Wii Fanboy interviews High Voltage on The Conduit (continued)
Stylistically, it's been compared to Half-Life and Perfect Dark. What games have inspired design choices in The Conduit?
Rob: One of our goals from the very start was to make a fast-paced accessible FPS. To that end we looked at and stole shamelessly from mega-hits like Halo and Half-Life, recent titles like Resistance: Fall of Man and Metroid Prime Corruption, as well as classics like Goldeneye for the N64. We wanted to pick the best features from these titles, the things that made them fun and memorable and have features like those in The Conduit.
Matt: We've done art direction for so many different titles, and we've learned a lot about establishing a strong and cohesive visual style. The Conduit's art direction has come mainly from taking real world styles and locations and combining them with our own alien technology concepts and aesthetic design preferences. I suppose that it looks similar to those other games, but in the end it's The Conduit's own unique premise that has largely driven the artistic vision. When combined with the features that are specific to our engine tech, The Conduit will look stunning by the time it reaches the player's hands.
Will there be a calibration option, so we can "aim down the sights?"
Rob: One of the things we learned in our development process was that customization of controls is essential to an enjoyable gameplay experience. To that end, we allow players to customize sensitivity, dead zone sizes, as well as control layouts. But, if you mean, can you actually use the iron-sights of your guns, that answer is "not exactly". The reason being that several of our weapons are alien in nature and don't even have iron-sights... but you will have sort of an alien vision mode with some of the weapons.
Matt: There'll be on-the-fly, in-game look sensitivity adjustments, as well as a fully map-able control scheme, down to the button, in the game's front end UI. Players will be able to map the game's controls completely to their own liking. There'll even be a couple of alternate control methods for those that don't care as much for the Wii pointer style of directional turning. There'll be lots of options for maximum playability.
There hasn't been much word on who the publisher for The Conduit is. Rumor has it, Nintendo is actually going to publish the game. Can you comment on that? Can you announce one at this time?
Matt: I can neither confirm nor deny this, senator. ;) All I will say is that thanks to the explosion of interest in this title, we've had a lot of publishers knocking on our door.
Control-wise, will there be options for other methods outside of the Wiimote and nunchuk? Will it support the GameCube controller? Classic controller?
Dan: There are movement and weapon functions in The Conduit that require the Wii Remote's pointer, accelerometer, depth, and cursor rotation functionality in order to perform. The Conduit isn't your standard ported-over-to-the-Wii style of game. Using the Classic or GC controller kind of defeats the purpose of what we are looking to do.
Matt: With The Conduit we want to redefine first person shooter controls. Hard core FPS gamers that have played the game have told me that they are now convinced that Wii is the best system for the genre. When you play it you'll realize very quickly that the Wii Remote is an incredible control device for this type of game. It just feels amazing to play.
Rob: I think if you are buying a Wii, you're buying it to make use of its motion sensitive controls, which are tailor made for an FPS game.
Aside from the controls, what are the game's strengths that separate it from other existing PC/console FPSes?
Rob: I would say that would be the ASE or "All Seeing Eye" device. In game, this piece of hardware allows a player to adjust the "phase state" of things. This makes invisible enemies and hazards not only visible, but able to take damage. It also makes invisible cover and platforms become solid, leading to more gameplay. We also reveal secret puzzle locks that must be solved to get to special weapons.
Dan: We've put a solid amount of effort into enemy AI for The Conduit. A pet peeve of mine is single player FPS games where the enemies just stand there getting blasted, and don't seem to be reacting to the world around them. In The Conduit, our bad guys can hear and see, understand the use of cover, have variable levels of aggression, use grenades effectively, advance and retreat, and can determine when the player is susceptible to attack (i.e. reloading, exposed and moving in their firing cone). I think focusing a higher than normal amount of the dev time on AI makes our single player experience better than most other FPS titles out there. Of course, the overall look we're able to achieve with our advanced engine tech is also something the makes The Conduit a superior FPS game IMO.
Matt: I think that going back to the Wii Remote, The Conduit has a unique control system that feels more like a VR experience than the typical spring loaded joystick controlled videogame. I also agree that the ASE device offers a unique style of gameplay that hasn't really been seen before in other games. Having the ability to discover and phase useful objects into the environment to assist with combat is a lot of fun. Beyond that, it's just rock solid action all throughout the game. There'll be fierce enemies, bad ass weapons, and white knuckle battles. It's going to be a hell of a lot of fun.
Does the game run at 60fps? 30fps?
Matt: If we can hit closer to 60, then that will be great! But for right now we are shooting for a steady 30fps, with zero drops in framerate. The whole team swears by the fact that a solid 30fps still feels great. Even our studio's most hard core PC FPS gamers think that The Conduit feels just right at 30fps. The quality will be there, and the game will look and run amazing by the time that it ships.
Dan: The game will run absolutely solid at 30fps. For HVS, choice is either to have less visual splendor and run at 60fps or achieve the look we want for the game and run at 30fps. 30fps is a frame rate that is plenty responsive for FPS gaming and we are valuing the increased visual detail we can offer over the slightly smoother gameplay we might otherwise get by scaling this back.
High Voltage has made an adventure game/minigame collection for the Xbox (Leisure Suit Larry: Magna Cum Laude, also on PS2 and PC), and now they're making an FPS for the Wii. Is this ironic or strategy?
Rob: I like to think it's beautiful strategy. At the time Magna Cum Laude came out, the Adventure game market was woefully barren. So we found a title and a publisher willing to take the risk to revitalize that genre. Now we're trying to do the same thing with FPS's on the Wii. We feel that The Conduit will be like rain in the desert, which seems to be the case judging by the online response.
Matt: Diversity is key. We don't like to sell ourselves short by sticking with one genre or style of game. High Voltage knows that it's okay to try new things. We've learned a lot after 15 years working with so many different publishers, developers, and licensors. I could go on about how licensed game restrictions, publisher mandates, and drop dead unmovable release dates ultimately affect the quality of your game, but this project is very different. The Conduit is something completely new for our studio. This game will rock!
The company seems very (vocally) confident about the ability of The Conduit to revolutionize Wii gaming. Was it always in the plan to build up so much hype, or was the hype a natural product of enthusiasm? Has the hype been more than expected?
Rob: The hype has certainly been more than I expected and I am grateful for it. However, it is a two-edged sword. While the hype has helped give us the pick of litter for a publisher, it does mean we have a LOT to live up to. But I think we are up for the challenge. =)
Dan: There aren't many large scale multiplayer games for the Wii at this point, nor any that push the Wii graphics HW to the extent we are. So, from these standpoints – The Conduit will be revolutionary for the Wii gaming market. It is HVS's belief that although there are great FPS games on the 360 and PS3 – what they all lack is the kind of unique motion sensing based control schemes that makes The Conduit for the Wii more fun to play. Giving gamers a great looking, great playing, great controlling FPS title is something we feel is worth hyping!
Matt: The plan all along was to maximize the potential of the system, and then build a game that showcases the engine tech and the fun of the Wii Remote. Every developer talks big about their own game, but no one at High Voltage could say for sure how well our audience would react to the screenshots and gameplay video release. We've always just been focused on making a great game, and the result is that The Conduit seems to be building its own hype. And we're very appreciative of all the kind words and support we've received from the Wii community.
Is The Conduit sharing tech with Animales de la Muerte? Where did the concept for that one come from? Is it still on track? Really, anything we could learn about Animales de la Muerte would be wonderful.
Dan: Animales is using the same engine tech as The Conduit, but in a much different way since it's a 'toon shaded game.
Matt: I don't want to say too much more about the title until it's closer to completion, but I will say that it's going to be bloody fun. By the way, much respect to our friends in Mexico. However, screw PETA...no animal in this game is safe!
Anything about multiplayer? Many of the folks interested in the game are looking to have some kind of online multiplayer, preferably something on-par with Medal of Honor: Heroes 2. Are you trying to implement Wi-Fi compatibility? Local multiplayer?
Dan: We are working closely with Nintendo to be able to provide the kind of multiplayer gameplay that we know the market wants.
Matt: Nintendo has been really helping us out with technical support but we still have more questions that will need be answered before we can release any specifics about our multiplayer modes. Obviously we want to be competitive with the other online console games, but we'd rather wait until we've got something great to show off before we make any announcements about this very important feature.
Thank you for taking the time to answer our questions!
When not writing about games, we enjoy talking to the people that make them. Be sure to check out our interview with Wii mastermind Johnny Lee, as well as our chat with Didian Malenfant from Ready at Dawn on Okami for Wii. Oh, and don't forget our chat with Hudson's Mike Samachisa on Deca Sports.
Rob: One of our goals from the very start was to make a fast-paced accessible FPS. To that end we looked at and stole shamelessly from mega-hits like Halo and Half-Life, recent titles like Resistance: Fall of Man and Metroid Prime Corruption, as well as classics like Goldeneye for the N64. We wanted to pick the best features from these titles, the things that made them fun and memorable and have features like those in The Conduit.Matt: We've done art direction for so many different titles, and we've learned a lot about establishing a strong and cohesive visual style. The Conduit's art direction has come mainly from taking real world styles and locations and combining them with our own alien technology concepts and aesthetic design preferences. I suppose that it looks similar to those other games, but in the end it's The Conduit's own unique premise that has largely driven the artistic vision. When combined with the features that are specific to our engine tech, The Conduit will look stunning by the time it reaches the player's hands.
Will there be a calibration option, so we can "aim down the sights?"
Rob: One of the things we learned in our development process was that customization of controls is essential to an enjoyable gameplay experience. To that end, we allow players to customize sensitivity, dead zone sizes, as well as control layouts. But, if you mean, can you actually use the iron-sights of your guns, that answer is "not exactly". The reason being that several of our weapons are alien in nature and don't even have iron-sights... but you will have sort of an alien vision mode with some of the weapons.
Matt: There'll be on-the-fly, in-game look sensitivity adjustments, as well as a fully map-able control scheme, down to the button, in the game's front end UI. Players will be able to map the game's controls completely to their own liking. There'll even be a couple of alternate control methods for those that don't care as much for the Wii pointer style of directional turning. There'll be lots of options for maximum playability.
Gallery: The Conduit
There hasn't been much word on who the publisher for The Conduit is. Rumor has it, Nintendo is actually going to publish the game. Can you comment on that? Can you announce one at this time?
Matt: I can neither confirm nor deny this, senator. ;) All I will say is that thanks to the explosion of interest in this title, we've had a lot of publishers knocking on our door.
Control-wise, will there be options for other methods outside of the Wiimote and nunchuk? Will it support the GameCube controller? Classic controller?Dan: There are movement and weapon functions in The Conduit that require the Wii Remote's pointer, accelerometer, depth, and cursor rotation functionality in order to perform. The Conduit isn't your standard ported-over-to-the-Wii style of game. Using the Classic or GC controller kind of defeats the purpose of what we are looking to do.
Matt: With The Conduit we want to redefine first person shooter controls. Hard core FPS gamers that have played the game have told me that they are now convinced that Wii is the best system for the genre. When you play it you'll realize very quickly that the Wii Remote is an incredible control device for this type of game. It just feels amazing to play.
Rob: I think if you are buying a Wii, you're buying it to make use of its motion sensitive controls, which are tailor made for an FPS game.
Aside from the controls, what are the game's strengths that separate it from other existing PC/console FPSes?
Rob: I would say that would be the ASE or "All Seeing Eye" device. In game, this piece of hardware allows a player to adjust the "phase state" of things. This makes invisible enemies and hazards not only visible, but able to take damage. It also makes invisible cover and platforms become solid, leading to more gameplay. We also reveal secret puzzle locks that must be solved to get to special weapons.
Dan: We've put a solid amount of effort into enemy AI for The Conduit. A pet peeve of mine is single player FPS games where the enemies just stand there getting blasted, and don't seem to be reacting to the world around them. In The Conduit, our bad guys can hear and see, understand the use of cover, have variable levels of aggression, use grenades effectively, advance and retreat, and can determine when the player is susceptible to attack (i.e. reloading, exposed and moving in their firing cone). I think focusing a higher than normal amount of the dev time on AI makes our single player experience better than most other FPS titles out there. Of course, the overall look we're able to achieve with our advanced engine tech is also something the makes The Conduit a superior FPS game IMO.
Matt: I think that going back to the Wii Remote, The Conduit has a unique control system that feels more like a VR experience than the typical spring loaded joystick controlled videogame. I also agree that the ASE device offers a unique style of gameplay that hasn't really been seen before in other games. Having the ability to discover and phase useful objects into the environment to assist with combat is a lot of fun. Beyond that, it's just rock solid action all throughout the game. There'll be fierce enemies, bad ass weapons, and white knuckle battles. It's going to be a hell of a lot of fun.
Does the game run at 60fps? 30fps?
Matt: If we can hit closer to 60, then that will be great! But for right now we are shooting for a steady 30fps, with zero drops in framerate. The whole team swears by the fact that a solid 30fps still feels great. Even our studio's most hard core PC FPS gamers think that The Conduit feels just right at 30fps. The quality will be there, and the game will look and run amazing by the time that it ships.
Dan: The game will run absolutely solid at 30fps. For HVS, choice is either to have less visual splendor and run at 60fps or achieve the look we want for the game and run at 30fps. 30fps is a frame rate that is plenty responsive for FPS gaming and we are valuing the increased visual detail we can offer over the slightly smoother gameplay we might otherwise get by scaling this back.
High Voltage has made an adventure game/minigame collection for the Xbox (Leisure Suit Larry: Magna Cum Laude, also on PS2 and PC), and now they're making an FPS for the Wii. Is this ironic or strategy?
Rob: I like to think it's beautiful strategy. At the time Magna Cum Laude came out, the Adventure game market was woefully barren. So we found a title and a publisher willing to take the risk to revitalize that genre. Now we're trying to do the same thing with FPS's on the Wii. We feel that The Conduit will be like rain in the desert, which seems to be the case judging by the online response.
Matt: Diversity is key. We don't like to sell ourselves short by sticking with one genre or style of game. High Voltage knows that it's okay to try new things. We've learned a lot after 15 years working with so many different publishers, developers, and licensors. I could go on about how licensed game restrictions, publisher mandates, and drop dead unmovable release dates ultimately affect the quality of your game, but this project is very different. The Conduit is something completely new for our studio. This game will rock!
The company seems very (vocally) confident about the ability of The Conduit to revolutionize Wii gaming. Was it always in the plan to build up so much hype, or was the hype a natural product of enthusiasm? Has the hype been more than expected?
Rob: The hype has certainly been more than I expected and I am grateful for it. However, it is a two-edged sword. While the hype has helped give us the pick of litter for a publisher, it does mean we have a LOT to live up to. But I think we are up for the challenge. =)
Dan: There aren't many large scale multiplayer games for the Wii at this point, nor any that push the Wii graphics HW to the extent we are. So, from these standpoints – The Conduit will be revolutionary for the Wii gaming market. It is HVS's belief that although there are great FPS games on the 360 and PS3 – what they all lack is the kind of unique motion sensing based control schemes that makes The Conduit for the Wii more fun to play. Giving gamers a great looking, great playing, great controlling FPS title is something we feel is worth hyping!
Matt: The plan all along was to maximize the potential of the system, and then build a game that showcases the engine tech and the fun of the Wii Remote. Every developer talks big about their own game, but no one at High Voltage could say for sure how well our audience would react to the screenshots and gameplay video release. We've always just been focused on making a great game, and the result is that The Conduit seems to be building its own hype. And we're very appreciative of all the kind words and support we've received from the Wii community.
Is The Conduit sharing tech with Animales de la Muerte? Where did the concept for that one come from? Is it still on track? Really, anything we could learn about Animales de la Muerte would be wonderful.
Dan: Animales is using the same engine tech as The Conduit, but in a much different way since it's a 'toon shaded game.
Matt: I don't want to say too much more about the title until it's closer to completion, but I will say that it's going to be bloody fun. By the way, much respect to our friends in Mexico. However, screw PETA...no animal in this game is safe!
Anything about multiplayer? Many of the folks interested in the game are looking to have some kind of online multiplayer, preferably something on-par with Medal of Honor: Heroes 2. Are you trying to implement Wi-Fi compatibility? Local multiplayer?
Dan: We are working closely with Nintendo to be able to provide the kind of multiplayer gameplay that we know the market wants.
Matt: Nintendo has been really helping us out with technical support but we still have more questions that will need be answered before we can release any specifics about our multiplayer modes. Obviously we want to be competitive with the other online console games, but we'd rather wait until we've got something great to show off before we make any announcements about this very important feature.
Thank you for taking the time to answer our questions!













Reader Comments (Page 1 of 1)
skit_500000000 @ Jun 16th 2008 1:32PM
Did I miss the part where they mentioned there was split screen co-op?
aeazel @ Jun 16th 2008 2:12PM
They made that Leisure Suit Larry? 'twas not an adventure game, was just mind numbing mini-game after another.
I hope this won't hurt my brain as much.
Great read, however.
Mr Khan @ Jun 16th 2008 1:42PM
They seem rather down-to-earth, admitting their stylistic rip-offs and whatnot. More frank and honest than other developers
Now we see if they'll deliver
ChunkyB @ Jun 16th 2008 1:47PM
Great read. They seem like really cool guys. I am so excited for this game.
Hoaf Loaf @ Jun 16th 2008 2:34PM
i think the conduit is a pretty cool guy, eh revolutionizes we gaming and doesn't afraid of anything.
Robert @ Jun 16th 2008 2:00PM
Great read.
meist3r @ Jun 16th 2008 2:10PM
Great interview, these guys really sound like what I appreciate in a programmer. Pretty confident but not afraid to say the truth (if but a cautious one) and certainly passionate about what they do. I like companies that make games for a reason and not simply because it's their business.
sorensilk @ Jun 16th 2008 2:25PM
Great interview. They sound very realistic about what they're trying to do, and I like what they're trying to do. I can't wait for this game.
il_duce620 @ Jun 16th 2008 2:37PM
Great questions, great interview...
The lack of good FPS titles on the Wii is killing me, however... The minute the controller was let loose upon the world, all of us thought "FPS" (or "light saber"...), and we've only had a few games to fully realize the potential (e.g. Metroid Prime 3, RE4 and MoH: Heroes 2).
I guess it's just surprising to me that it's taken this long to get more FPS titles out there that have a strong multiplayer component, and while we've got few good FPS games already out, I only know of CoD5 and The Conduit being in the pipeline.
Are there any others coming up? Or will the Wii average 1-2 FPS titles a year?
WillTheSecond @ Jun 16th 2008 5:43PM
That James Bond: Quantum of Solace game is meant to be coming to Wii.
zeldazeppelin @ Jun 16th 2008 2:40PM
now i definately cant wait for this game after this interveiw
BPM [MKWii: 2578 3585 8392] @ Jun 16th 2008 2:40PM
Nice interview.
Though, one thing I'd like to know from them is if they'd be willing to license out the Quantum 3 engine to other developers. Not only would it be some nice change for them, but could also result in more higher-quality Wii titles.
mepsipax @ Jun 16th 2008 6:42PM
that is one of the goals of Quantum 3 is to create a strong engine so other developers don't have to develop an engine for the wii, the tech demo they showed is an advertisement to developers.
wiiboy101uk2008 @ Jun 16th 2008 3:20PM
wii fanboy why ask stupid questions
wii kicks xbox ass and gamecube matched and in some areas killed the xbox graphically but you had to ask the silly xbox question didnt you...
and the can it be done on gamecube thats like asking can my latest pc shooter also run on my single core pentium 4 cpu as well as my intel core duo OFF COURSE IT CAN STOP ASKING DUMO QUESTIONS....
STOP THIS WII ANIT NEXT GEN CUZZ ITS BASED ON GAMECUBE CHIP SET
WELL A 4CORE TOP OF THE RANGE DUAL GPU CARD $5000 PC IS STILL BASED ON 486 PC CISC TECH SO IS A PC CRAP THEN
THERE AIMING FOR X360 LIKE VISUALS WITCH IF YOU HAVE SEEN PRIME 3 GALAXY ETC ARE CAPABLE AND THOSE GAMES DIDNT MAX OUT WII
PLEASE BE A BIT MORE MATURE WEN FIRING QESTIONS AT DEVS DROP THE WHOLE XBOX THING AND SHIT LIKE THAT
BROADWAY CPU IS LIKE 2.5 TIMES A XCPU CELERON PILE OF CRAP OFFCOURSE IT CAN KICK XBOX 1S ASS AND DO MIT WITH OUT LOADTIMES HD ALONE TAKES UP CPU GPU AND RAM WII CAN MATCH - HD RES I THINK HIGH VOLTAGE AND FACTOR 5 WILL PROVE THAT
David Hinkle @ Jun 16th 2008 4:07PM
Wait, you want us to be more mature? Did I seriously just read that?
Mr Khan @ Jun 16th 2008 4:09PM
If you read that, man, hats off to ya
wiiboy aka Cubeboy is our resident "Caps lock is cruise control for cool" poster
Always worth a lark.
Maattp @ Jun 16th 2008 4:21PM
Wow that guy has problems. Great interview though =D
Chadyasotora @ Jun 16th 2008 4:43PM
What the hell are you talking about!?
Ihar `Philips` Filipau @ Jun 16th 2008 3:16PM
""To that end we looked at and stole shamelessly from mega-hits like Halo and Half-Life, recent titles like Resistance: Fall of Man and Metroid Prime Corruption, as well as classics like Goldeneye for the N64.""
No Doom, no Quake on the list. Dubbed "FPS Adventure."
Something tells me I would pass on the another console game.
HellsHammer @ Jun 16th 2008 4:31PM
I thought about that too.
However, had they continued to name off FPS games it would've just looked like they were doing it for the sake of 'name dropping'. I'm glad they chose to draw influence from just a few good games instead of trying to take something from every popular FPS ever.
Casey @ Jun 16th 2008 4:06PM
GRAMMAR!!!! RAR!!!
WillTheSecond @ Jun 16th 2008 5:46PM
Awesome interview. Looks like the controls and other gameplay elements (A.I and that ASE thing) will be very good as well as the graphics.
Story should be fun too. I was cautiously optimistic for this game, now I'm just optimistic.
nnahas @ Jun 16th 2008 9:01PM
I hope they show us lefties some love :(
Playing metroid prime right handed felt really awkward and I hope they change it for future games.
CJLopez @ Jun 17th 2008 12:13AM
As how???
As far as I know, there is no difference wether you use the wiimote with the left or the right, I get to play WiiQuake with either hand and found it exactly the same, as I'm a right handed.
But then again, Wiisport do let you choose which hand to use
CJLopez @ Jun 16th 2008 6:07PM
Hey, wiifanboy, you forgot the most important question
"Exact release date!!!!"
Need to market it down on my videogame calendar (yes, I have one)
David Hinkle @ Jun 16th 2008 6:25PM
We doubt we'd be able to get anything other than "Q1 2009" out of them, anyway.
CJLopez @ Jun 16th 2008 6:28PM
Well, any way, thanks for the Interview, much appreciated, can't wait any longer for Q9 1!!!!!
David Hinkle @ Jun 16th 2008 8:27PM
No problem, friend! We live to serve. :)
Brandon @ Jun 16th 2008 7:09PM
DEAR THE CONDUIT DEVELOPERS, PLEASE READ THIS:
Please make an easy way to play with your friends for online. In MOH: H2, you couldn't see what game they were in and you couldn't even tell them what game to meet up in so it was pretty retarted- you can't really play with them unless you explain the game's name or password( unless you're making the game your name or something., but you'd still have to look around for it ) And in Mario Kart Wii, after you were finished your race, and you saw that your friend was in a race a well, you couldn't tell if he was joining your game, or joining someone else's, and if you continue you game, and he's not there, there's no way to exit that game to join you friends. Not to mention sometimes you don't even notice a friend is playing with you (make the friends name a green color so you know ;) ). And please make ORGANIZED pre-made messages (not like mario kart where they are all over the place or MOH where there are only 15). EXAMPLE: GREETINGS, GAME COMMENTS, GAME MODES, GAME LEVELS ect... THANK YOU! (I hope you actually do this, you guys sound like you read this stuff!) I have am highly anticipating this game! I know you can make it good you guys sound like you have confidence!
Josh @ Jun 16th 2008 10:40PM
This interview is simply phenomenal.
Ever since the first time I played Metroid Prime 3 I've been convinced that the Wii is the best console ever created for FPS games. The amount of precision and immersion that the player gets from that control scheme is simply unparalleled; I think it's even better than a PC's keyboard and mouse. And, best of all, these guys at HVS seem to really understand what we want: good controls, fun gameplay, graphics that take advantage of all that the Wii has to offer, challenging AI for strategic gameplay, an interesting story... the list goes on. They're even looking into providing a multiplayer experience! Everything about it looks absolutely spectacular, and I can't wait to play this.
I think this game is almost certainly going to (1) revolutionize the FPS genre and (2) bring the Wii to the forefront for everyone who has ever played a console FPS game and thought "this is nice, but I can't stand the old-style 360 or PS3 controller."
grasshands @ Jun 17th 2008 10:38AM
@josh
"bring the Wii to the forefront for everyone who has ever played a console FPS game and thought "this is nice, but I can't stand the old-style 360 or PS3 controller."
I couldn't agree more...I own a Wii, all my friends own x360 or ps3...every FPS i've played on their systems leaves me wanting my precious Wii controls...yeah, The Darkness was a sweet game, but the spring-loaded joystick controls, just plain suck once you've felt the joy of Metroid Prime 3 on the Wii.
wiilover @ Jun 16th 2008 11:54PM
game sounds fun gameplay fun n story eh 2 common but still it's ok. Now great multiplayer will probably make the call of duty 4 of wii
and also showing what the wii can do might incite developers to make more next gen ports
KurtangleTN @ Jun 17th 2008 1:46AM
This will fail unless it breaks free of friend codes, Nintendo's childish ideas with online.
Allow people to add each other they meet in game, add voice chat, add usernames, or 360/PS3 gamers are going to think that the online isn't worth the hassle, so it won't revolutionize crap.
I fear it won't, especially with rumors of Nintendo publishing it, I can see it being dumbed down to T and the online still being horrid.
Oh well, I'll stick to Call of Duty 4, if it does well and is the complete package call me greatly surprised and pleased.
retrogunner @ Jun 18th 2008 12:39AM
Question for the next interview - Should they consider porting the Quantum3 Engine to other platforms & OSes (Linux, MacOSX, WinXP).
A lot of great games have been developed by licensing great engine (id's Tech series, Valve's Steam, etc.). If the Quantum3 engine is creatively leveraging the Wii's limited video capabilities, which are paltry compared to mid to high graphic cards, wouldn't it make sense to increase HVS's revenue stream by porting & licensing their engine & games (ah ... residuals).
So many low end PCs & mini-laptops are exploding on the market which can't play Bioshock but still dazzle when playing Quake II & III, Unreal, Half-Life I & II and Halo (1).
There's a lot of game potential out there. Having a capable engine on moderate hardware change be a game changer (pun intended). Folks would easily spend $25 - $30 on a game, especial with network play. (IMO - Squad & Big Team battles are a great combination of Death Match & MMO's since they require 40 - 60 hours of game play and can be social when playing with friends.)
retrogunner @ Jun 18th 2008 12:43AM
opps ... (IMO - Squad & Big Team battles are a great combination of Death Match & MMO's since they DO NOT require 40 - 60 hours of game play and can be social when playing with friends.)
Dustin Grissom @ Jul 15th 2008 12:13AM
I cannot wait for The Conduit, Im certain you guys Must read our comments concidering everything you are doing, here are a few more I really hope you concider.
1) I know you guys are trying to get voice chat, keep up the great work! :) We really need it.
2) NO FRIEND CODES! Make it like Mario kart Wii with no friend codes or something?
3)YOU MUST HAVE LOCAL MULTIPLAYER, if you dont, alot of my friends might not buy, I really would love this feature, cus if I had friends over, I would have to push The Conduit aside :(
Please concider those! Keep up the excellent work! Cannot wait! :D