec 2008, 18:40:26

*edit: En toen was ook de officiele website geupdate:
http://www.sega.com/madworld/uk/index.html

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If you had asked me a year ago, I don't think I could have imagined that one day I'd bring up a question in an interview about performing a curb stomp using the Wii Balance Board. But MadWorld is the kind of game where you have to ask, because you never know. You might think it's a ridiculous question, and later find out it's been in there all along -- this is a game that features a trumpet laxative as one of its moves, and a boss named Herr Frederick von Twirlenkiller (pictured below) that throws cows at you.

It's also arguably the most promising Wii game on the way in 2009, so I tried to mix in a few real questions among the silly ones when I sat down recently (along with Editorial Director Sam Kennedy) to interview producer Atsushi Inaba and director Shigenori Nishikawa.


1UP: I'm curious about the game's "Asian Town" level [shown in today's screenshots -- Ed.] -- why is it called that? Is it Japan?

Atsushi Inaba: We didn't look at any specific place when we created it. There are various cities throughout the world that look like that -- even in the U.S., there are Little Tokyos and Chinatowns -- but we don't feel that it's necessary to pick a place and build an environment based on that place.

Shigenori Nishikawa: Yeah, it's not a Chinatown, it's not a Little Tokyo, and it's not Tokyo or Shanghai or anything. That's why it's called Asian Town. Parts of the environment you see are based on old American Western movies and ancient cities that interpret their concepts in very stereotypical ways. We're poking fun at that.

1UP: Is this stage indicative of other settings for the game? Will we see themed areas from different parts of the world that make fun of what each area is like?

AI: We can't go into specifics at the moment, unfortunately, but if you've seen other areas we've shown, they look completely different from Asian Town. Each of our stages will be unique in that sense. They will be based on different themes but not necessarily on particular areas of the world.

SN: Each stage is kind of like a Universal Studios attraction.

1UP: The game seems very striking -- it's completely different from anything I've seen. But since it's so over-the-top right away, how do you make that approach fresh at the five-hour mark after players have repeated the same maneuvers a bunch of times?

AI: The stages and environment variety change at a fairly regular pace. We try to be very good about the tempo and making sure that the stages aren't so long that you tire of them. Just about the time you're thinking that you'd like to see something new, that's when you enter the next stage. The environments themselves, the activities, the NPCs that appear in those environments, and the context-sensitive kills are things that you'll find only on a particular stage.

1UP: Given that most traditional beat-em-ups include a co-op option, why did you decide to make a game like this without co-op?

AI: One of the key features in MadWorld is the base storyline and the world we're trying to create: the Death Watch game show and Jack's involvement with it. And that naturally gravitates toward a single-player game. The second part of the answer is that for the actual gameplay mechanics, we wanted the kind of game that someone can just throw a lot of time into and sort of forget about what time it is -- just get in there and start playing until they feel full, and then stop so they can pick it up again later on. We wanted something that's really involved and in-depth for the player, so that also gravitates toward a single-player experience.

1UP: Did you ever have the idea, with any of the previous games you worked on, to do one of them in black-and-white?

AI: The black-and-white idea originated with MadWorld. In past titles, the technology didn't make it feasible -- it was difficult to differentiate between different items on the screen back then. Even with this game, there was a certain amount of trepidation on the part of the team to make it in black-and-white. But once we actually built what you've seen, we were very happy. Obviously, there aren't any other games like this, and that is central to the look of the game. As soon as we realized that we had something on our hands that was going to work, we began to be really afraid -- we wanted to hurry and get this out there in front of fans so that somebody didn't come in and steal our thunder.

1UP: Is there a version of the game in your office that's pink or something, that you mess around with for fun?

AI: At one point we actually did try adding color to the game just to see what it would look like. MadWorld is very much based on American-style comics, so we added some color to see how it was going to look. Not only did it look kind of subpar, but adding color really didn't do anything for it. We got rid of it.

1UP: Did you ever consider making that an unlockable feature -- the Technicolor version?

AI: Because it didn't look very good, we don't want to do that, even as an extra. Getting the full impact of adding color is really more the PS3 or 360's territory. We'd rather not do it at all.

1UP: When coming up with the art style, were there prototypes in which you tried different visual styles?

AI: Yeah, we tried out various things until we arrived at the current look. To give you an idea, if you look at the stick-figure characters in the street signs in the game, we attempted a style that looked like that early on -- kind of a silhouette, sort of a stick figure...more simplified.

1UP: This is kind of off-the-wall, but have you ever considered using the Balance Board in the game?

AI: I'm just sort of wondering what you could possibly do with it. Maybe stomping on it and smashing a dude or something? Probably not.

1UP: Is there anything left to reveal that you consider a big game-changing feature, or have we pretty much seen what this game's all about at this point?

SN: Basically, you've seen what MadWorld is about. But the depth and variety of the game are still to come. And most likely, there's much, much more to it than what you're imagining right now.

AI: One of the things that we haven't revealed much of yet is the actual storyline. We have a great storyline, I think. And when we reveal that, for some it may drastically change how they view the game.


http://www.1up.com/do/previewPage?cId=3171628&p=44

IGN AU: This game truly is set in a mad world. Where and when is the setting, and how did it come to this?

Atsushi Inaba: MADWORLD takes place in a dystopian future where a terrorist group has put together this thing called Death Watch which is essentially a broadcast show where people are literally beating each other to death. It's a really twisted form of entertainment that this group has forced upon the citizens of Varrigan City. You take the role of Jack, a local mechanic and now a contestant in this game show, literally fighting for your life.

IGN AU: What were your sources of inspiration for this game? Running Man? Sin City?

Atsushi Inaba: Neither really. Of course we like Sin City very much and we have seen Running Man before but they are not the sources of our creation. The concepts of MADWORLD are "visual impact" and "over-the-top violence", and these two themes run right through the game.

IGN AU: Why Wii?

Atsushi Inaba: It has a huge install base and we're really interested in the Wii platform so we wanted to create a really cool and stylish game for that.

IGN AU: The game has an incredibly unique look – how hard was it to capture this style?

Atsushi Inaba: Artists, game designers… all team members are constantly working very hard to capture the style we want the final game to have. It's been hard, making a game only in black in white with red blood is a real challenge, but we've been motivated and driven the whole way through the development process. We're hoping that nobody else decides to sneak out a full black and white game before us!

IGN AU: What are some of the technical tricks you're using to achieve this look?

Atsushi Inaba: It is visually very difficult to play a game in black and white. Sometimes you cannot see enemies or items. How can we create beautiful screens without sacrificing the good gameplay as an action game? It was the challenge. Sometimes people say that "MADWORLD is not utilizing the Wii's hardware potential because it's simply in black and white", but it's not true. We are using the Wii's hardware performance in full power.

IGN AU: How will the game be structured? Will every area be self-contained and end with a boss battle?

Atsushi Inaba: Yes, each area is self-contained and it ends with a boss battle. However, a stage consists of multiple areas, which means that you have to fight against multiple boss characters (we call them "rankers") in each stage. You cannot meet rankers unless you have a high enough score which you build up by fighting the lesser enemies and getting attack combos. By creatively killing your enemies, you can entertain the audience of the "Death Watch" show to earn high scores. Against the bosses, you'll need to have a good strategy to take down each one.

IGN AU: Is the chainsaw the greatest videogame weapon of all time?

Atsushi Inaba: It's definitely up there. It looks great, sounds great and works great. It's really a strong weapon in all aspects.

IGN AU: We've also seen the twin daggers. What other weapon upgrades will there be?

Atsushi Inaba: I'm afraid you'll have to wait until we announce our full weapon list. There will be quite a few surprises in there for sure….

IGN AU: Which hip hop acts are you working with for the soundtrack?

Atsushi Inaba: The in-game music tracks are from various musicians, including pros and semi-pros. They rather joined the project not for the money but for their own enjoyment. They all liked the game first and then accepted our offer. We'll be announcing who some of the acts are nearer the game's release date.

IGN AU: We certainly like what we've seen so far, but how are you planning on keeping the game interesting over its full play-time? What steps are you taking to ensure it's not repetitive?

Atsushi Inaba: The graphical theme is totally different in each stage and you will need to change your combat style to take out your enemies. We very much doubt that gamers will think that it's repetitive. Also, the story is very interesting. We are quite confident that gamers won't get bored as there's lots of variety in the gameplay and a really strong storyline.

IGN AU: Where did the name Herr Frederick Von Twirlenkiller come from? Is this a reflection of a zany sense of humour on the team's part?

Atsushi Inaba: He was named by an American guy who works in our studio. Von Twirlenkiller is the boss in the first stage. The name came from his battle style and his look. It's a good example of using his creativity and sense of humour to create his name, something that we probably wouldn't have thought of if not for our colleague.


http://wii.ign.com/articles/931/931638p1.html

- MadWorld has an attack that lets you shove a trumpet up a man’s butt, and he’ll stumble about in a daze, playing a tune for you

Nintendo Power
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Re: MadWorld

Postby Loempiavreter » 13 Dec 2008, 11:11:39

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Re: MadWorld

Postby Loempiavreter » 27 Dec 2008, 13:55:25

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Re: MadWorld

Postby blackdragon » 31 Dec 2008, 17:22:09

Begint onderhand de enige game te worden in 2009 die ik voor de Wii ga halen.
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Re: MadWorld

Postby Loempiavreter » 01 Jan 2009, 17:00:38

blackdragon wrote:Begint onderhand de enige game te worden in 2009 die ik voor de Wii ga halen.


Ik niet

House of the Dead Overkill, The
MadWorld
Muramasa The Demon Blade
No More Heroes Desperate Struggle
OneChanbara Bikini Zombie Slayers
Rygar The Battle of Argus
Sin & Punishment 2
Spyborgs
Tenchu 4
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Re: MadWorld

Postby blackdragon » 01 Jan 2009, 20:52:46

No More Heroes Desperate Struggle die komt ook al dit jaar uit dus, nou ja twee dan. Sin & Punishment 2 is natuurlijk ook gaaf, maar is die al bevestigd voor Europa dan?
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Re: MadWorld

Postby Loempiavreter » 04 Jan 2009, 17:08:41

blackdragon wrote:No More Heroes Desperate Struggle die komt ook al dit jaar uit dus, nou ja twee dan.

Hmmm... toch 2010

blackdragon wrote:Sin & Punishment 2 is natuurlijk ook gaaf, maar is die al bevestigd voor Europa dan?


Hoeft niet perse ;)
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Re: MadWorld

Postby blackdragon » 04 Jan 2009, 21:39:40

Nope hoeft inderdaad niet perse, maar heb geen Japanse Wii en wil eerst eens duidelijkheid over de freeloader, want lees op feel fora's dat die niet elke Jap game laat afspelen.
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Re: MadWorld

Postby Loempiavreter » 05 Jan 2009, 15:26:11

blackdragon wrote:Nope hoeft inderdaad niet perse, maar heb geen Japanse Wii en wil eerst eens duidelijkheid over de freeloader, want lees op feel fora's dat die niet elke Jap game laat afspelen.


Hoeft ook niet perse met een freeloader ;)
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Re: MadWorld

Postby blackdragon » 05 Jan 2009, 16:41:29

Hoe kan je de game dan het beste afspelen op een PAL Wii?
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Re: MadWorld

Postby zendar » 05 Jan 2009, 17:10:42

Ik vermoed via het Homebrewchannel
C64, Pong, 2600 junior, Jaguar, Lynx II, Nes, Snes, PSX
Supervision, MegaDrive II, Saturn, Dreamcast, DS Lite, Wii
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Re: MadWorld

Postby blackdragon » 05 Jan 2009, 17:56:49

Yep, maar zover was ik ook, maar hoe? En waar is die channel?
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Re: MadWorld

Postby Loempiavreter » 20 Mar 2009, 21:57:28

Ik heb hem! Vandaag gereleased! Impressies later!

blackdragon wrote:Yep, maar zover was ik ook, maar hoe? En waar is die channel?


Eerst moet je homebrew kunnen emuleren:
http://wiibrew.org/wiki/Homebrew_Channel

Daarna zet heb je Gecko OS nodig om spellen van andere regio te kunnen spelen:
http://wiibrew.org/wiki/GeckoOS
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Re: MadWorld

Postby Mier » 20 Mar 2009, 22:49:44

Je hoeft alleen homebrew channel te installeren.
Vanuit homebrew channel kan je gecko region free vanaf je SD-kaart opstarten, deze hoef je dus niet te installeren.

Ik gebruik hem zelf voor de US versie van No More Heroes (bloed!!!).
Ook kan je in homebrew channel een gamecube launcher vanaf je SD-kaart opstarten om alle regio GC games te booten.
Deze gebruik ik ook voor mijn US GC imports.
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