Home Become an editor or a contributor!
Here’s how..
Front page/news/features Community Discussions Image Galleries Contact Mobile RSS feed
Interview / The Conduit developer High Voltage Software talks shop
BY Matthew RazakJuly 1st, 2008 More on:

Ever since High Voltage Software debuted their tech demo showing off what their Quantum 3 engine can do on the Wii, people have been talking about a company finally pushing Nintendo’s system to its actual limits. Then they announced they were developing The Conduit using the engine. Not only will the game be one of the most graphically impressive ones on the system but it will also be a an adult-oriented science fiction shooter featuring online multiplayer and, if all goes well, possibly voice chat. On top of that, they’ve developed almost the entire game without a publisher on board and have managed to grab the attention of the entire Internet. Those are some impressive feats that we don’t even see from Nintendo themselves, let alone a third-party company, so while I’ve been desperately excited for the game I’ve also been a bit skeptical.

Luckily, I got the chance to talk with some of the guys at High Voltage about their upcoming game and clear up a few questions I had on it along with some concerns, specifically if it was going to live up to all the hype. Rob Nicholls (lead game designer), Eric Nossinger (chief creative officer) and Matt Corso (studio creative director) hopped onto a speaker phone and happily answered every question I could throw at them. Want their answers? Read on.

That VideoGame Blog’s Matthew Razak (TVGB): Let’s start at the beginning. How did The Conduit come to be?

Eric Nossinger (EN): About 18 months ago our founder was sort of bemusing to management that we were on a bit of a treadmill doing licensed properties, which are great and are our bread and butter, but you’re sort of at the whim of other folks. When licensed properties are at their best you have a licenser, a publisher and developer all working together to make the best possible outcome, but those stars don’t always align. We were talking about controlling our own destiny a bit more so we got some investment money specifically for producing a game all the way through completion and it has allowed us to develop the game to a point where we’re confident we’re on track to make a really amazing game.

Matt Corso (MC): We chose The Conduit because we saw there was a need. We’re all Wii owners and love the system and think it’s wonderful that all these new gamers are being pulled in. But we also want games for us and we weren’t seeing a lot of games like that being made outside of first party ones. A lot of ports, a lot of games not built for the Wii, games not built for what the Wii is capable of. We made it our mission: let’s make a game that’s specifically for the Wii from the ground up and push the hardware to what it is fully capable of.

TVGB: Speaking of pushing the hardware, how hard was it to push the graphical capacities of the Wii to such a level as is shown in the screens and videos, and why don’t you think more game developers have done it?

Rob Nichols (RN): From the artistic perspective it was difficult because we needed to develop our engine so that it is as competitive with the 360 and the PS3, and that required a lot of trial and error. And even before we started the game, we had to do a lot of work on it. Everyone did a great job and by the time the game ships it’ll really look amazing.

MC: Right now The Conduit is looking great, particularly on a big TV set. You really need to see it there as opposed to compressed video or screenshots to get the full idea. We keep working on the details and it just keeps looking better every day.

EN: To answer the second part as far as other developers go, it helped that we were early adopters on the Wii. It gave us sort of a running start. A lot of other developers got really excited by the PS3 and 360 and went rushing off in that direction and didn’t put the kind of emphasis on it that we did. We were very big believers in the Wii from early on. There hasn’t been much call for the great graphics so far. A lot of what has been successful has been family oriented titles and things of that nature, and the only folks that seem to be pushing for hardcore gamer is primarily Nintendo themselves. The other titles that have come out in that vein have been a bit lackluster. The games that have done well are the casual games so publishers see those as viable. We’re trying to do something that really hasn’t been done to its full extent to my knowledge.

TVGB: What is going to separate The Conduit from other FPS shooters featuring alien attacks from space?

MC: One of the key things is what we could and couldn’t do. We’re leveraging some special technology that makes for some great gameplay. The ASE (All Seeing Eye) device is really the hook, if you will. The thing uses projected light to show hidden things and adds a lot of cool gameplay features. You use the ASE to project a light over the environment to find things like hidden enemies or puzzles, clues and pieces, and then you can interact with them.

EN: The All Seeing Eye is a hug hook for us, but we’re also looking at other FPS games and expanding on that for the Wii. Some things that we are looking at are weapon controls and how they work with the Wii controls specifically.

MC: The Wii, with the controllers it has, really does cry out to be used as a shooter. We have an advantage from looking at other shooters and how they’ve controlled too.

RN: We really have gone back and done our research with classic games like Goldeneye and Halo. We want to bring that experience to the game. And in addition to that, we have the ASE and a government conspiracy story. There are some twist ending moments that even shocked me when I was working on the story. We’re pushing the ASE a lot, but in addition to that it really is a very solid FPS that is very grounded in classic FPS style gameplay. We’re doing a lot of focus testing on it and the people have really liked it, and we’ve worked with the focus testers to make changes as they come along.

Hot searches: force unleashed alex dead space collectors prince of persia the conduit quantum of solace ninokuni
Sign up for our daily updates! Enter your e-mail and get fresh gaming news delivered straight to your mailbox once a day.
RELATED STORIES
 
Viewing page: 1 2 3
Share your thoughts in the comments below and then join us at Community Discussions for more gaming talk!
POST AUTHOR
Matthew Razak
More from this author
Matthew Razak.
    Adam Sandberg
    July 1st, 2008
    at 10:02 pm

    That’s some quality reading there. The guys at High Voltage seems really friendly and down to earth, and I really have high hopes for this game. What they said about publisher scenarios were really interesting.

      Reply
    Ashutosh Chhibbar
    July 1st, 2008
    at 11:23 pm

    It’s great to hear a developer talk with such honesty about what can be achieved graphically on the Wii. Konami, the devs of Dewy’s Adventure were able to apply a limited amount of Normal-Mapping to the some of the creatures in the game, and it made a huge difference.
    If HVS can use (a lot of) normal-mapping and optimize the lighting to show it off, the Conduit will easily become one the best looking games on the Wii.

      Reply
    Troy
    July 2nd, 2008
    at 1:21 am

    Holy crap. Whoever wrote this interview needs to re-read it. This interview needs many commas, periods and semi-colins. It makes the developers sound stupid as I’m reading it, lol… Anyway…. I can’t wait for this game. It’s sure to be a hit. I just wish they would show us some new gameplay footage, or just release a new trailer. :-(

      Reply
    Mr. Ford
    July 2nd, 2008
    at 1:23 am

    We need more people like the ones at High Voltage working for Nintendo. They know exactly what we want. They realise that there is a different market other than casual people who own a Wii.

      Reply
    used cisco
    July 2nd, 2008
    at 3:40 am

    “It makes the developers sound stupid as I’m reading it, lol”

    Because actually using lol in a post makes you sound like a brain surgeon?

    Good interview Matt, thanks!

      Reply
    James
    July 2nd, 2008
    at 4:23 am

    I can only say High Voltage good luck with the publisher and pleaseeeeeeeeeee pick one that will market your game AKA not Nintendo in this case.

      Reply
    Minas
    July 2nd, 2008
    at 6:45 am

    Definitely this game is going to be a successful project and will bring huge money to High Voltage. Good Job

      Reply
    Rooster
    July 2nd, 2008
    at 7:04 am

    That’s a decent interview. Though I wish HVS would stop telling us how great the game looks and plays and showed us some good quality footage and maybe let some people get a hands-on so we can get some different opinions. Despite that, I’m still probably going to buy this game day 1.

    HVS needs to start promoting this game now. Trailers on TV, advertising deals with popular websites.

    I also have a feeling that Nintendo is doing the publishing. Everytime HVS does an interview they mention how closely they’re working with Nintendo. E3 2008 announcement?

      Reply
    Stitched_Sketch
    July 2nd, 2008
    at 7:09 am

    Sounds great, I hope they deliver and inspire other devs. The only thing that has me worried was about the ASE. “We want to use it as much as we can.”
    I hope it’s not over used.

      Reply
    Kevin
    July 2nd, 2008
    at 9:00 am

    this sounds so incredibly fake. every question was responded with the basic knowledge anyone keeping up with this game would have. fake fake fake fake fake. BS, except in text format.

      Reply
    Oz
    July 2nd, 2008
    at 9:19 am

    Err… Rooster, the game is at least nine months away. Starting to promote it now, show trailers on TV (they aren’t even done yet with the graphics!) start advertising would not only be totally pointless because:
    1/ to keep that up for 9 months is financial suicide
    2/ by the time it ships, people will feel like it’s an old game and interest will fade
    3/ you can get the same effect with doing good marketing and advertising in 2-4 weeks

      Reply
    Rain Anderson
    July 2nd, 2008
    at 9:36 am

    Haha @ Kevin. You’re a funny guy :D Though I can assure you we’re not in the business of making up interviews. It’s much easier to pick up a phone or send an email, don’t ya think? :)

      Reply
    Danny Morgan
    July 2nd, 2008
    at 10:42 am

    Agreed…it’s very hard to make up a convincing interview. I found the interview very useful - thanks Matt.
    I’m really looking forward to this game. If it has the controls the same as, or better than, Metroid/Heroes 2, with the Wii’s graphical capabilities pushed, online play/decent multiplayer then I will be very happy indeed.

      Reply
    Matthew Razak
    July 2nd, 2008
    at 12:09 pm

    …I don’t think I’ve ever been accused of making up an interview or do I really see the point of doing something like that. But I can assure you, as can Matt, Eric and Rob from HVS, that we talked for a good long time.

      Reply
    cirej2000
    July 2nd, 2008
    at 1:15 pm

    So guys, what sort of prep-work do you guys go through for your fake interviews? Do you actually sit together in a room and act out the role of the interviewee, or is it something where you just sort of brainstorm ideas and edit out the perfect fake interview?

    J/K

    Great interview! Good questions and great answers as always from High Voltage. If they can deliver even most of what they’re saying, they’ll be heroes. It’ll be the most fun on a Nintendo Console from a shooter standpoint since “Timesplitters 2″ on the Cube. If they have an awesome single-player mode, it’ll surpass Timesplitters even!

    Can’t wait til E3…cause I just love to get super-hyped for Nintendo letdown. :D

      Reply
    waltermh
    July 2nd, 2008
    at 1:32 pm

    good interview

    also, most interviews with similar questions will sound the same because theres only so much to say about any game, and even moreso without much game to talk about, theres even less to say.

    honestly, i hope all they do is announce a publisher at e3 or soon at least, but i dont think they should keep showing so much footage. considering things often change in development, whether for better or worse, people will be hyped on one thing, and be confused when the end result isnt the same.

    or even worse, people will complain because whats shown now isnt up to snuff, and be uninterested by the time the finished,improved product is finally shown, missing out on what may bea great game.

    please pass on to the devs, dont burn out potential fans too fast showing stuff until the graphics are at their max.

    i do want to say one thing, i like the art style plenty, and i dont think some online gamers complaints on it are valid.

      Reply
    Barnaby
    July 2nd, 2008
    at 2:55 pm

    yup, you’re right and that’s the reason I’m definately going to buy this game no matter the press will acclaim or hate it

      Reply
    WIIBOY101
    July 2nd, 2008
    at 4:35 pm

    the wii carnt normal map yet gamecube could, the wii carnt bump map but the gamecube could, I FIND THAT **** SOOOO FUNNY were do these forum dwellers get there brains from hmmmmmmmmmmmmmm

    DEWYS ADVENTURE HAD COUGH LIMITED NORMAL MAPPING UTTER CRAP IT HAD NORMAL MAPPING WERE IT WAS REQUIRED AS PART OF THE ART DIRECTION THATS GOT NOTHING TO DO WITH CONSOLE POWER THATS A ART CHOICE BY THE ARTISTS AND CODERS

    ITS NOT ABOUT HOW MUCH NORMAL MAPPING ITS HOW MUCH TALENT THE DEV TEAM AND ARTISTS HAVE AND HOW ITS APPLIED TO A WII HARDWARE EXCLUSIVE
    DUH

    CONSIDERING CPU GPU AND BUS BANDWIDTHS COMPLETELY **** ON XBOX 1 THE COMPRESSION AND DATA STREAMING FROM DISC **** ON XBOX 1

    AND THE 1T SRAM IS OVER 10 TIMES FASTER THAN DRAM

    X360 LIKE GRAPHICS AT 480P ARE 100% CAPABLE JUST LIKE NINTENDO STATED IN THE FIRST DAM PLACE

    WII = 2.5 A GAMECUBE/XBOX LEVEL MACHINE AND USES ALL OF THAT POWER AT LOCKED 480P

    WORK IT OUT WII IS A 480P 360 TO PUT IT IN LAYMANS TERMS

    PLUS VASTLY SUPIERIOR LOPADING SPEEDS AND THE AMASSING 3D MOTION 3D MOUSE CONTROLS

      Reply
    Devin
    July 9th, 2008
    at 9:46 pm

    So they faked it? Haha. Yea right. Grow up.

      Reply
    Brute707
    July 14th, 2008
    at 12:38 am

    everyone wants more footage but some people are saying they shouldnt because its not coming out for another 9 months.Why dont they just come out with it earlyer i bet they could find a way.all im hoping for is that when it does come out that its not M but a lower rating like T or E10.Oh and what does Q1 09 mean?

      Reply

While we hate limiting conversations in any way, please note that insulting/abusive comments will be removed without hesitation.

What shall we call you around these parts?

Remains hidden from others at all times.
Front page/news/features Community Discussions Image Galleries
Get in touch Mobile Become a writer/contributor Subscribe to our RSS feed

406 subscribers