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Posts with tag high-voltage

Classic control scheme for High Voltage's other game


The Conduit, The Conduit, The Conduit -- that's all we media types bang on about when it comes to High Voltage. But the Illinois-based studio also has a WiiWare game in the pipeline: the scarcely covered Animales de la Muerte, a bloodthirsty shooter set in a Mexican zoo that has been overrun by zombie animals. Let's say that again, shall we: a Mexican zoo that has been overrun by zombie animals. It looks a bit like Samba de Amigo crossed with the gore of MadWorld, and if that's not potential GOTY material, we have no idea what is.

And it gets better. High Voltage's Micah Skaritka just confirmed to WiiWare World that Animales would feature Classic Controller support, allowing players to move with the left analog stick and fire with the right, a configuration that Skaritka compares to Smash TV (but which also reminded us of Geometry Wars or Robotron: 2084). Meanwhile, actions that would usually require a shake of the Wiimote (Whip, Throw, Rescue, and Activate) have been mapped to buttons. A welcome addition!


[Via Go Nintendo]

E308: The Conduit will use WiiSpeak


High Voltage today revealed to Kombo that new fan-favorite FPS The Conduit is confirmed for 16-player online multiplayer, but should also incorporate voice chat with WiiSpeak. Good thing it's going to be sold separately. Of course, now that's got us wondering who else is going to use it, and for what. But as for chat in The Conduit, we hope to see more details soon.

Gallery: The Conduit


[Thanks, Andy!]

E308: The Conduit, for your inner graphics whore



Look what we found while browsing GameTrailers for the best part of half an hour and being exposed to that awful yoof-oriented Extra Fusion gum advert far too many times: moar Conduit.

This footage was snapped on the E3 showfloor yesterday, and features a High Voltage developer (it's not revealed who) gushing about normal mapping and a "lot of effects usually seen on PS3 and 360" as his colleague navigates and blasts his way through alien-infested streets on easy mode. Die, scum! In truth, it's basically how The Conduit has always looked: really, really clichéd, but also really, really pretty as well.

A longer second video follows the break!

Gallery: The Conduit

Continue reading E308: The Conduit, for your inner graphics whore

E308: The Conduit is ready for a show

We sort of thought this would be the case, but confirmation always helps one sleep better at night. Especially when The Conduit is involved. In an interview with IGN, Eric Nosfinger of High Voltage stated outright that The Conduit will definitely be at E3 -- in an exclusive capacity.

E3 is only a few days away, and Nosfinger riles up the public by announcing plans of "private showings and leaving playable demos with a few select folks." Are we select folks? You better believe it. There is no better place for Conduit information than Wii Fanboy -- check out our exclusive High Voltage interview along with the dev team's plans for the future. The above video is a fresh piece of gameplay footage, and it's outright stunning.

Best of all, Nosfinger also mentions that the team has achieved successful 16-man online multiplayer matches. If there's anything the Wii needs, it's a smooth online FPS experience. The Conduit looks set to deliver on all counts, so stay tuned for our E3 coverage!

Gallery: The Conduit


[Via videogaming247]

High Voltage already daydreaming of Conduit sequels


Ask most gamers -- or gamers like us, at least -- about sequels, and you'll be greeted with much eye-rolling. Here's one follow-up we can get behind, however: a sequel to High Voltage's promising sci-fi shooter, The Conduit. What's that you say? The Conduit isn't even out yet? Well, who cares? Certainly not High Voltage's Eric Nossinger!

Chatting to That Videogame Blog, Nossinger revealed that The Conduit has "enough story [...] and enough ideas" to justify making further The Conduit games, though admitted that sales would influence whether such follow-ups were developed. "We're building a brand with The Conduit," added colleague, Matt Corso (remember our interview with him?), dollar signs spinning in his eyes. Let's not forget to keep our eyes firmly on the first one, eh, chaps?

Gallery: The Conduit


[Via Go Nintendo]

Wii Fanboy Review: Gyrostarr


High Voltage Software created the Saturn and PlayStation ports of Jeff Minter's Jaguar shooter Tempest 2000. This means, amusingly enough, that they have previous experience literally cloning Tempest. Based on its appearance, it would be tempting to call the company's WiiWare shooter Gyrostarr an application of this specialized knowledge. However, for a game about shooting spaceships in a chute, Gyrostarr has surprisingly little to do with the Tempest series. In fact, it diverges from the entire shooter genre in a few fundamental ways.

Gallery: Gyrostarr

Continue reading Wii Fanboy Review: Gyrostarr

VC Monday Madness: Gyrostarr, Alex Kidd in Miracle World and Burning Fight


Another week comes and Nintendo dishes out more downloadable goodness. Yet again, we receive some WiiWare and Virtual Console love. Have you got a few extra bucks laying around? You're likely going to want to download at least one thing.

This week's WiIWare release is:
This week's Virtual Console releases are:
  • Alex Kidd in Miracle World (Sega Master System, 1 player, 500 Wii Points)
  • Burning Fight (NEOGEO, 1 - 2 players, 900 Wii Points)

Gallery: Gyrostarr

Fresh art from The Conduit draws inevitable comparisons



In our High Voltage interview last week, Lead Game Designer Rob Nicholls was frank enough to admit that the team making The Conduit has "looked at and stole shamelessly from mega-hits like Halo." Such honesty is probably advisable, because there's no mistaking it: artistically at least, The Conduit isn't afraid to borrow visual cues from other shooters. It kind of is Halo.

This point was rammed home by a bunch of art distributed this morning (delivered in one huge combined strip -- see the full loooong version after the break) that deals with everything from weapons to enemies to the backstory. Truth be told, it's overflowing with tired sci-fi clichés, but if the game ends up being half as absorbing as Bungie's classic shooter, we've a feeling most of you will be able to forgive it.

Gallery: The Conduit

Continue reading Fresh art from The Conduit draws inevitable comparisons

Wii Fanboy interviews High Voltage on The Conduit


We recently got the chance to pick some of the brightest minds at High Voltage about their upcoming game, The Conduit. Wii fans have been liking what they've seen from the game, but there are still many questions left unanswered. That was, until we asked the folks at High Voltage those questions, which cover everything from the game's plot on down to multiplayer. So, read on and find out more about upcoming Wii FPS, The Conduit.

Gallery: The Conduit

Continue reading Wii Fanboy interviews High Voltage on The Conduit

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.

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!

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.

Exclusive The Conduit screens, just for Wii Fanboy readers


Click image to enlarge

High Voltage loves the readers of Wii Fanboy. Following up the package of screens they hooked us up with recently, they've just now sent over four new exclusive screens. That's right, folks, you can only get these screens here at Wii Fanboy. Even better, you're the first to see the new enemy variant above. How awesome is that?

So, head on into the gallery and check them out. The first image starts here!

Gallery: The Conduit

High Voltage drops a truckload of screens from The Conduit on us


Click image to enter the gallery

High Voltage knows how excited for The Conduit the Wii Fanboy community is. That's why they just hit us up with 18 screens for the game, with the vast majority of them being screens you've never seen before. We were shocked to see how far along the game is, as the screens show off several weapons, a variety of different enemy units and even clue us in to some of the environments the player will be charged with traversing. Really, you should be checking out these screens. They look pretty damn good.

So, get started already!

Gallery: The Conduit

Lay your eyes on The Conduit and fall in love


Following up the screens and tech demo we all got to check out (and get excited over), High Voltage has now released a rather lengthy trailer for their proposed FPS The Conduit. What do we have to say? Well, much like you will be after seeing the video above, we're in love. We need this.

Everything from the amount of on-screen action right down to the badass weapon used in the beginning has us pumped. What say you all?

[Thanks to everyone who sent this in!]

WiiWare goes live!



As we anticipated, Nintendo waited until the last possible moment to reveal the details on WiiWare's U.S. launch. In a press release which describes WiiWare as the "most democratic environment in industry history," Nintendo confirmed the six titles that launched with the download service today -- and it looks like the leaked information from the weekend was spot-on:
So it's finally up -- hurray! Monday mornings haven't felt quite this optimistic in some time! Have any of you lot already downloaded yourself some WiiWare?

Gallery: LostWinds


Gallery: Final Fantasy Crystal Chronicles: My Life as a King


[Via press release]

Nintendo reveals WiiWare launch List

The North American WiiWare launch is almost upon us, and instead of the stealth releases that we thought were coming, Nintendo's press release of WiiWare games debuting this Monday (along with their point values) was recently leaked. While we can't be sure this list is 100% valid, it looks like we can expect the following:
Although we're disappointed by the lack of Dr. Mario, this looks like a pretty solid launch list to us. It'll be difficult to pick and choose exactly which titles we want, but there are definitely some that stand out more than others.

How about you? Do you plan on downloading any of the above, or are you going to wait for impressions and reviews first?

[Thanks to everyone who sent this in!]

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