The Conduit Discussion Thread(56k): Tons of New IGN Screens

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mrjam0

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#301 mrjam0
Member since 2007 • 1364 Posts
[QUOTE="King-gamer"]

[QUOTE="Lto_thaG"]Wii balance Board support sounds cool if implemented into the game.You can even use it for peaking around corners.Lto_thaG

Balance Board? I think that's a little too much.


It is not.This is a quote from AWC's post.
' - High Voltage is even looking at things like the Wii balance board and determining if it makes sense. Joke about how sprint mode can be used by running on the balance board.'

that reminds me of an article i read in gameinformer where a team of programers at a college were working on projects to infuse traditional games ( "hardcore" games involving goals such as leveling up, customization, a story line, etc) and casual/ motion based games that involes ur entire body into the gameplay ala wii fit, ddr, eye toy etc.

i myself havent heard about the wii fit potentially being included in the games controls. havent payed attention to the indusrty in a few months.

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fabz_95

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#302 fabz_95
Member since 2006 • 15425 Posts

anyone else like the way it looks when you die?air_wolf_cubed

Yeah, I also like the fact that opponents bend over in different directions depending on what area of the body they were shot at

And online co-op, does this mean it needs Wii speak?

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air_wolf_cubed

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#303 air_wolf_cubed
Member since 2004 • 10233 Posts

[QUOTE="air_wolf_cubed"]anyone else like the way it looks when you die?fabz_95

Yeah, I also like the fact that opponents bend over in different directions depending on what area of the body they were shot at

And online co-op, does this mean it needs Wii speak?

It should. Its very necessary for co-op
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Dr_Corndog

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#304 Dr_Corndog
Member since 2004 • 3245 Posts
I'm getting so psyched about this game. I've always wanted something comparable to Halo on my Wii. I remember, after playing Halo and Halo 2 all through my first two years of college, finally playing Halo 3 for the first time. This was right after finishing Metroid Prime 3, and the very first thing I thought when playing Halo 3 was how awkward the 360 controller felt after playing a FPS with the Wii-mote.
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air_wolf_cubed

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#306 air_wolf_cubed
Member since 2004 • 10233 Posts

[QUOTE="JLF1"]The environments is horrible.Maxned

1. You fail at grammar

2. Get off a wii forum

3. You fail at life.

4.Youre an *******

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TheSmitto

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#307 TheSmitto
Member since 2008 • 1898 Posts
Great post. For the people complaining about textures and sounds, I agree, but the game has over 5 months left, and I believe it will be improved. Hopefully this will help increase members for the Conduit Union. For those reading, please join!
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legend26

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#308 legend26
Member since 2007 • 16010 Posts

co-op! awesome!!!1!1!!!11!

so now the neeeed to get wii-speak

and a sequal allready eh? :P

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Lto_thaG

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#309 Lto_thaG
Member since 2006 • 22611 Posts

[QUOTE="JLF1"]The environments is horrible.Maxned


*stuff*


Aah yes.Another one who read the rules :roll:
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alexh_99

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#310 alexh_99
Member since 2007 • 5378 Posts
Great job, and i think when it gets closer to the release it should get stickied
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bentobox3709

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#311 bentobox3709
Member since 2008 • 25 Posts
I really wanna try this game out. :)
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air_wolf_cubed

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#312 air_wolf_cubed
Member since 2004 • 10233 Posts
I really wanna try this game out. :)bentobox3709
who doesnt?
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randomguy15

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#313 randomguy15
Member since 2008 • 1981 Posts
[QUOTE="bentobox3709"]I really wanna try this game out. :)air_wolf_cubed
who doesnt?

My sisters boyfriend. Get this, he said it looked to square, so he didn't like it.:roll: ridiculus. And he's a huge fan of FPS.
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Lto_thaG

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#314 Lto_thaG
Member since 2006 • 22611 Posts
[QUOTE="air_wolf_cubed"][QUOTE="bentobox3709"]I really wanna try this game out. :)randomguy15
who doesnt?

My sisters boyfriend. Get this, he said it looked to square, so he didn't like it.:roll: ridiculus. And he's a huge fan of FPS.


What's wrong with him not liking it.I'm a big FPS fan too and the game just doesn't impress me.The only thing I really like is the control costumization.
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clicketyclick

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#315 clicketyclick
Member since 2008 • 7136 Posts


What's wrong with him not liking it.I'm a big FPS fan too and the game just doesn't impress me.The only thing I really like is the control costumization.Lto_thaG

It would be so great if you could control what they wear. I'd dress all the aliens in gothic lolita costumes. ^____^

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Lto_thaG

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#316 Lto_thaG
Member since 2006 • 22611 Posts

[QUOTE="Lto_thaG"]
What's wrong with him not liking it.I'm a big FPS fan too and the game just doesn't impress me.The only thing I really like is the control costumization.clicketyclick

It would be so great if you could control what they wear. I'd dress all the aliens in gothic lolita costumes. ^____^


I see..well...I'm pretty speechless at the moment..
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Chojuto

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#317 Chojuto
Member since 2007 • 2914 Posts

I'm getting so psyched about this game. I've always wanted something comparable to Halo on my Wii. I remember, after playing Halo and Halo 2 all through my first two years of college, finally playing Halo 3 for the first time. This was right after finishing Metroid Prime 3, and the very first thing I thought when playing Halo 3 was how awkward the 360 controller felt after playing a FPS with the Wii-mote.Dr_Corndog

Same with me. When I try to aim in Halo, I'm not super good at using the analog stick right, so I'm like *moves analog stick left "Crap! Too far!" *tries again, moving it just a little "Crap, didn't move far enough..." and yeah.

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Emmenite7

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#318 Emmenite7
Member since 2007 • 452 Posts
[QUOTE="Haziqonfire"]

[QUOTE="air_wolf_cubed"]Will everyone stop complaining about the character models? I'm sure they would look better if the video wasnt running in terrible resolutionNiff_T

It's not just that. It's the game overall has terrible art direction -- looks completely generic. The only thing I've seen in it that is unique is that gun where you can control the bullet. It does nothing new or innovative -- which is why I bought a Wii in the first place -- new, innovative experiences -- it's a pass for me.

Uh... Guided missiles have been done before. See games like Battlefield 2 and Crysis.

Or Metal Gear Solid 1.
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clicketyclick

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#319 clicketyclick
Member since 2008 • 7136 Posts
[QUOTE="Niff_T"][QUOTE="Haziqonfire"]

[QUOTE="air_wolf_cubed"]Will everyone stop complaining about the character models? I'm sure they would look better if the video wasnt running in terrible resolutionEmmenite7

It's not just that. It's the game overall has terrible art direction -- looks completely generic. The only thing I've seen in it that is unique is that gun where you can control the bullet. It does nothing new or innovative -- which is why I bought a Wii in the first place -- new, innovative experiences -- it's a pass for me.

Uh... Guided missiles have been done before. See games like Battlefield 2 and Crysis.

Or Metal Gear Solid 1.

You actually steered the missiles in those games using your controller, or did they hone in on the enemy automatically?

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Emmenite7

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#320 Emmenite7
Member since 2007 • 452 Posts
[QUOTE="Emmenite7"][QUOTE="Niff_T"][QUOTE="Haziqonfire"]

[QUOTE="air_wolf_cubed"]Will everyone stop complaining about the character models? I'm sure they would look better if the video wasnt running in terrible resolutionclicketyclick

It's not just that. It's the game overall has terrible art direction -- looks completely generic. The only thing I've seen in it that is unique is that gun where you can control the bullet. It does nothing new or innovative -- which is why I bought a Wii in the first place -- new, innovative experiences -- it's a pass for me.

Uh... Guided missiles have been done before. See games like Battlefield 2 and Crysis.

Or Metal Gear Solid 1.

You actually steered the missiles in those games using your controller, or did they hone in on the enemy automatically?

Well, you controlled it manually it in Metal Gear Solid, but I'm not sure about the other games.
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air_wolf_cubed

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#321 air_wolf_cubed
Member since 2004 • 10233 Posts

The Conduit 2 Enters Development

With no publisher announced for The Conduit 1...

...High Voltage Software might be seen as jumping the FPS Gun a little. French gaming website Gamekyo has broken the news that The Conduit 2 is already in development.

This time round, High Voltage are promising all new characters, weapons and even the addition of vehicles to the game - along with a fully rounded and satisfying set of multiplayer networked deathmatch modes.

There's no ballpark release date yet, though with the first game still waiting on an official announcement as to who's going to be sticking the finished product onto game store shelves, we're guessing it'll be well into 2009 before you'll even get a whiff of this one.
TotallyWii

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starmetroid

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#322 starmetroid
Member since 2007 • 5000 Posts
wow I cana see all the viens in his hand, the next gen for you!
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#323 Wintry_Flutist
Member since 2005 • 14834 Posts
[QUOTE="clicketyclick"][QUOTE="Emmenite7"][QUOTE="Niff_T"][QUOTE="Haziqonfire"]

[QUOTE="air_wolf_cubed"]Will everyone stop complaining about the character models? I'm sure they would look better if the video wasnt running in terrible resolutionEmmenite7

It's not just that. It's the game overall has terrible art direction -- looks completely generic. The only thing I've seen in it that is unique is that gun where you can control the bullet. It does nothing new or innovative -- which is why I bought a Wii in the first place -- new, innovative experiences -- it's a pass for me.

Uh... Guided missiles have been done before. See games like Battlefield 2 and Crysis.

Or Metal Gear Solid 1.

You actually steered the missiles in those games using your controller, or did they hone in on the enemy automatically?

Well, you controlled it manually it in Metal Gear Solid, but I'm not sure about the other games.

Anyway in Half-Life there's one grenade launcher like the one in The Conduit.

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air_wolf_cubed

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#324 air_wolf_cubed
Member since 2004 • 10233 Posts

New Matt Corso Interview

The Conduit's Matt Corso On Pushing Wii Hardware For A Hardcore FPS

 The Conduit 's Matt Corso On Pushing Wii Hardware For A Hardcore FPS Independent studio High Voltage Software is taking a bet on the Wii with its upcoming game The Conduit. Two bets, actually -- that the system's hardware is capable of significantly more than most developers have done with it, and that its broad audience contains a market for a hardcore-slanted first-person shooter.

The Conduit seems to be progressing well on the first front, based on gameplay demos and videos released by High Voltage, but the team will have to wait until the game's planned early 2009 release to see if it succeeds on the second.

Gamasutra sat down with creative director Matt Corso to chat about The Conduit. Expanding on a previous Gamasutra interview excerpt, Corso discussed the impetus that led to High Voltage choosing this route, some of the ways the team has had to treat the Wii hardware to get the results it needs, the company's relationship with Nintendo and its talks with publishers, and design considerations made with respect to the FPS genre.

Development History

What led you guys to start this project, and what was your overall philosophy was behind it?

Matt Corso: The reason High Voltage decided to develop a first-person shooter for the Wii is that it seems no developer was really pushing the system, and we wanted to take advantage of the hardware and show that the Wii was capable of doing much more than what people were actually doing on it.

Also, we felt that there really weren't enough hardcore first-person shooter-****games available on the system, and the system is so perfect for that ****of game. So we really saw an opportunity to take advantage of something and make something very special for the system. That's why we chose to go with The Conduit.

How long has it been in development?

MC: The Conduit has been in development since last October. Right now, the team size is somewhere around 30 people.

And you're basically content complete at this point? Are you in alpha yet?

MC: We're near the alpha/beta stage. It's an internal project, so that's a bit loose right now. We are content complete, however. Now, we're getting more into our focus testing phase.

This is the point where we're giving players a hands-on experience with The Conduit, and from there, we're making decisions about how much more additional content, or polish and focus, we need to put into our levels to make sure they really shine.

So far, we've done focus testing with several people. A while back, we did a focus test with about 20 different people of different age groups, and we found that some things were working really well for some folks and they really liked certain aspects of the game, and we also found out that we were missing a few categories. That really helped us out, and we've taken that information and are now working on fixing and polishing, and focusing on developing a very quality experience for the Wii.

You seem to be tackling the system in two main areas it doesn't see much envelope-pushing in, one being this ****of game, and the other being the graphical capabilities. Would you say you're trying to prove something, as far as what the Wii's capable of doing?

MC: Yeah, absolutely. The Wii is a really cool game system, and it's worthy of better games than it's getting right now. I mean, there are some great games out there for the system right now, but it just seems like there's such an opportunity to do so much more with it.

Considering it's such a popular system right now, it just doesn't make sense to not focus on making really quality games. As far as the graphics are concerned, from what you've seen of our demo, you realize that the system can display some really quality videos. Right now, the bar has been so low, it was easy to exceed that bar at first, and now we feel like we're going way beyond that point.

But it makes sense. The Wii is very strong, and it's going to have a lot of staying power, and it will be here for a long time to come. So we as a studio see no reason why we shouldn't take advantage and try to develop the best experience possible for the Wii.

Did you start out experimenting with the system before you had a full design for the game worked out? I've seen some of the videos you've released, and it seems like you focused on tech pretty early.

MC: Right. Early on, we knew that we wanted to create the engine to have all these great bells and whistles, so we created our technology demo. That may be what you saw online -- it's a Roman bath house. It shows off our water effects, our heat distortion effects, and our bump mapping effects.

That was our R&D phase where we didn't know for sure if we were going to make The Conduit, per se, but we knew that we wanted to do something with the system, so that was the time when we were just polishing and trying to add all the cool functionality so that we could make a good game down the road. So yes, we did have our R&D phase.

Technical Issues

Why do you think most teams haven't gone a similar route? Is there some aspect of the hardware that is either unintuitive or difficult, beyond just having less horsepower than the other systems?

MC: Definitely that's more of a question for our technology folks back at the studio, but I would say that with systems like the Xbox 360 and PS3, you can use pixel shaders to deliver the great visual effects. With the Wii, things are a bit different, so we had to do a lot more under-the-hood optimizations to enable the system to do what it could do.

And then, even from the art content creation perspective, the system is a real balancing act, because you do have more limited texture space and whatnot, so you need to keep playing with your textures and your geometry resolutions and your lighting schemes to really bring out the visual **** It's not as easy as building your models in Zbrush, mapping to your low-res cage, and then just turning on the cool lights and you're ready to go.

There were a lot of lighting configurations that we were trying just to get to the point right now where it looks so great and it really pops out the normals. If you look at some of the early screenshots that we released, they look good and the normals were in fact there, but we really hadn't brought out the richness of the detail in the models.

It seems like every month we have a new breakthrough, and now with some recent breakthroughs, we're really able to make the graphics sizzle. And we only expect that to continue from now until the end of development, so when the consumer actually buys the game, hopefully, in our minds, we'd like it to look even better than what we're showing today.

And the team is really on board with improvements. It's definitely a labor of love for High Voltage, so they just continue to work and polish. Reworking doesn't really seem to be an issue. In fact, from a manager perspective, it's almost more difficult to get them to not rework things, because they're really on fire right now, and they really want to see this game do well.

Publisher And Platform Holder Relations

Have your tech team members corresponded with Nintendo at all with hardware and development questions?

MC: Yes, absolutely. We've been in close contact with Nintendo, and they've been helping us along the way. We had a meeting with Nintendo today, and we got even more assistance.

Nintendo's been really great to work with and very forthcoming and gracious with their information. So far the relationship has been really great. We really appreciate the support from Nintendo. Thank you, Nintendo. So yes, to answer your question.

Have you been speaking with publishers as well?

MC: I haven't been speaking with them as much as [chief creative officer] Eric Nofsinger has, and Kerry Ganofsky, our CEO. But as a studio, yes, we have been speaking with publishers on a pretty regular basis, and so far, so good.

I don't think it's a matter of if we'll get a publisher. I think it's a matter of when we'll get a publisher, and who is exactly the right publishing partner for High Voltage.

Design Considerations

On the design side, the Wii is, at first glance, well-suited to first-person aiming, but there are also difficulties in terms of being overly jerky or spastic in many shooters on the system. How are you addressing that?

MC: It's just a lot of working to refine the control system so that we don't get the jerkiness. Some of the comments we've heard from folks who've actually played The Conduit hands-on is that it does feel smooth and responsive. That is something we'll continue to work on, especially as we go into the polish phase, where we can refine our collision geometry to make sure the character moves and interacts well with the world.

The goal is to have The Conduit feel very silky-smooth, and then of course we'll have a lot of fine-tuning we can do to the game's control system so that it can feel even better and even more to your liking. We definitely want players to be able to play The Conduit their own way, and set up the control configurations to the way that suits their play****the best.

So hopefully, when all is said and done, the game should have a very smooth framerate and play very smoothly as well.

I noticed that you pretty conservatively restrict the Y-axis when aiming. Could you speak a little on that?

MC: We did restrict the Y-aiming. There's a limit to how far up you can look and how far down. We really wanted to focus on moving forward, and the action on the battlefield. We do want to have a vertical gameplay.

You can jump up onto higher locations so that you can get a vantage point and shoot down on your enemies. But of course, we didn't want to take that so far that we would end up with the spinning axis issues that you get with some of the other first-person shooters, particularly on the Wii.

Especially where for new players to the system, it may be difficult for them to control the game because you are using the Wii Remote, you are pointing at the screen, and you do have that sort of direct interface with your targets. It could be very easy for you to have the "barf cam" and be spinning in a circle. That's why we restricted that.

Did that impact level design at all?

MC: It did. There are not very many extremely vertical levels in The Conduit. They're very horizontal, for the most part, with some vertical built in. I don't know that it was a matter that it restricted the gameplay. I think it was just more of a decision early on to keep things on the straight-and-level.

On a more structural level, stepping back to the Wii-specific aspects, as a game, how would you describe The Conduit?

MC: As a game, I personally feel the most comfortable describing The Conduit as a straightforward action shooter. We play a lot of first-person shooters, of course, and we're big fans of games like Halo and Resistance and even Half-Life. We like the types of games that just give you the tools and the abilities you need to get out there and have fun on the battlefield.

With The Conduit, we're trying to stay away from a lot of extra, ancillary gameplay features, and we wanted to be the type of gaming experience where you can hook in and really enjoy yourself and have a really fun, exciting experience with the game, and then progress through a few levels, enjoy yourself, and turn it off when you're wrapped up. And then of course you can go online and play with your friends.

So you're supporting online networking of some kind?

MC: Absolutely. We will have online network support. That's the goal right now. I'm sort of reluctant to say how many players. We do have a benchmark. It is fairly high right now, but it's still something we're hammering out.

We do have The Conduit running multiplayer right now, and it's a lot of fun to play. It will feature all the weapons, including ASE-based gameplay, the ASE being our All-Seeing Eye device that lets the player see alien objects that are hidden beyond the alien cloaking veil. We'll be working that into our multiplayer functionality to make it a much cooler, richer multiplayer gameplay experience.

The Conduit really is on a good track right now. The team is really interested in bringing quality to gamers everywhere. The hands-on focus tests have conclusively showed us that it's a fun game to play and people are really enjoying it right now.

It looks great, it feels great, it's going to be an exciting action experience for the Wii, and it's going to be very exciting when it's all done. I think it's definitely something that players should not miss when it's released.

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jackpotco

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#325 jackpotco
Member since 2007 • 1561 Posts

New Matt Corso Interview

The Conduit's Matt Corso On Pushing Wii Hardware For A Hardcore FPS

 The Conduit 's Matt Corso On Pushing Wii Hardware For A Hardcore FPS Independent studio High Voltage Software is taking a bet on the Wii with its upcoming game The Conduit. Two bets, actually -- that the system's hardware is capable of significantly more than most developers have done with it, and that its broad audience contains a market for a hardcore-slanted first-person shooter.

The Conduit seems to be progressing well on the first front, based on gameplay demos and videos released by High Voltage, but the team will have to wait until the game's planned early 2009 release to see if it succeeds on the second.

Gamasutra sat down with creative director Matt Corso to chat about The Conduit. Expanding on a previous Gamasutra interview excerpt, Corso discussed the impetus that led to High Voltage choosing this route, some of the ways the team has had to treat the Wii hardware to get the results it needs, the company's relationship with Nintendo and its talks with publishers, and design considerations made with respect to the FPS genre.

Development History

What led you guys to start this project, and what was your overall philosophy was behind it?

Matt Corso: The reason High Voltage decided to develop a first-person shooter for the Wii is that it seems no developer was really pushing the system, and we wanted to take advantage of the hardware and show that the Wii was capable of doing much more than what people were actually doing on it.

Also, we felt that there really weren't enough hardcore first-person shooter-****games available on the system, and the system is so perfect for that ****of game. So we really saw an opportunity to take advantage of something and make something very special for the system. That's why we chose to go with The Conduit.

How long has it been in development?

MC: The Conduit has been in development since last October. Right now, the team size is somewhere around 30 people.

And you're basically content complete at this point? Are you in alpha yet?

MC: We're near the alpha/beta stage. It's an internal project, so that's a bit loose right now. We are content complete, however. Now, we're getting more into our focus testing phase.

This is the point where we're giving players a hands-on experience with The Conduit, and from there, we're making decisions about how much more additional content, or polish and focus, we need to put into our levels to make sure they really shine.

So far, we've done focus testing with several people. A while back, we did a focus test with about 20 different people of different age groups, and we found that some things were working really well for some folks and they really liked certain aspects of the game, and we also found out that we were missing a few categories. That really helped us out, and we've taken that information and are now working on fixing and polishing, and focusing on developing a very quality experience for the Wii.

You seem to be tackling the system in two main areas it doesn't see much envelope-pushing in, one being this ****of game, and the other being the graphical capabilities. Would you say you're trying to prove something, as far as what the Wii's capable of doing?

MC: Yeah, absolutely. The Wii is a really cool game system, and it's worthy of better games than it's getting right now. I mean, there are some great games out there for the system right now, but it just seems like there's such an opportunity to do so much more with it.

Considering it's such a popular system right now, it just doesn't make sense to not focus on making really quality games. As far as the graphics are concerned, from what you've seen of our demo, you realize that the system can display some really quality videos. Right now, the bar has been so low, it was easy to exceed that bar at first, and now we feel like we're going way beyond that point.

But it makes sense. The Wii is very strong, and it's going to have a lot of staying power, and it will be here for a long time to come. So we as a studio see no reason why we shouldn't take advantage and try to develop the best experience possible for the Wii.

Did you start out experimenting with the system before you had a full design for the game worked out? I've seen some of the videos you've released, and it seems like you focused on tech pretty early.

MC: Right. Early on, we knew that we wanted to create the engine to have all these great bells and whistles, so we created our technology demo. That may be what you saw online -- it's a Roman bath house. It shows off our water effects, our heat distortion effects, and our bump mapping effects.

That was our R&D phase where we didn't know for sure if we were going to make The Conduit, per se, but we knew that we wanted to do something with the system, so that was the time when we were just polishing and trying to add all the cool functionality so that we could make a good game down the road. So yes, we did have our R&D phase.

Technical Issues

Why do you think most teams haven't gone a similar route? Is there some aspect of the hardware that is either unintuitive or difficult, beyond just having less horsepower than the other systems?

MC: Definitely that's more of a question for our technology folks back at the studio, but I would say that with systems like the Xbox 360 and PS3, you can use pixel shaders to deliver the great visual effects. With the Wii, things are a bit different, so we had to do a lot more under-the-hood optimizations to enable the system to do what it could do.

And then, even from the art content creation perspective, the system is a real balancing act, because you do have more limited texture space and whatnot, so you need to keep playing with your textures and your geometry resolutions and your lighting schemes to really bring out the visual **** It's not as easy as building your models in Zbrush, mapping to your low-res cage, and then just turning on the cool lights and you're ready to go.

There were a lot of lighting configurations that we were trying just to get to the point right now where it looks so great and it really pops out the normals. If you look at some of the early screenshots that we released, they look good and the normals were in fact there, but we really hadn't brought out the richness of the detail in the models.

It seems like every month we have a new breakthrough, and now with some recent breakthroughs, we're really able to make the graphics sizzle. And we only expect that to continue from now until the end of development, so when the consumer actually buys the game, hopefully, in our minds, we'd like it to look even better than what we're showing today.

And the team is really on board with improvements. It's definitely a labor of love for High Voltage, so they just continue to work and polish. Reworking doesn't really seem to be an issue. In fact, from a manager perspective, it's almost more difficult to get them to not rework things, because they're really on fire right now, and they really want to see this game do well.

Publisher And Platform Holder Relations

Have your tech team members corresponded with Nintendo at all with hardware and development questions?

MC: Yes, absolutely. We've been in close contact with Nintendo, and they've been helping us along the way. We had a meeting with Nintendo today, and we got even more assistance.

Nintendo's been really great to work with and very forthcoming and gracious with their information. So far the relationship has been really great. We really appreciate the support from Nintendo. Thank you, Nintendo. So yes, to answer your question.

Have you been speaking with publishers as well?

MC: I haven't been speaking with them as much as [chief creative officer] Eric Nofsinger has, and Kerry Ganofsky, our CEO. But as a studio, yes, we have been speaking with publishers on a pretty regular basis, and so far, so good.

I don't think it's a matter of if we'll get a publisher. I think it's a matter of when we'll get a publisher, and who is exactly the right publishing partner for High Voltage.

Design Considerations

On the design side, the Wii is, at first glance, well-suited to first-person aiming, but there are also difficulties in terms of being overly jerky or spastic in many shooters on the system. How are you addressing that?

MC: It's just a lot of working to refine the control system so that we don't get the jerkiness. Some of the comments we've heard from folks who've actually played The Conduit hands-on is that it does feel smooth and responsive. That is something we'll continue to work on, especially as we go into the polish phase, where we can refine our collision geometry to make sure the character moves and interacts well with the world.

The goal is to have The Conduit feel very silky-smooth, and then of course we'll have a lot of fine-tuning we can do to the game's control system so that it can feel even better and even more to your liking. We definitely want players to be able to play The Conduit their own way, and set up the control configurations to the way that suits their play****the best.

So hopefully, when all is said and done, the game should have a very smooth framerate and play very smoothly as well.

I noticed that you pretty conservatively restrict the Y-axis when aiming. Could you speak a little on that?

MC: We did restrict the Y-aiming. There's a limit to how far up you can look and how far down. We really wanted to focus on moving forward, and the action on the battlefield. We do want to have a vertical gameplay.

You can jump up onto higher locations so that you can get a vantage point and shoot down on your enemies. But of course, we didn't want to take that so far that we would end up with the spinning axis issues that you get with some of the other first-person shooters, particularly on the Wii.

Especially where for new players to the system, it may be difficult for them to control the game because you are using the Wii Remote, you are pointing at the screen, and you do have that sort of direct interface with your targets. It could be very easy for you to have the "barf cam" and be spinning in a circle. That's why we restricted that.

Did that impact level design at all?

MC: It did. There are not very many extremely vertical levels in The Conduit. They're very horizontal, for the most part, with some vertical built in. I don't know that it was a matter that it restricted the gameplay. I think it was just more of a decision early on to keep things on the straight-and-level.

On a more structural level, stepping back to the Wii-specific aspects, as a game, how would you describe The Conduit?

MC: As a game, I personally feel the most comfortable describing The Conduit as a straightforward action shooter. We play a lot of first-person shooters, of course, and we're big fans of games like Halo and Resistance and even Half-Life. We like the types of games that just give you the tools and the abilities you need to get out there and have fun on the battlefield.

With The Conduit, we're trying to stay away from a lot of extra, ancillary gameplay features, and we wanted to be the type of gaming experience where you can hook in and really enjoy yourself and have a really fun, exciting experience with the game, and then progress through a few levels, enjoy yourself, and turn it off when you're wrapped up. And then of course you can go online and play with your friends.

So you're supporting online networking of some kind?

MC: Absolutely. We will have online network support. That's the goal right now. I'm sort of reluctant to say how many players. We do have a benchmark. It is fairly high right now, but it's still something we're hammering out.

We do have The Conduit running multiplayer right now, and it's a lot of fun to play. It will feature all the weapons, including ASE-based gameplay, the ASE being our All-Seeing Eye device that lets the player see alien objects that are hidden beyond the alien cloaking veil. We'll be working that into our multiplayer functionality to make it a much cooler, richer multiplayer gameplay experience.

The Conduit really is on a good track right now. The team is really interested in bringing quality to gamers everywhere. The hands-on focus tests have conclusively showed us that it's a fun game to play and people are really enjoying it right now.

It looks great, it feels great, it's going to be an exciting action experience for the Wii, and it's going to be very exciting when it's all done. I think it's definitely something that players should not miss when it's released.

air_wolf_cubed

I love this interview... And love it when they say :

''Yeah, absolutely. The Wii is a really cool game system, and it's worthy of better games than it's getting right now. I mean, there are some great games out there for the system right now, but it just seems like there's such an opportunity to do so much more with it. ''

The devoloppers are a really great example of how every wii devoloper should be like!


Lol air wolf... I was going to post the interview right after posting it in the union:P No need for that any more :P

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lancea34

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#326 lancea34
Member since 2007 • 6912 Posts
[QUOTE="air_wolf_cubed"]

New Matt Corso Interview

The Conduit's Matt Corso On Pushing Wii Hardware For A Hardcore FPS

 The Conduit 's Matt Corso On Pushing Wii Hardware For A Hardcore FPS Independent studio High Voltage Software is taking a bet on the Wii with its upcoming game The Conduit. Two bets, actually -- that the system's hardware is capable of significantly more than most developers have done with it, and that its broad audience contains a market for a hardcore-slanted first-person shooter.

The Conduit seems to be progressing well on the first front, based on gameplay demos and videos released by High Voltage, but the team will have to wait until the game's planned early 2009 release to see if it succeeds on the second.

Gamasutra sat down with creative director Matt Corso to chat about The Conduit. Expanding on a previous Gamasutra interview excerpt, Corso discussed the impetus that led to High Voltage choosing this route, some of the ways the team has had to treat the Wii hardware to get the results it needs, the company's relationship with Nintendo and its talks with publishers, and design considerations made with respect to the FPS genre.

Development History

What led you guys to start this project, and what was your overall philosophy was behind it?

Matt Corso: The reason High Voltage decided to develop a first-person shooter for the Wii is that it seems no developer was really pushing the system, and we wanted to take advantage of the hardware and show that the Wii was capable of doing much more than what people were actually doing on it.

Also, we felt that there really weren't enough hardcore first-person shooter-****games available on the system, and the system is so perfect for that ****of game. So we really saw an opportunity to take advantage of something and make something very special for the system. That's why we chose to go with The Conduit.

How long has it been in development?

MC: The Conduit has been in development since last October. Right now, the team size is somewhere around 30 people.

And you're basically content complete at this point? Are you in alpha yet?

MC: We're near the alpha/beta stage. It's an internal project, so that's a bit loose right now. We are content complete, however. Now, we're getting more into our focus testing phase.

This is the point where we're giving players a hands-on experience with The Conduit, and from there, we're making decisions about how much more additional content, or polish and focus, we need to put into our levels to make sure they really shine.

So far, we've done focus testing with several people. A while back, we did a focus test with about 20 different people of different age groups, and we found that some things were working really well for some folks and they really liked certain aspects of the game, and we also found out that we were missing a few categories. That really helped us out, and we've taken that information and are now working on fixing and polishing, and focusing on developing a very quality experience for the Wii.

You seem to be tackling the system in two main areas it doesn't see much envelope-pushing in, one being this ****of game, and the other being the graphical capabilities. Would you say you're trying to prove something, as far as what the Wii's capable of doing?

MC: Yeah, absolutely. The Wii is a really cool game system, and it's worthy of better games than it's getting right now. I mean, there are some great games out there for the system right now, but it just seems like there's such an opportunity to do so much more with it.

Considering it's such a popular system right now, it just doesn't make sense to not focus on making really quality games. As far as the graphics are concerned, from what you've seen of our demo, you realize that the system can display some really quality videos. Right now, the bar has been so low, it was easy to exceed that bar at first, and now we feel like we're going way beyond that point.

But it makes sense. The Wii is very strong, and it's going to have a lot of staying power, and it will be here for a long time to come. So we as a studio see no reason why we shouldn't take advantage and try to develop the best experience possible for the Wii.

Did you start out experimenting with the system before you had a full design for the game worked out? I've seen some of the videos you've released, and it seems like you focused on tech pretty early.

MC: Right. Early on, we knew that we wanted to create the engine to have all these great bells and whistles, so we created our technology demo. That may be what you saw online -- it's a Roman bath house. It shows off our water effects, our heat distortion effects, and our bump mapping effects.

That was our R&D phase where we didn't know for sure if we were going to make The Conduit, per se, but we knew that we wanted to do something with the system, so that was the time when we were just polishing and trying to add all the cool functionality so that we could make a good game down the road. So yes, we did have our R&D phase.

Technical Issues

Why do you think most teams haven't gone a similar route? Is there some aspect of the hardware that is either unintuitive or difficult, beyond just having less horsepower than the other systems?

MC: Definitely that's more of a question for our technology folks back at the studio, but I would say that with systems like the Xbox 360 and PS3, you can use pixel shaders to deliver the great visual effects. With the Wii, things are a bit different, so we had to do a lot more under-the-hood optimizations to enable the system to do what it could do.

And then, even from the art content creation perspective, the system is a real balancing act, because you do have more limited texture space and whatnot, so you need to keep playing with your textures and your geometry resolutions and your lighting schemes to really bring out the visual **** It's not as easy as building your models in Zbrush, mapping to your low-res cage, and then just turning on the cool lights and you're ready to go.

There were a lot of lighting configurations that we were trying just to get to the point right now where it looks so great and it really pops out the normals. If you look at some of the early screenshots that we released, they look good and the normals were in fact there, but we really hadn't brought out the richness of the detail in the models.

It seems like every month we have a new breakthrough, and now with some recent breakthroughs, we're really able to make the graphics sizzle. And we only expect that to continue from now until the end of development, so when the consumer actually buys the game, hopefully, in our minds, we'd like it to look even better than what we're showing today.

And the team is really on board with improvements. It's definitely a labor of love for High Voltage, so they just continue to work and polish. Reworking doesn't really seem to be an issue. In fact, from a manager perspective, it's almost more difficult to get them to not rework things, because they're really on fire right now, and they really want to see this game do well.

Publisher And Platform Holder Relations

Have your tech team members corresponded with Nintendo at all with hardware and development questions?

MC: Yes, absolutely. We've been in close contact with Nintendo, and they've been helping us along the way. We had a meeting with Nintendo today, and we got even more assistance.

Nintendo's been really great to work with and very forthcoming and gracious with their information. So far the relationship has been really great. We really appreciate the support from Nintendo. Thank you, Nintendo. So yes, to answer your question.

Have you been speaking with publishers as well?

MC: I haven't been speaking with them as much as [chief creative officer] Eric Nofsinger has, and Kerry Ganofsky, our CEO. But as a studio, yes, we have been speaking with publishers on a pretty regular basis, and so far, so good.

I don't think it's a matter of if we'll get a publisher. I think it's a matter of when we'll get a publisher, and who is exactly the right publishing partner for High Voltage.

Design Considerations

On the design side, the Wii is, at first glance, well-suited to first-person aiming, but there are also difficulties in terms of being overly jerky or spastic in many shooters on the system. How are you addressing that?

MC: It's just a lot of working to refine the control system so that we don't get the jerkiness. Some of the comments we've heard from folks who've actually played The Conduit hands-on is that it does feel smooth and responsive. That is something we'll continue to work on, especially as we go into the polish phase, where we can refine our collision geometry to make sure the character moves and interacts well with the world.

The goal is to have The Conduit feel very silky-smooth, and then of course we'll have a lot of fine-tuning we can do to the game's control system so that it can feel even better and even more to your liking. We definitely want players to be able to play The Conduit their own way, and set up the control configurations to the way that suits their play****the best.

So hopefully, when all is said and done, the game should have a very smooth framerate and play very smoothly as well.

I noticed that you pretty conservatively restrict the Y-axis when aiming. Could you speak a little on that?

MC: We did restrict the Y-aiming. There's a limit to how far up you can look and how far down. We really wanted to focus on moving forward, and the action on the battlefield. We do want to have a vertical gameplay.

You can jump up onto higher locations so that you can get a vantage point and shoot down on your enemies. But of course, we didn't want to take that so far that we would end up with the spinning axis issues that you get with some of the other first-person shooters, particularly on the Wii.

Especially where for new players to the system, it may be difficult for them to control the game because you are using the Wii Remote, you are pointing at the screen, and you do have that sort of direct interface with your targets. It could be very easy for you to have the "barf cam" and be spinning in a circle. That's why we restricted that.

Did that impact level design at all?

MC: It did. There are not very many extremely vertical levels in The Conduit. They're very horizontal, for the most part, with some vertical built in. I don't know that it was a matter that it restricted the gameplay. I think it was just more of a decision early on to keep things on the straight-and-level.

On a more structural level, stepping back to the Wii-specific aspects, as a game, how would you describe The Conduit?

MC: As a game, I personally feel the most comfortable describing The Conduit as a straightforward action shooter. We play a lot of first-person shooters, of course, and we're big fans of games like Halo and Resistance and even Half-Life. We like the types of games that just give you the tools and the abilities you need to get out there and have fun on the battlefield.

With The Conduit, we're trying to stay away from a lot of extra, ancillary gameplay features, and we wanted to be the type of gaming experience where you can hook in and really enjoy yourself and have a really fun, exciting experience with the game, and then progress through a few levels, enjoy yourself, and turn it off when you're wrapped up. And then of course you can go online and play with your friends.

So you're supporting online networking of some kind?

MC: Absolutely. We will have online network support. That's the goal right now. I'm sort of reluctant to say how many players. We do have a benchmark. It is fairly high right now, but it's still something we're hammering out.

We do have The Conduit running multiplayer right now, and it's a lot of fun to play. It will feature all the weapons, including ASE-based gameplay, the ASE being our All-Seeing Eye device that lets the player see alien objects that are hidden beyond the alien cloaking veil. We'll be working that into our multiplayer functionality to make it a much cooler, richer multiplayer gameplay experience.

The Conduit really is on a good track right now. The team is really interested in bringing quality to gamers everywhere. The hands-on focus tests have conclusively showed us that it's a fun game to play and people are really enjoying it right now.

It looks great, it feels great, it's going to be an exciting action experience for the Wii, and it's going to be very exciting when it's all done. I think it's definitely something that players should not miss when it's released.

jackpotco

I love this interview... And love it when they say :

''Yeah, absolutely. The Wii is a really cool game system, and it's worthy of better games than it's getting right now. I mean, there are some great games out there for the system right now, but it just seems like there's such an opportunity to do so much more with it. ''

The devoloppers are a really great example of how every wii devoloper should be like!


Lol air wolf... I was going to post the interview right after posting it in the union:P No need for that any more :P

Yeah, because I posted it on first page.:P

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air_wolf_cubed

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#327 air_wolf_cubed
Member since 2004 • 10233 Posts


Lol air wolf... I was going to post the interview right after posting it in the union:P No need for that any more :P

jackpotco
Hey I run this thread around here :wink:
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jackpotco

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#328 jackpotco
Member since 2007 • 1561 Posts

I love this interview... And love it when they say :

''Yeah, absolutely. The Wii is a really cool game system, and it's worthy of better games than it's getting right now. I mean, there are some great games out there for the system right now, but it just seems like there's such an opportunity to do so much more with it. ''

The devoloppers are a really great example of how every wii devoloper should be like!


Lol air wolf... I was going to post the interview right after posting it in the union:P No need for that any more :P

Yeah, because I posted it on first page.:P

[QUOTE="jackpotco"]


Lol air wolf... I was going to post the interview right after posting it in the union:P No need for that any more :P

air_wolf_cubed

Hey I run this thread around here :wink:

hahaha lol... Ok to make clear... I Found it... Posted on link to add to front page... Lancea posted on front page since he's officer.... Air wolf found it there and posted here since he runs this... Haha... there:D lmao... all cleared up now....

since all of you love this game... And if ya want some fun :

Why don't you just join the conduit union and talk about it here!

Now continue on airwolf :lol:

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air_wolf_cubed

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#329 air_wolf_cubed
Member since 2004 • 10233 Posts
[QUOTE="air_wolf_cubed"][QUOTE="jackpotco"]


Lol air wolf... I was going to post the interview right after posting it in the union:P No need for that any more :P

jackpotco
Hey I run this thread around here :wink:

hahaha lol... Ok to make clear... I Found it... Posted on link to add to front page... Lancea posted on front page since he's officer.... Air wolf found it there and posted here since he runs this... Haha... there:D lmao... all cleared up now.... Now continue on airwolf :lol:

Hey at least I saved everyone the trouble of not clicking the link to read the interview :P
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jackpotco

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#330 jackpotco
Member since 2007 • 1561 Posts
[QUOTE="jackpotco"] [QUOTE="air_wolf_cubed"][QUOTE="jackpotco"]


Lol air wolf... I was going to post the interview right after posting it in the union:P No need for that any more :P

air_wolf_cubed

Hey I run this thread around here :wink:

hahaha lol... Ok to make clear... I Found it... Posted on link to add to front page... Lancea posted on front page since he's officer.... Air wolf found it there and posted here since he runs this... Haha... there:D lmao... all cleared up now.... Now continue on airwolf :lol:

Hey at least I saved everyone the trouble of not clicking the link to read the interview :P

.... lol :D I was going to do so! :P but you got there before me haha... at least its there... well... We have posted a lot here I don't think people will find it either soo... I might as well posted here for everyone again:lol:

Here's for everyone that couldn't find the interview because of us three posted alot :D (took it right from the first link ... and deleted nothing !!):

September 9, 2008

The Conduit's Matt Corso On Pushing Wii Hardware For A Hardcore FPS

 The Conduit 's Matt Corso On Pushing Wii Hardware For A Hardcore FPS Independent studio High Voltage Software is taking a bet on the Wii with its upcoming game The Conduit. Two bets, actually -- that the system's hardware is capable of significantly more than most developers have done with it, and that its broad audience contains a market for a hardcore-slanted first-person shooter.

The Conduit seems to be progressing well on the first front, based on gameplay demos and videos released by High Voltage, but the team will have to wait until the game's planned early 2009 release to see if it succeeds on the second.

Gamasutra sat down with creative director Matt Corso to chat about The Conduit. Expanding on a previous Gamasutra interview excerpt, Corso discussed the impetus that led to High Voltage choosing this route, some of the ways the team has had to treat the Wii hardware to get the results it needs, the company's relationship with Nintendo and its talks with publishers, and design considerations made with respect to the FPS genre.

Development History

What led you guys to start this project, and what was your overall philosophy was behind it?

Matt Corso: The reason High Voltage decided to develop a first-person shooter for the Wii is that it seems no developer was really pushing the system, and we wanted to take advantage of the hardware and show that the Wii was capable of doing much more than what people were actually doing on it.

Also, we felt that there really weren't enough hardcore first-person shooter-****games available on the system, and the system is so perfect for that ****of game. So we really saw an opportunity to take advantage of something and make something very special for the system. That's why we chose to go with The Conduit.

How long has it been in development?

MC: The Conduit has been in development since last October. Right now, the team size is somewhere around 30 people.

And you're basically content complete at this point? Are you in alpha yet?

MC: We're near the alpha/beta stage. It's an internal project, so that's a bit loose right now. We are content complete, however. Now, we're getting more into our focus testing phase.

This is the point where we're giving players a hands-on experience with The Conduit, and from there, we're making decisions about how much more additional content, or polish and focus, we need to put into our levels to make sure they really shine.

So far, we've done focus testing with several people. A while back, we did a focus test with about 20 different people of different age groups, and we found that some things were working really well for some folks and they really liked certain aspects of the game, and we also found out that we were missing a few categories. That really helped us out, and we've taken that information and are now working on fixing and polishing, and focusing on developing a very quality experience for the Wii.

You seem to be tackling the system in two main areas it doesn't see much envelope-pushing in, one being this ****of game, and the other being the graphical capabilities. Would you say you're trying to prove something, as far as what the Wii's capable of doing?

MC: Yeah, absolutely. The Wii is a really cool game system, and it's worthy of better games than it's getting right now. I mean, there are some great games out there for the system right now, but it just seems like there's such an opportunity to do so much more with it.

Considering it's such a popular system right now, it just doesn't make sense to not focus on making really quality games. As far as the graphics are concerned, from what you've seen of our demo, you realize that the system can display some really quality videos. Right now, the bar has been so low, it was easy to exceed that bar at first, and now we feel like we're going way beyond that point.

But it makes sense. The Wii is very strong, and it's going to have a lot of staying power, and it will be here for a long time to come. So we as a studio see no reason why we shouldn't take advantage and try to develop the best experience possible for the Wii.

Did you start out experimenting with the system before you had a full design for the game worked out? I've seen some of the videos you've released, and it seems like you focused on tech pretty early.

MC: Right. Early on, we knew that we wanted to create the engine to have all these great bells and whistles, so we created our technology demo. That may be what you saw online -- it's a Roman bath house. It shows off our water effects, our heat distortion effects, and our bump mapping effects.

That was our R&D phase where we didn't know for sure if we were going to make The Conduit, per se, but we knew that we wanted to do something with the system, so that was the time when we were just polishing and trying to add all the cool functionality so that we could make a good game down the road. So yes, we did have our R&D phase.

Technical Issues

Why do you think most teams haven't gone a similar route? Is there some aspect of the hardware that is either unintuitive or difficult, beyond just having less horsepower than the other systems?

MC: Definitely that's more of a question for our technology folks back at the studio, but I would say that with systems like the Xbox 360 and PS3, you can use pixel shaders to deliver the great visual effects. With the Wii, things are a bit different, so we had to do a lot more under-the-hood optimizations to enable the system to do what it could do.

And then, even from the art content creation perspective, the system is a real balancing act, because you do have more limited texture space and whatnot, so you need to keep playing with your textures and your geometry resolutions and your lighting schemes to really bring out the visual **** It's not as easy as building your models in Zbrush, mapping to your low-res cage, and then just turning on the cool lights and you're ready to go.

There were a lot of lighting configurations that we were trying just to get to the point right now where it looks so great and it really pops out the normals. If you look at some of the early screenshots that we released, they look good and the normals were in fact there, but we really hadn't brought out the richness of the detail in the models.

It seems like every month we have a new breakthrough, and now with some recent breakthroughs, we're really able to make the graphics sizzle. And we only expect that to continue from now until the end of development, so when the consumer actually buys the game, hopefully, in our minds, we'd like it to look even better than what we're showing today.

And the team is really on board with improvements. It's definitely a labor of love for High Voltage, so they just continue to work and polish. Reworking doesn't really seem to be an issue. In fact, from a manager perspective, it's almost more difficult to get them to not rework things, because they're really on fire right now, and they really want to see this game do well.

Publisher And Platform Holder Relations

Have your tech team members corresponded with Nintendo at all with hardware and development questions?

MC: Yes, absolutely. We've been in close contact with Nintendo, and they've been helping us along the way. We had a meeting with Nintendo today, and we got even more assistance.

Nintendo's been really great to work with and very forthcoming and gracious with their information. So far the relationship has been really great. We really appreciate the support from Nintendo. Thank you, Nintendo. So yes, to answer your question.

Have you been speaking with publishers as well?

MC: I haven't been speaking with them as much as [chief creative officer] Eric Nofsinger has, and Kerry Ganofsky, our CEO. But as a studio, yes, we have been speaking with publishers on a pretty regular basis, and so far, so good.

I don't think it's a matter of if we'll get a publisher. I think it's a matter of when we'll get a publisher, and who is exactly the right publishing partner for High Voltage.

Design Considerations

On the design side, the Wii is, at first glance, well-suited to first-person aiming, but there are also difficulties in terms of being overly jerky or spastic in many shooters on the system. How are you addressing that?

MC: It's just a lot of working to refine the control system so that we don't get the jerkiness. Some of the comments we've heard from folks who've actually played The Conduit hands-on is that it does feel smooth and responsive. That is something we'll continue to work on, especially as we go into the polish phase, where we can refine our collision geometry to make sure the character moves and interacts well with the world.

The goal is to have The Conduit feel very silky-smooth, and then of course we'll have a lot of fine-tuning we can do to the game's control system so that it can feel even better and even more to your liking. We definitely want players to be able to play The Conduit their own way, and set up the control configurations to the way that suits their play****the best.

So hopefully, when all is said and done, the game should have a very smooth framerate and play very smoothly as well.

I noticed that you pretty conservatively restrict the Y-axis when aiming. Could you speak a little on that?

MC: We did restrict the Y-aiming. There's a limit to how far up you can look and how far down. We really wanted to focus on moving forward, and the action on the battlefield. We do want to have a vertical gameplay.

You can jump up onto higher locations so that you can get a vantage point and shoot down on your enemies. But of course, we didn't want to take that so far that we would end up with the spinning axis issues that you get with some of the other first-person shooters, particularly on the Wii.

Especially where for new players to the system, it may be difficult for them to control the game because you are using the Wii Remote, you are pointing at the screen, and you do have that sort of direct interface with your targets. It could be very easy for you to have the "barf cam" and be spinning in a circle. That's why we restricted that.

Did that impact level design at all?

MC: It did. There are not very many extremely vertical levels in The Conduit. They're very horizontal, for the most part, with some vertical built in. I don't know that it was a matter that it restricted the gameplay. I think it was just more of a decision early on to keep things on the straight-and-level.

On a more structural level, stepping back to the Wii-specific aspects, as a game, how would you describe The Conduit?

MC: As a game, I personally feel the most comfortable describing The Conduit as a straightforward action shooter. We play a lot of first-person shooters, of course, and we're big fans of games like Halo and Resistance and even Half-Life. We like the types of games that just give you the tools and the abilities you need to get out there and have fun on the battlefield.

With The Conduit, we're trying to stay away from a lot of extra, ancillary gameplay features, and we wanted to be the type of gaming experience where you can hook in and really enjoy yourself and have a really fun, exciting experience with the game, and then progress through a few levels, enjoy yourself, and turn it off when you're wrapped up. And then of course you can go online and play with your friends.

So you're supporting online networking of some kind?

MC: Absolutely. We will have online network support. That's the goal right now. I'm sort of reluctant to say how many players. We do have a benchmark. It is fairly high right now, but it's still something we're hammering out.

We do have The Conduit running multiplayer right now, and it's a lot of fun to play. It will feature all the weapons, including ASE-based gameplay, the ASE being our All-Seeing Eye device that lets the player see alien objects that are hidden beyond the alien cloaking veil. We'll be working that into our multiplayer functionality to make it a much cooler, richer multiplayer gameplay experience.

The Conduit really is on a good track right now. The team is really interested in bringing quality to gamers everywhere. The hands-on focus tests have conclusively showed us that it's a fun game to play and people are really enjoying it right now.

It looks great, it feels great, it's going to be an exciting action experience for the Wii, and it's going to be very exciting when it's all done. I think it's definitely something that players should not miss when it's released.

POSTED: 12.12PM PST, 09/09/08 - Chris Remo - LINKdivider

Comments


Anonymous 9 Sep 2008 at 8:37 am PST Wii market is a little tough to understand.

Exclusive hardcore titles like No More Heroes and Metroid Prime sell so-so

Multiplatform hardcore titles sell so-so (StarWars Force Unleashed for Xbox 360 and PS3 are #2 and #7 in Most Popular Games in GameStats.com while the Wii version is #44)

And yet hardcore Nintendo games like Smash Bros., Mario Galaxy and Super Paper Mario did well!

So what have we learn about the market?

Still I believe it's very important that the hardcore titles keep coming because it's important for the industry that Wii becomes an alternative to hardcore players, so maybe we will see an industry not pressed to bring better graphics but also greater gameplay experiences.

The above is not my comment ... lol as I deleted nothing, it was took from the site as is.

Again you are free to join the Conduit union talk about the game here!!

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Sepewrath

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#331 Sepewrath
Member since 2005 • 30712 Posts
Ok people could you stop doing things like quoting entire articles, pick what you want to talk about and qoute only that. Anyway even for those who arent fans of the Conduit you have to appreciate what High Voltage is attempting to do. Basically this game is a callout to all other devs to step up their game, I mean I dont know how they feel, but if I was a large development company (i.e. EA, Ubisoft, Capcom. Konami) I would be embarrased that a small development company is making a title superior to our company who has nearly unlimited development resources. Hopefully this is the case and other companies will be inspired to go all out, but the only way that will happen is if the Conduit turns out at least adequate and sells more than 200,000 copies, while the lastest Harry Potter game or PS2 port sells a million.
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jackpotco

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#332 jackpotco
Member since 2007 • 1561 Posts
Ok people could you stop doing things like quoting entire articles, pick what you want to talk about and qoute only that. Anyway even for those who arent fans of the Conduit you have to appreciate what High Voltage is attempting to do. Basically this game is a callout to all other devs to step up their game, I mean I dont know how they feel, but if I was a large development company (i.e. EA, Ubisoft, Capcom. Konami) I would be embarrased that a small development company is making a title superior to our company who has nearly unlimited development resources. Hopefully this is the case and other companies will be inspired to go all out, but the only way that will happen is if the Conduit turns out at least adequate and sells more than 200,000 copies, while the lastest Harry Potter game or PS2 port sells a million. Sepewrath
I completly agree with you! Great statement! That is exaclty what I think! They are calling out to all other wii developpers to tell them to step up their game. I totally love what you said! And is exaclty what I wanted to say ... lol just couldn't get to the words! Thx!
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nintendoman562

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#333 nintendoman562
Member since 2007 • 5593 Posts


Have your tech team members corresponded with Nintendo at all with hardware and development questions?

MC: Yes, absolutely. We've been in close contact with Nintendo, and they've been helping us along the way. We had a meeting with Nintendo today, and we got even more assistance.

Nintendo's been really great to work with and very forthcoming and gracious with their information. So far the relationship has been really great. We really appreciate the support from Nintendo. Thank you, Nintendo. So yes, to answer your question.

Have you been speaking with publishers as well?

MC: I haven't been speaking with them as much as [chief creative officer] Eric Nofsinger has, and Kerry Ganofsky, our CEO. But as a studio, yes, we have been speaking with publishers on a pretty regular basis, and so far, so good.

I don't think it's a matter of if we'll get a publisher. I think it's a matter of when we'll get a publisher, and who is exactly the right publishing partner for High Voltage.

He makes it sound like Nintendo is going to be the publisher.

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PhazonBlazer

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#334 PhazonBlazer
Member since 2007 • 12013 Posts


Have your tech team members corresponded with Nintendo at all with hardware and development questions?

MC: Yes, absolutely. We've been in close contact with Nintendo, and they've been helping us along the way. We had a meeting with Nintendo today, and we got even more assistance.

Nintendo's been really great to work with and very forthcoming and gracious with their information. So far the relationship has been really great. We really appreciate the support from Nintendo. Thank you, Nintendo. So yes, to answer your question.

Have you been speaking with publishers as well?

MC: I haven't been speaking with them as much as [chief creative officer] Eric Nofsinger has, and Kerry Ganofsky, our CEO. But as a studio, yes, we have been speaking with publishers on a pretty regular basis, and so far, so good.

I don't think it's a matter of if we'll get a publisher. I think it's a matter of when we'll get a publisher, and who is exactly the right publishing partner for High Voltage.

He makes it sound like Nintendo is going to be the publisher.

nintendoman562

nice

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air_wolf_cubed

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#335 air_wolf_cubed
Member since 2004 • 10233 Posts
[QUOTE="nintendoman562"]


Have your tech team members corresponded with Nintendo at all with hardware and development questions?

MC: Yes, absolutely. We've been in close contact with Nintendo, and they've been helping us along the way. We had a meeting with Nintendo today, and we got even more assistance.

Nintendo's been really great to work with and very forthcoming and gracious with their information. So far the relationship has been really great. We really appreciate the support from Nintendo. Thank you, Nintendo. So yes, to answer your question.

Have you been speaking with publishers as well?

MC: I haven't been speaking with them as much as [chief creative officer] Eric Nofsinger has, and Kerry Ganofsky, our CEO. But as a studio, yes, we have been speaking with publishers on a pretty regular basis, and so far, so good.

I don't think it's a matter of if we'll get a publisher. I think it's a matter of when we'll get a publisher, and who is exactly the right publishing partner for High Voltage.

He makes it sound like Nintendo is going to be the publisher.

PhazonBlazer

nice

no its not nice. Nintendo publishing = friend codes
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PhazonBlazer

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#336 PhazonBlazer
Member since 2007 • 12013 Posts
[QUOTE="PhazonBlazer"][QUOTE="nintendoman562"]


Have your tech team members corresponded with Nintendo at all with hardware and development questions?

MC: Yes, absolutely. We've been in close contact with Nintendo, and they've been helping us along the way. We had a meeting with Nintendo today, and we got even more assistance.

Nintendo's been really great to work with and very forthcoming and gracious with their information. So far the relationship has been really great. We really appreciate the support from Nintendo. Thank you, Nintendo. So yes, to answer your question.

Have you been speaking with publishers as well?

MC: I haven't been speaking with them as much as [chief creative officer] Eric Nofsinger has, and Kerry Ganofsky, our CEO. But as a studio, yes, we have been speaking with publishers on a pretty regular basis, and so far, so good.

I don't think it's a matter of if we'll get a publisher. I think it's a matter of when we'll get a publisher, and who is exactly the right publishing partner for High Voltage.

He makes it sound like Nintendo is going to be the publisher.

air_wolf_cubed

nice

no its not nice. Nintendo publishing = friend codes

oh yeah...

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legend26

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#337 legend26
Member since 2007 • 16010 Posts

The Conduit 2 Enters Development

[quote="TotallyWii"]With no publisher announced for The Conduit 1...

...High Voltage Software might be seen as jumping the FPS Gun a little. French gaming website Gamekyo has broken the news that The Conduit 2 is already in development.

This time round, High Voltage are promising all new characters, weapons and even the addition of vehicles to the game - along with a fully rounded and satisfying set of multiplayer networked deathmatch modes.

There's no ballpark release date yet, though with the first game still waiting on an official announcement as to who's going to be sticking the finished product onto game store shelves, we're guessing it'll be well into 2009 before you'll even get a whiff of this one.
air_wolf_cubed

w00T!!!1!

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TheColbert

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#338 TheColbert
Member since 2008 • 3846 Posts
Yeah I wonder who the publisher will be? Someone big like EA or not?
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danger_ranger95

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#339 danger_ranger95
Member since 2006 • 5584 Posts
I still think it's going to be Nintendo to be honest. and if it is...I bet they will not be using friend codes (with persuation from HV) as a test game to see how it turns out.
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Super_Ska

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#340 Super_Ska
Member since 2007 • 435 Posts

looks like a perfect dark knock offwebbut

That's what i thought of when i saw this game.

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Super_Ska

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#341 Super_Ska
Member since 2007 • 435 Posts

[QUOTE="webbut"]looks like a perfect dark knock offSuper_Ska

That's what i thought of when i saw this game.

but i still think it looks pretty good.
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Chojuto

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#342 Chojuto
Member since 2007 • 2914 Posts
As long as it doesn't have friend codes *shudder
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Sepewrath

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#343 Sepewrath
Member since 2005 • 30712 Posts

[QUOTE="webbut"]looks like a perfect dark knock offSuper_Ska

That's what i thought of when i saw this game.

And perfect dark is a knock off of something else, and that is a knock off of something else. There arent to many ideas to go around anymore that havent already been done. I dont think Nintendo will publish this game, I could see someone like Ubi jumping on this or maybe EA. It seems that with titles like Dead Space and Mirrors Edge that they are trying to expand their library.

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Chojuto

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#344 Chojuto
Member since 2007 • 2914 Posts
I don't think Ubisoft will publish it, seeing as they're working on Red Steel 2 and stuff. I can see EA publishing it, since they've done online good on Wii before and we wouldn't have to use friend codes. And if Nintendo publishes it, there better be leader boards, ranks, stats, you know, that kinda stuff, and ways to friend people without friggin friend codes. And I hope that Wii Speak is gonna be compatible.
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Durhamster

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#345 Durhamster
Member since 2007 • 859 Posts

As long as it doesn't have friend codes *shudderChojuto

Oh it will. If it doesn't I will be surprised. If it doesn't I wouldn't be surprised if you needed someone to be on your friends in order to talk to them in game with WiiSpeak.

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D_Kefka

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#346 D_Kefka
Member since 2008 • 223 Posts

Everybody knows that they got a publisher right?

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Chojuto

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#347 Chojuto
Member since 2007 • 2914 Posts

[QUOTE="Chojuto"]As long as it doesn't have friend codes *shudderDurhamster

Oh it will. If it doesn't I will be surprised. If it doesn't I wouldn't be surprised if you needed someone to be on your friends in order to talk to them in game with WiiSpeak.

But Medal of Honor: Heroes 2 didn't require friend codes.

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D_Kefka

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#348 D_Kefka
Member since 2008 • 223 Posts
then how do you make friends, huh, yeah got you by the nuts
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air_wolf_cubed

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#349 air_wolf_cubed
Member since 2004 • 10233 Posts
then how do you make friends, huh, yeah got you by the nutsD_Kefka
seriously did you ever play any online game that wasnt for Wii or DS?
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#350 air_wolf_cubed
Member since 2004 • 10233 Posts
Composer behind Transformers, Resident Evil: Extinction scores The Conduit

Hoffman Estates, IL - September 9, 2008 - High Voltage Software, Inc., one of the world's largest independent developers, today officially announced that their stunning first-person action shooter, The Conduit, has been scored by famed composer Diego Stocco.

Diego Stocco's music sound design credits include movies such as Transformers, Resident Evil: Extinction, Crank, Jumper, Lady in the Water, and videogame soundtracks for Justice League Heroes and SoulCalibur IV. His commercial credits include Nokia, Samsung, Panasonic, BMW and General Motors.

"Working with Diego was such an enjoyment," said Michael Metz, Audio/Visual Director at High Voltage Software. "When I heard the first track he made for The Conduit, I literally got the chills, it was exactly the mood and mix of sound design and music we were looking for."

"The Conduit unveils incredible scenarios during the game, with a richness in terms of details and action that is very inspiring for a composer," said Stocco. "I'm very excited to be part of The Conduit; it's the kind of project that makes me push the envelope in terms of sound creativity."

The Conduit won several awards following its appearance and demonstration at E3 2008. IGN.com gave it three awards, including Best Shooter Game of E3 2008 (Wii), Best Graphics Technology of E3 2008 (Wii), and Best Overall Wii Game of E3 2008. GameTrailers.com also gave it Best Wii Game of E3 2008.

The Conduit is scheduled for release in Q1 2009 exclusively for the Nintendo Wii. GoNintendo