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Interview / The Conduit developer High Voltage Software talks shop
BY Matthew RazakJuly 1st, 2008 More on:

TVGB: You mention the Wii remote controls being great for an FPS but it seems it can be a tricky thing to get right. Red Steel is an example of this. How are you working with them? How will they work?

MC: First-person shooters are made for the Wii, and with the first-person shooters coming out so far they’ve done a really good job with the control system. When I first started playing Wii FPSs, I knew that what was missing in other games was that direct interface. You’ve really got a winner there with the control schemes.

RN: Props to any team that’s developed any game on the Wii. They laid out a lot of frame work. No comparisons should be drawn between The Conduit and Red Steel because it feels nothing like that. The closest comparison that could be drawn to is probably Metroid in terms of how solid it feels. Some of the ways we’ve implemented things, we’ve taken more from Medal of Honor in that regard. We’ve really tweaked the camera system for turning because you really do feel that you’re very in control of your character. I think the problem with those games is that you feel like it’s a cursor when you turn and move, where with our control scheme you can just pretty much immediately attack to the side or behind you because of the way we’ve balanced it out.

EN: There are loads of adjustments you can make with the controller too. You can adjust the dead zone, the sensitivity of how fast your cursor moves, and we’ll also allow you to customize the control scheme so you put jump on the trigger as apposed to shooting or melee at one spot or not. The one thing we learned is that everybody is different and we’re giving people the controls to suit their own taste.

TVGB: Two words. Voice and chat. Is it coming?

RN: We are pushing really hard for it and still have details to work out. We have some options to accomplish voice chat, our engineering staff is working very closely with Nintendo. If High Voltage has its way, there will be voice chat. It all boils down to can we get the technology in time or not.

TVGB: So what about the multiplayer that may or may not be accompanied by this voice chat?

EN: We’re currently working hot and heavy on multiplayer. There’s still some components that we can do simulations on to determine how many players we can have. It’s looking like 16 players is going to be our number but that’s still TBD. We’re working very closely with Nintendo about getting the most out of the system and we’ve been working on getting the most out of the multiplayer. We’re shooting for what folks would expect form a high-end multiplayer but with the unique game mechanics of The Conduit.

RN: Our plan is to use the ASE in multipayer as long as the technology is there to support it. We want to use it as much as we can.

TVGB: And how will this multiplayer run? Friend codes?

RN: A lot of that is still being determined. We are working with Nintendo on it.

EN: We have been looking closely at the online components on all the consoles and we’re trying to give the best user experiences on the Wii. I’ve had my own share of headaches with some titles on the Wii. I think a lot of that was ironed out with Mario Kart and I think consumers will continue to see improvements.

TVGB: Switching back to the single-player — can you describe the gameplay a bit? Will it all be fast shooting or will there be stealth areas and the like?

RN: Our game is composed of several different levels or missions that have a lot of variety. Some are more non-stop action. It also depends on the various puzzle aspects; you could clear out a room but have to unlock a door. We like to think that at the core it’s a very fast paced action shooter with some puzzle elements. If you like to snipe you can do that. If you run in and like to be John Wayne, we work for that too. Then like Half-Life we have puzzle things, but it’s primarily action.

TVGB: How involved is the story, or are you more focused on just providing some fast paced FPS action for the Wii?

RN: From the research and everything we’ve done there are 3 types of gamers. One is the kind who says ‘where am I supposed to go and what am I supposed to shoot?’. But the higher level gamers want more story so we want to appeal to them all. We think we have a pretty robust story and we’re trying to do some things that tell it very stylistically. We want to start posing a lot of questions, especially here in the first product we’ll be dropping a lot of breadcrumbs to see if people pick them up.

MC: So, yes, there is a robust story. We want to make it as robust as possible but we won’t be telling you everything.

EN: We’re telling stories through in-game events and a lot different technology. We didn’t want to tell a story where you were sitting around with long cinematics, which might be beautiful, but we didn’t want the player to watch a lot of movies.

RN: Kind of like Portal, the story is there in our game if players want to look around and pay attention to it. But if they want to just run around and shoot and blow things up, we’ve got them covered too.

TVGB: Was that talk of a sequel I heard?

MC: We are anticipating no fewer than 30 Conduits. (laughs)

EN: We would like to see a sequel. We’ve got enough story in this and enough ideas that we can take this for a long time to come. But of course the market is going to determine sequels.

MC: We’re building a brand with The Conduit and we want to make it better with every version if it happens.

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Matthew Razak
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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

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