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

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randomguy15

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

It's the reason why he doesen't like it.
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bobbetybob

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#352 bobbetybob
Member since 2005 • 19370 Posts
I hope the man cmoposing the music composed the bit for the first trailer, I liked that song it was awesome.
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Chojuto

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#353 Chojuto
Member since 2007 • 2914 Posts
[quote="GoNintendo"]

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.

air_wolf_cubed

Hell yeah.

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Sepewrath

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#354 Sepewrath
Member since 2005 • 30712 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.Chojuto

Well that would be a perk to Nintendo publishing it, you may get stuck with friend codes but its much more likely to use Wii Speak than if published by someone else. But who knows it may use it anyway, but call me a pessimist but I dont see this game selling very well. It will sit on the shelves and people will complain on the forums about why the PS3/360 get games like Bioshock, the new Prince of Persia and Prototype and we get games like that horse game from Ubisoft. and its a simple answer because while this will probaly sell like 400,000 copies in a period where there isnt even much competition some shovelware will move 600,000 units and people wonder why devs go with that, on the Wii.

1. It's far easier to develop

2. For some reason it sells better

3. because of ease of development and better sells its more profitable.

The solution, buy the game, give it a shot, dont forsake it automatically, even if you don't like it, buy it anyway and sell it back to the store. sell backs still count in sells figures, this may be our last shot as devs making an effort on the Wii.

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legend26

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#355 legend26
Member since 2007 • 16010 Posts
awesome news!
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air_wolf_cubed

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#356 air_wolf_cubed
Member since 2004 • 10233 Posts

Well that would be a perk to Nintendo publishing it, you may get stuck with friend codes but its much more likely to use Wii Speak than if published by someone else. But who knows it may use it anyway, but call me a pessimist but I dont see this game selling very well. It will sit on the shelves and people will complain on the forums about why the PS3/360 get games like Bioshock, the new Prince of Persia and Prototype and we get games like that horse game from Ubisoft. and its a simple answer because while this will probaly sell like 400,000 copies in a period where there isnt even much competition some shovelware will move 600,000 units and people wonder why devs go with that, on the Wii.

1. It's far easier to develop

2. For some reason it sells better

3. because of ease of development and better sells its more profitable.

The solution, buy the game, give it a shot, dont forsake it automatically, even if you don't like it, buy it anyway and sell it back to the store. sell backs still count in sells figures, this may be our last shot as devs making an effort on the Wii.

Sepewrath
Petz games dont exactly sell too much on the Wii
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Chojuto

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#357 Chojuto
Member since 2007 • 2914 Posts

[QUOTE="Chojuto"]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.Sepewrath

...this may be our last shot as devs making an effort on the Wii.

Well, even if this game fails, we still have other good third party games coming out for Wii in 2009, and if Conduit doesn't sell well, the other ones might.

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clicketyclick

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#358 clicketyclick
Member since 2008 • 7136 Posts
[QUOTE="Sepewrath"]

[QUOTE="Chojuto"]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.Chojuto

...this may be our last shot as devs making an effort on the Wii.

Well, even if this game fails, we still have other good third party games coming out for Wii in 2009, and if Conduit doesn't sell well, the other ones might.

I have a bad feeling that if The Conduit doesn't sell well, other developers are going to be spooked and won't develop core games for the Wii. It seems that a lot of people - not just gamers - are looking at The Conduit as a sort of pH indicator strip, testing the water, seeing if core games are viable in this environment.

/extended metaphor

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air_wolf_cubed

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#359 air_wolf_cubed
Member since 2004 • 10233 Posts
[QUOTE="Chojuto"][QUOTE="Sepewrath"]

[QUOTE="Chojuto"]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.clicketyclick

...this may be our last shot as devs making an effort on the Wii.

Well, even if this game fails, we still have other good third party games coming out for Wii in 2009, and if Conduit doesn't sell well, the other ones might.

I have a bad feeling that if The Conduit doesn't sell well, other developers are going to be spooked and won't develop for the Wii. It seems that a lot of people - not just gamers - are looking at The Conduit as a sort of pH indicator strip, testing the water, seeing if core games are viable in this market.

Why should they base it off The Conduit? No one should ever expect a new IP to sell great *cough*Okami*cough*
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clicketyclick

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#360 clicketyclick
Member since 2008 • 7136 Posts

Why should they base it off The Conduit? No one should ever expect a new IP to sell great *cough*Okami*cough* air_wolf_cubed

I'm not saying they're right to do it, but The Conduit has been really hyped up. It is often seen as one of the few if not the only third party title that's actually trying. The developers have been vocal about their intent to please core gamers. It's certainly among the few non-casual third party titles with positive hype that have a release date coming up soon.

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Chojuto

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#361 Chojuto
Member since 2007 • 2914 Posts

Why should they base it off The Conduit? No one should ever expect a new IP to sell great *cough*Okami*cough* air_wolf_cubed

Okami was a great game, but with all the time they had, they really could've done a lot better of a job porting it.

First of all, the "bloom" spell only works 50% of the time, same with cherry bomb (though not as much I don't think), and the nunchuck shaking dodge attack is broken beyond repair.

Also, drawing straight lines is very hard if you're manually drawing it, which is why I'm glad they added in the hold Z button to draw straight thing. But they failed to mention the Z-button=straight line thing at all throughout the game (they should've included it in one of the scrolls), and is only mentioned ONCE throughout the whole instruction book (and it's not bold or capitilized or anything, it's in like a tiny sentence of text in the controls, and it was hard to spot at first until I was going over the instruction manual in detail).

I'm kind of cheesed off about the Z button thing not because I couldn't figure it out (I usually read instruction manuals throughly before I begin a game), but because it seems like a lot of people who played Okami on Wii didn't know about it, and therefore, had trouble doing the simplest spell: slash. And I actually think the Z button thing is one of the main contributing reasons that some people say Okami's controls on Wii are broken, since not being able to draw a good straight line really does put a big dent in the controls. Not to mention bloom and cherry bomb.

But after you figure out the Z button thing, learn how to fight without using the nunchuck dodge (I personally have NEVER used it, EVER. Seems like a pretty useless attack to me, but maybe only cause the controls for it are broken), and get past that part where the old dude dances and you have to do bloom like 7 times in a row (I HATED that part. And for some reason, bloom magically worked better after I passed that part), then Okami for Wii gets REALLY great.

Oh one more thing. Glaives, lol. They take awhile to get used to, but I actually think it's really clever how they made it so that you tilt the remote up to charge, and release it down to unleash the attack. It gives off a really satisfying feel while you're charging by holding the remote up and then strike it down to release a super powerful attack. Though sometimes, it seems like when you're trying to attack while the attack isn't fully charged up, it doesn't work. I'm not sure if they did that on purpose or not, but it's a little annoying. But I practiced with Glaive and learned to get used to it. So yeah. And now Glaive's one of my favorite weapon types.

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jackpotco

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#362 jackpotco
Member since 2007 • 1561 Posts

New Interview with Eric Nofsinger (The Conduit, High Voltage Software)

13th september 2008


The Conduit is one of the most anticipated Wii titles at the time. First Person Shooter with conspiracy theories and space aliens is already praised by game medias. Graphically it has been called almost 360-matching title and the huge amount of features raised the expectations even higher. The lead designer Eric Nofsinger gave KonsoliFIN an interview, and the readers had a nice opportunity to ask few questions from Eric, too.

What is a typical day for you at High Voltage?

Typically my days are full of meetings, trying to nail down all the details of an issue and get everyone on the same page, be it the way an enemy behaves or the music in a mission, etc. But this leaves the other designers free to actually work on the details, which in turn has given us the great game that we have so far.

There has been a great response from Wii gamers all over the world, after The Conduit development was revealed to the public. Did you expect that when you were starting to develop the game?

No expectations like that. We did hope that people would like our game but the sheer amount of praise and interest has been very gratifying... and scary. It's a lot to live up to, but we're trying.

The conspiracy-theory storyline with elements like "all-seeing eye" sounds fun! How the story came up, and are you familiar with David Icke's reptilian conspiracy theories?

Haha, our story has evolved just as the game has. We started with a lot more politics in the story, but dropped that in favor of concentrating on fewer characters. We also drew upon all sorts of conspiracy theories like Mr. Icke's. So yes, we are familiar with him and his work, among a host of others.

Was Wii the first platform that you had in mind for The Conduit?

Absolutely; we chose the Wii because the console is not being used to its full potential. We feel its control scheme is perfect for shooter gameplay; however there are few "good" FPS games out on the platform. Also, we know that the Wii is capable of much better graphics than most games on the console are using.

Can you tell some elements and features, that separates The Conduit from other FPS games available for other systems?

Well, the Wii has the unique motion-sensitive controls that make it the best platform for FPS games; this means we have weapons and gameplay that makes use of motions and movements that other games cannot. We also have some interesting puzzle-solving going on with our All Seeing Eye (ASE) device that allows players to reveal invisible hazards, secrets, and enemies. And last, but not least, its NOT set during World War II.

Will the story continue - any talks of a sequel yet?

There is talk of a sequel, but we won't know more about this until we finalize a deal with a publisher.

What is the main reason that game developers and publishers haven't put out more FPS games for Wii, in your opinion?

The main reason is probably the due to the success of casual games like WiiSports . That opened up a brand new market of gamers that didn't have the same level of expectations that hardcore gamers have. So publishers naturally saw a way to make some easy money, but unfortunately pushed aside the type of players that had sustained them for so long.

Do you plan to keep the Quantum3 Engine exclusively for High Voltage, and have there been an interest from other dev studios for it (especially the ones developing for Wii)?

A few have contacted us, yes. But we are not a middleware company, so there are no current plans to license the engine.

Since High Voltage is a pioneer of paying attention to this genre on Wii, we are already wondering and hoping if you have more titles coming up for Nintendo consoles (also for DS)?

We have other Wii titles in the works, absolutely.

What about your WiiWare titles?

Gyrostarr and VIP Casino Blackjack are already out and available. We are still working on Animales but aren't sure whether to make this another WiiWare game or maybe a full blown Wii title.

You allegedly said that "most of the games on the Wii look like crap" - could you recommend Wii titles for KonsoliFIN readers, that look great?

Well, we really like the ****of Super Mario Galaxy and of course, Metroid Prime 3 Corruption was very visually appealing. We also like Resident Evil 4 , though that was a port from Gamecube.

Your first video game console and the most favorite, of all times?

Personally, my first video game console I ever played was the Nintendo 64. First I ever owned was an Xbox. But I would say my favorite is currently the Wii.

Finally: Here are some KonsoliFIN readers' questions concerning The Conduit:

How is the online play implemented in the game?

We have 16 player online, with the standard modes - Deathmatch, Team Deathmatch, and Capture the Flag. We also hope to offer online LAN multiplayer.

Besides online-multiplayer mode, is there a split-screen local multiplayer or co-op modes available - and can you tell us more about the levels?

We unfortunately cannot do split screen as our graphics are too expensive. We have some possible co-op options we are looking into.

We have nine single player levels that cover all sorts of exciting areas in Washington D.C. For example, you'll get to fight at the White House, the Jefferson Memorial, and the Library of Congress.

Are there different difficulty levels to choose from - and how long the game will approximately be with the easiest setting?

Yes, we have three difficulty levels. We estimate about 8-10 hours of gameplay on the Normal setting, so a bit less perhaps on Easy.

Since the platform for The Conduit is Wii, people are expecting a lot from controls. Can you tell us something about how they work in the game?

We've worked long and hard on our controls, drawing from the success of games like Metroid Prime 3 and Medal of Honor Heroes . The biggest feature is that our controls are totally customizable. You can adjust sensitivity or bounding box sizes on the fly IN GAME, so you can immediately see how they feel. Also, we will let you remap your button layout, so you can put features on the control or motion that you want. We realize that every player is different and we want to embrace those differences.

When can you reveal the publisher?

Hopefully within two or three weeks.

Any plans of downloadable content?

No plans for downloadable content, as the storage capacity on the Wii is not that large. We'd rather you use that for our WiiWare titl.

Thank you a lot, any other message for gamers?

Just to say "Thank You" to all of you for your support and interest in our game. We always hope that what we do will reach people and it's very gratifying to know that we have. So thank you all !

-----------------------------------------------------------------------------------------------

Thoughts: Not much new but no DLC and clearing up to everyone that the splitscreen mode that many people quoted them on from another interview was a misunderstanding, and they were first talking of licensing the Quantum 3 engine but now seem to have no interest, hopefully that won't be the case as it could really help many other third parties put out quality titles with ease on the Wii.

Still no word on who the publisher is, that makes me really want to know what the big to do is but we're still left in the dark. My money is still on EA, seems like a good fit for the game they invision.

Still very excited to see how this game will turn out, still 6 months to wait but they can't go by fast enough.

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jackpotco

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#363 jackpotco
Member since 2007 • 1561 Posts

No DLC planned for The Conduit, may be available in sequel

September 13th, 2008

Mini-update: I thought I'd transcribe the part about friend codes to make things clearer...

"We are working very closely with Nintendo. We're looking at some possibilities and some options. If we have to use friend codes, which, you know, we probably will...I'll just say that and make that admission right now...But we're going to make it as streamlined and as fast as possible...Every time Nintendo has come out with a new multiplayer game, which you'll notice, other than EA, Nintendo first-party games are the only ones that have multiplayer...Every time they've done that, there have been small improvements to the system and, you know, we're going to try and build up on that as well and work with them to make it even more improved than it has been in the past. I mean we definitely want gamers to know that we're not completely all hyped up about friend codes, especially in the first iterations of games that it was used in and we are definitely interested in getting the best online experience you can get. We're not by any means fans of friend codes...We're looking at every possible option we can possibly have to just get you guys online and playing games with friends as fast as possible."

"Folks have to realistically understand it's Nintendo's system, it's their console. We have to have their permission and their signoff for whatever we put into the game. And if friend codes are what it is, that's what it's gonna be..."

Rob Nicholls from High Voltage Software, in an audio interview with Nintendo Radio, revealed that there are no plans to make DLC available in The Conduit. It was explained that the decision was partially due to the fact that the Wii is very limited from a storage standpoint. However, Nicholls also added that although DLC will be absent from the first game, High Voltage would consider it for the sequel (most likely if Nintendo created a storage solution at that point.)

Here are some more important points from the interview, some of which we've heard about before:

- The Conduit's control scheme partially based on Metroid, Medal of Honor
- Gimmicky Wii waggle is limited because they didn't want to disrupt the pacing of the game - Other ideas concerning waggle are a "little more out there," might be considered for the sequel
- Trying to get a lot of "Oh my God" moments in the game, things you wouldn't expect
- If you want, you can pay attention to the story or just ignore it
- Definitely looking into WiiSpeak and MotionPlus - Will only incorporate them they aren't afterthoughts
- If the developers have to use friend codes (and they admit they will probably have to), they will make it as streamlined and fast as possible. Still looking at every possible option.
- 3 types of weapons: Alien weapons, human weapons, weapons you get from Trust
- Once again, can't do splitscreen with the graphics-level (Developers weren't trying to tick off gamers. Rendering has to be displayed with different angles two times.) Will look into it in the future. Looking into some types of co-op play. Possibly come up with a seperate co-op mode (not the story mode)
- Have not started a second Conduit. Sequel a part of negotiations with publisher

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danger_ranger95

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#364 danger_ranger95
Member since 2006 • 5584 Posts

The Wii is just starting to get 3rd party games that are not shovelware. Even if the Conduit flops, games that are actually decent 3rd party games are still going to be made from now on just because of the user base.

PS3/360 had all the good games (which they still will get), but the Wii is going to take a chunk outta that market now as well. Dev's would be insane to not hear about these "hardcore" gamers complaining about having no hardcore games. We'll start seeing more and more games popping up within the next 6 months...bet.

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Insan3Dee

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#365 Insan3Dee
Member since 2008 • 25 Posts

The Wii is just starting to get 3rd party games that are not shovelware. Even if the Conduit flops, games that are actually decent 3rd party games are still going to be made from now on just because of the user base.

PS3/360 had all the good games (which they still will get), but the Wii is going to take a chunk outta that market now as

well. Dev's would be insane to not hear about these "hardcore" gamers complaining about having no hardcore games. We'll start seeing more and more games popping up within the next 6 months...bet.

danger_ranger95

Thank god, anyone think this will be rated Teen?

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GabuEx

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#366 GabuEx
Member since 2006 • 36552 Posts

The Wii is just starting to get 3rd party games that are not shovelware. Even if the Conduit flops, games that are actually decent 3rd party games are still going to be made from now on just because of the user base.

PS3/360 had all the good games (which they still will get), but the Wii is going to take a chunk outta that market now as well. Dev's would be insane to not hear about these "hardcore" gamers complaining about having no hardcore games. We'll start seeing more and more games popping up within the next 6 months...bet.

danger_ranger95

Yeah, pretty much. Developers thought that the Wii was a joke when it first launched and generally had nothing planned for it. Considering that quality games typically take a year and a half to two years for development, it's no surprise that a year and a half to two years after the Wii's sales shot up like a rocket we're finally starting to get good third-party support.

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jackpotco

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#367 jackpotco
Member since 2007 • 1561 Posts
[QUOTE="danger_ranger95"]

The Wii is just starting to get 3rd party games that are not shovelware. Even if the Conduit flops, games that are actually decent 3rd party games are still going to be made from now on just because of the user base.

PS3/360 had all the good games (which they still will get), but the Wii is going to take a chunk outta that market now as well. Dev's would be insane to not hear about these "hardcore" gamers complaining about having no hardcore games. We'll start seeing more and more games popping up within the next 6 months...bet.

GabuEx

Yeah, pretty much. Developers thought that the Wii was a joke when it first launched and generally had nothing planned for it. Considering that quality games typically take a year and a half to two years for development, it's no surprise that a year and a half to two years after the Wii's sales shot up like a rocket we're finally starting to get good third-party support.

Totally agree with you guys!
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rgame1

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#368 rgame1
Member since 2008 • 2526 Posts

I just need a way to go online. Be able to pick a game for instance a 8v8 match in washington map. Go in and select my team. If i am host i should be able to kick any1. If I want voice chat I should be able to immedietly tranfers my friend code here and there and be able to talk.

plz HVS, make it that easy. Friend codes are fine, so long as you "don't need them to have a good experience ike brawl".

in brawl you could only play a good match with friend codes. without, its a 2 minute crapfest. I like 10 minutes and above.

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Arclight_Blue

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#369 Arclight_Blue
Member since 2008 • 2830 Posts
This game will be "crucial" for hardcore wii owners
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air_wolf_cubed

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#370 air_wolf_cubed
Member since 2004 • 10233 Posts
Jack thanks for posting while I was in the looney bin. Anyway I added the news to the OP. Btw the publishers getting announced soon so get ready for that. It most likely will be Nintendo (as much as I dont like the idea)
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air_wolf_cubed

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#371 air_wolf_cubed
Member since 2004 • 10233 Posts
Take Control of the Conduit - A contest for a control scheme
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alexh_99

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#372 alexh_99
Member since 2007 • 5378 Posts

Take Control of the Conduit - A contest for a control schemeair_wolf_cubed

i would enter it, but there is so much to think about.

my control scheme would be.

Analog - move
B- shoot-
A- Jump/ action button
C-Lock on
Z- Crouch
IR- Aim
Shake wii mote/ down button- reload
change weapons- left and right on D pad
Zoom- Same As MOH H2

and thats it

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PhazonBlazer

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#373 PhazonBlazer
Member since 2007 • 12013 Posts
Something I found out. Conduit in French is the past tense form of conduire which means to drive. Weird 0_o
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air_wolf_cubed

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#374 air_wolf_cubed
Member since 2004 • 10233 Posts
Something I found out. Conduit in French is the past tense form of conduire which means to drive. Weird 0_oPhazonBlazer
Drive the Wii forward?
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Masterx1220

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#375 Masterx1220
Member since 2005 • 2426 Posts

yo air wolf cubed heres a link that confirms 16 player online and voicechat

http://gonintendo.com/?p=56419

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air_wolf_cubed

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#376 air_wolf_cubed
Member since 2004 • 10233 Posts

yo air wolf cubed heres a link that confirms 16 player online and voicechat

http://gonintendo.com/?p=56419

Masterx1220
sweet thanks
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legend26

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#377 legend26
Member since 2007 • 16010 Posts

yo air wolf cubed heres a link that confirms 16 player online and voicechat

http://gonintendo.com/?p=56419

Masterx1220

oh thank the heavens!!!!! :cry: finnaly! voice chat!!


Format: WiiTM
Launch Date: Q1 2009
ESRB: T (Teen) - Violence, Some Blood
Game Type: First Person Shooter/Action
Players: Single and Multiplayer
Developer: High Voltage Software, Inc.

hmmmmm...so it is T rated

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Jdog30

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#378 Jdog30
Member since 2008 • 4509 Posts

The Conduit is already guaranteed to be the best game on Wii as soon as it comes out,

except for maybe Super Smash Bros. Brawl.

Just from what we already know about the game it will be the (2nd) best game on Wii.

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PhazonBlazer

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#379 PhazonBlazer
Member since 2007 • 12013 Posts

The Conduit is already guaranteed to be the best game on Wii as soon as it comes out,

except for maybe Super Smash Bros. Brawl.

Just from what we already know about the game it will be the (2nd) best game on Wii.

Jdog30

Aren't you forgetting a game

MarioGalaxy.jpg Mario Galaxy image by fatfuckmrmeaty123

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starmetroid

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#380 starmetroid
Member since 2007 • 5000 Posts
looks like a perfect dark knock off that wont be as goodwebbut
Perfect Dark got a 9.9 here so if the conduit is almost as good that I'll be happy.
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inflammable01

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#381 inflammable01
Member since 2007 • 1374 Posts
wiispeak confirmed, but why do they emphasize trash talking... I wanted to use wiispeak to talk strategy with teammates. Hopefully muting opponents is an option.
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air_wolf_cubed

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#382 air_wolf_cubed
Member since 2004 • 10233 Posts

High Voltage desperately trying to get around friend codes

"If there is any possible way for us to get around this [friend code] system, we will. Better yet, it was also added that "A system similar to MoH2's would be ideal." - High Voltage comment

It's sad to see that High Voltage understands the issue with friend codes, but they simply might not be able to work around it. The game's online won't be ruined by the inclusion of friend codes, but it would sure make things a lot nicer if they weren't there.

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#383 legend26
Member since 2007 • 16010 Posts

High Voltage desperately trying to get around friend codes

"If there is any possible way for us to get around this [friend code] system, we will. Better yet, it was also added that "A system similar to MoH2's would be ideal." - High Voltage comment

It's sad to see that High Voltage understands the issue with friend codes, but they simply might not be able to work around it. The game's online won't be ruined by the inclusion of friend codes, but it would sure make things a lot nicer if they weren't there.

air_wolf_cubed

cmon high voltage go to EA!!!

though im happy they are "desperately" trying

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randomguy15

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#384 randomguy15
Member since 2008 • 1981 Posts

Don't let Nintendo publish this game, and problem solved.

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Chojuto

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#385 Chojuto
Member since 2007 • 2914 Posts
Please whatever they do, don't let Nintendo publish it. Nintendo already has enough freakin money, and then we'd have to use stupid friend codes right? With EA, no stupid friend codes! (I think)
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freebie2k8

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#386 freebie2k8
Member since 2008 • 288 Posts
Hey everyone I was just wondering how those of you who decided to participate in the "design your own controls" contest were doing. Well here are mine:

1. Move Forward/Back= nunchuk analog stick forward and back
2. Strafe Left/Right= + button on wiimote to strafe left, - button strafe right.

If possible it'd be cool if you could hold one of the strafe buttons while target locked (or while moving the analog stick in an arc matching the general direction) in order to circle around an enemy. So if I held the + button down I'd circle the opponent (enemy facing me) in a clockwise fashion, if I were holding down the - button while moving the analog stick or while in target lock I'd begin to circle around going counterclockwise around the enemy, a la metroid prime target lock.


3. Jump/Activate= "A" button
4. Shoot Weapon= "B" trigger
5. Target Lock= "Z" button
6. Crouch= "c" button

I think if someone crouches while strafing the strafe should be slower and more of a shuffle step.


7. Reload Weapon= waggle wiimote side to side I don't think this would disrupt the cursor position if auto centering is used, maybe a little wiimotion plus wouldn't hurt either .
8. Scope/Binocular Mode= 1 button = zoom in, 2= zoom out

If a gun has multiple magnifications tap the 1 button as needed to get to whichever magnification is required then the 2 to back out of the magnifications. so if a gun has 2x, and 5x you'd tap the one button twice if you wanted 5x.


9. Switch Between Weapons Carried= I don't know how many weapons can be carried but I think left/right on the d-pad should cover it.
10. Switch Between Grenades Carried= up/down on d-pad
11. Pause Menu= Aah, just about out of buttons! its a little farfetch'd until you actually do it but how about you just press the entire d-pad with your thumb to pause, its really small so you can cover it with a thumb, but not so small that you'll accidentally switch your weapon or grenade type that's in use.
12. Swap Between Weapon Carried and Weapon on Ground= I like this especially. How about being able to flick the wii remote up while walking over a weapon on the ground in order to pick it up, this would allow players to pick weapons up quickly while running over them.
13. Equip ASE (All-Seeing-Eye) / Special= flick the wiimote and nunchuk down simultaneously.
14. Aim Reticule/Turn Camera= hold target lock ("Z" button) and move wiimote to look around, if tap the target lock it should center the camera.
15. Melee Attack= flick wiimote forward with a downward motion, kinda like using a fly swatter though not so hard that you risk breaking something or injuring someone, all it is is a light flick of the wrist forward and down.
16. Throw Grenade= aim with the targeting reticule, which will determine distance and angle and flick the nunchuk forward.

P.S: Wiimotion plus greatly appreciated.

because of the shortage of buttons on a wiimote I basically am only screwed because of the start button, but I'd like to see other people's and hear your thoughts.

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PhazonBlazer

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#387 PhazonBlazer
Member since 2007 • 12013 Posts
HV just let EA publish it if you do not want FCs
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Sepewrath

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#388 Sepewrath
Member since 2005 • 30712 Posts

wiispeak confirmed, but why do they emphasize trash talking... I wanted to use wiispeak to talk strategy with teammates. Hopefully muting opponents is an option.inflammable01

Because if you ever played a game like Call of Duty online, all people do is argue, bicker and insult each other, even when your playing things like team deathmatches. While history has shown that the Nintendo audience is a bit more civil than those who claim MS and Sony as their Messiah, there is bound to be trash talking jerks.

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Chojuto

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#389 Chojuto
Member since 2007 • 2914 Posts

Hey everyone I was just wondering how those of you who decided to participate in the "design your own controls" contest were doing. Well here are mine:freebie2k8

Okay I read the rest of your post, but for space purposes I'm only gonna quote that part so people know what I'm talking about.

First of all, using + and - for strafing sounds like a really stupid idea if you ask me, sorry. Why would you assign strafe to those two buttons when you could just use the nunchuck analog stick right/left? Seriously. But it's an interesting thought, unfortunately I don't think it'd work well with a fast paced action fps.

The other thing I noticed, there are too many specific waggle motions in your control scheme, which is gonna disrupt the gameplay a lot. Sure maybe a few waggle actions wouldn't be so bad, but from what I read, you have seperate actions for shaking the Wii-remote side to side, up, down, nunchuck shake, AND a Wii-remote+nunchuck simultaneous shake. That's a little too much if you ask me.

And one last thing. You don't need 2 buttons for zooming, as Halo only has one and it's fine, and The Conduit shouldn't need two seperate buttons for zooming in/out. In the standard control scheme they showed in a video, there was only one zoom button, and I believe it'll work just fine. Having 2 buttons to switch between grenades is a pretty good idea though, since from the screen shots, it looks like you can carry like 6 or 7 grenades, and accidentally switching over the one you want and not being able to switch back would be very frustrating. But having two switch buttons for switching weapons carried is dumb though, cause you can only carry 2 weapons.

So, here's what I would do:

A = Jump/Activate
B = Shoot
D-pad right/left = switch grenades
D-pad up = Switch weapon carried with weapon on ground
D-pad down = reload
- = Switch between weapons carried
+ = Zoom
1 = Equip All-Seeing-Eye/Special
2 = Pause
C = Crouch
Z = Lock-On
Wii-remote shake (any direction) = Melee attack

*note: I chose to assign melee attack to Wii-remote shake because: 1. I've ALWAYS wanted to shake the remote to whack somebody in an fps game for Wii. And 2: Because providing you hit someone with your melee attack, it'll give you enough time to re-center your cursor. But if you're nervous about that, switch the reload button with the melee attack, and assign reloading to Wii-remote shake, which shouldn't give you as problems because you shouldn't be reloading at a dangerous time, and you can't shoot while you reload anyways.

And finally:
Nunchuck shake: Throw grenade
Since you can aim with the Wii-remote, and shaking the nunchuck shouldn't off your aim too much, if at all.

Well there's what I think.

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JAB991

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#390 JAB991
Member since 2007 • 6077 Posts
Once there was confirmed to be no split-screen multiplayer, this game went from my Day 1 Purchase list to my Maybe If The Reviews Are Good Or The Price Drops list.
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freebie2k8

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#391 freebie2k8
Member since 2008 • 288 Posts

[QUOTE="freebie2k8"]Hey everyone I was just wondering how those of you who decided to participate in the "design your own controls" contest were doing. Well here are mine:Chojuto

Okay I read the rest of your post, but for space purposes I'm only gonna quote that part so people know what I'm talking about.

First of all, using + and - for strafing sounds like a really stupid idea if you ask me, sorry. Why would you assign strafe to those two buttons when you could just use the nunchuck analog stick right/left? Seriously. But it's an interesting thought, unfortunately I don't think it'd work well with a fast paced action fps.

The other thing I noticed, there are too many specific waggle motions in your control scheme, which is gonna disrupt the gameplay a lot. Sure maybe a few waggle actions wouldn't be so bad, but from what I read, you have seperate actions for shaking the Wii-remote side to side, up, down, nunchuck shake, AND a Wii-remote+nunchuck simultaneous shake. That's a little too much if you ask me.

And one last thing. You don't need 2 buttons for zooming, as Halo only has one and it's fine, and The Conduit shouldn't need two seperate buttons for zooming in/out. In the standard control scheme they showed in a video, there was only one zoom button, and I believe it'll work just fine. Having 2 buttons to switch between grenades is a pretty good idea though, since from the screen shots, it looks like you can carry like 6 or 7 grenades, and accidentally switching over the one you want and not being able to switch back would be very frustrating. But having two switch buttons for switching weapons carried is dumb though, cause you can only carry 2 weapons.

So, here's what I would do:

A = Jump/Activate
B = Shoot
D-pad right/left = switch grenades
D-pad up = Switch weapon carried with weapon on ground
D-pad down = reload
- = Switch between weapons carried
+ = Zoom
1 = Equip All-Seeing-Eye/Special
2 = Pause
C = Crouch
Z = Lock-On
Wii-remote shake (any direction) = Melee attack

*note: I chose to assign melee attack to Wii-remote shake because: 1. I've ALWAYS wanted to shake the remote to whack somebody in an fps game for Wii. And 2: Because providing you hit someone with your melee attack, it'll give you enough time to re-center your cursor. But if you're nervous about that, switch the reload button with the melee attack, and assign reloading to Wii-remote shake, which shouldn't give you as problems because you shouldn't be reloading at a dangerous time, and you can't shoot while you reload anyways.

And finally:
Nunchuck shake: Throw grenade
Since you can aim with the Wii-remote, and shaking the nunchuck shouldn't off your aim too much, if at all.

Well there's what I think.

I understand what you're saying Chojuto, but I'll explain my choices in the order in which you questioned them.

1. Strafing: I chose to have this assigned to + and - simply because pressing a button is faster than using an analog stick, so say if you were strafing left at a full tilt you would have to move the stick the full opposite direction in order to change strafing direction as well as to strafe at a run's pace. When you use buttons to activate a strafe you end up being able to change direction quicker and more frequently, its kinda like an adaptation of the dash strafe button used during lock-on in Metroid Prime. Since + and - are on left and right respectively they would be the best buttons to use for a strafe. The way I like to play FPS' is to change direction frequently left to right, so imagine being able just to tap a button to start right then tap a button to immediately begin changing direction.

2. Waggle choices: Now I'll admit I thought it'd be a bad idea to have too much waggle but I didn't want to waste the little button real estate that the wiimote already has, (a few I chose because I was just about out of buttons) especially for things such as reloading when a mere waggle side to side could accomplish that. Of the ones that I did like, I liked being able to pick up a weapon on the fly just by flicking the remote up a little as you walk over a weapon for a few reasons. One I always hated in halo how you would have to hold x as you walked over a weapon, sometimes you would have to stop walking entirely to make sure you'd be able to pick it up. Secondly, x was doing double duty in that game and the xbox has more buttons than the wii so using a quick flick of the wrist saves buttons and even the most crappy gamer in the world wouldn't for get how to pick up a weapon off the ground. Finally, I also said within the post and the email that if auto centering is used it shouldn't disrupt the gameplay, mostly because if the waggle moves the cursor it'll move back to center anyway, plus the accelerometers can distinguish when a person is trying to aim at someone's head or is trying to waggle to reload or pickup a weapon, and wiimotion plus wouldn't hurt. Other than that most of the motions are kinda stand fare, the type of common sense motions that would be easy to remember.

Zoom buttons: I agree with most of what you're saying but I always hated how in Halo for a sniper rifle in lowest zoom in order to get out of scope you would have to click the analog stick multiple times, including clicking higher up in magnification before you could zoom out again. If I'm in 5x I don't want to have to go to 10x just to get out of zoom, with 1 and 2 used for zoom in/zoom out I can be in lowest setting or highest setting than instantly go back to normal instead of all that clicking or tapping of a button multiple times.

Finally I didn't know how many weapons could be carried, but I'm pretty sure I only had some of the d-pad covering it anyway so there shouldn't be any problems there. Sorry for the really long post but just wanted to clear things up.

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air_wolf_cubed

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#392 air_wolf_cubed
Member since 2004 • 10233 Posts

1. I formatted the OP better

2. I also colored coded the news by months

3. I got rid of the dead links

4. New screens that were supposed to be posted here in the first place

Electronic Theatre ImageElectronic Theatre ImageElectronic Theatre ImageElectronic Theatre ImageElectronic Theatre ImageElectronic Theatre ImageElectronic Theatre ImageElectronic Theatre ImageElectronic Theatre Image
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air_wolf_cubed

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#393 air_wolf_cubed
Member since 2004 • 10233 Posts

Tons of New IGN Screens

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Chojuto

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#394 Chojuto
Member since 2007 • 2914 Posts
[QUOTE="Chojuto"]

[QUOTE="freebie2k8"]Hey everyone I was just wondering how those of you who decided to participate in the "design your own controls" contest were doing. Well here are mine:freebie2k8

Okay I read the rest of your post, but for space purposes I'm only gonna quote that part so people know what I'm talking about.

First of all, using + and - for strafing sounds like a really stupid idea if you ask me, sorry. Why would you assign strafe to those two buttons when you could just use the nunchuck analog stick right/left? Seriously. But it's an interesting thought, unfortunately I don't think it'd work well with a fast paced action fps.

The other thing I noticed, there are too many specific waggle motions in your control scheme, which is gonna disrupt the gameplay a lot. Sure maybe a few waggle actions wouldn't be so bad, but from what I read, you have seperate actions for shaking the Wii-remote side to side, up, down, nunchuck shake, AND a Wii-remote+nunchuck simultaneous shake. That's a little too much if you ask me.

And one last thing. You don't need 2 buttons for zooming, as Halo only has one and it's fine, and The Conduit shouldn't need two seperate buttons for zooming in/out. In the standard control scheme they showed in a video, there was only one zoom button, and I believe it'll work just fine. Having 2 buttons to switch between grenades is a pretty good idea though, since from the screen shots, it looks like you can carry like 6 or 7 grenades, and accidentally switching over the one you want and not being able to switch back would be very frustrating. But having two switch buttons for switching weapons carried is dumb though, cause you can only carry 2 weapons.

So, here's what I would do:

A = Jump/Activate
B = Shoot
D-pad right/left = switch grenades
D-pad up = Switch weapon carried with weapon on ground
D-pad down = reload
- = Switch between weapons carried
+ = Zoom
1 = Equip All-Seeing-Eye/Special
2 = Pause
C = Crouch
Z = Lock-On
Wii-remote shake (any direction) = Melee attack

*note: I chose to assign melee attack to Wii-remote shake because: 1. I've ALWAYS wanted to shake the remote to whack somebody in an fps game for Wii. And 2: Because providing you hit someone with your melee attack, it'll give you enough time to re-center your cursor. But if you're nervous about that, switch the reload button with the melee attack, and assign reloading to Wii-remote shake, which shouldn't give you as problems because you shouldn't be reloading at a dangerous time, and you can't shoot while you reload anyways.

And finally:
Nunchuck shake: Throw grenade
Since you can aim with the Wii-remote, and shaking the nunchuck shouldn't off your aim too much, if at all.

Well there's what I think.

I understand what you're saying Chojuto, but I'll explain my choices in the order in which you questioned them.

1. Strafing: I chose to have this assigned to + and - simply because pressing a button is faster than using an analog stick, so say if you were strafing left at a full tilt you would have to move the stick the full opposite direction in order to change strafing direction as well as to strafe at a run's pace. When you use buttons to activate a strafe you end up being able to change direction quicker and more frequently, its kinda like an adaptation of the dash strafe button used during lock-on in Metroid Prime. Since + and - are on left and right respectively they would be the best buttons to use for a strafe. The way I like to play FPS' is to change direction frequently left to right, so imagine being able just to tap a button to start right then tap a button to immediately begin changing direction.

2. Waggle choices: Now I'll admit I thought it'd be a bad idea to have too much waggle but I didn't want to waste the little button real estate that the wiimote already has, (a few I chose because I was just about out of buttons) especially for things such as reloading when a mere waggle side to side could accomplish that. Of the ones that I did like, I liked being able to pick up a weapon on the fly just by flicking the remote up a little as you walk over a weapon for a few reasons. One I always hated in halo how you would have to hold x as you walked over a weapon, sometimes you would have to stop walking entirely to make sure you'd be able to pick it up. Secondly, x was doing double duty in that game and the xbox has more buttons than the wii so using a quick flick of the wrist saves buttons and even the most crappy gamer in the world wouldn't for get how to pick up a weapon off the ground. Finally, I also said within the post and the email that if auto centering is used it shouldn't disrupt the gameplay, mostly because if the waggle moves the cursor it'll move back to center anyway, plus the accelerometers can distinguish when a person is trying to aim at someone's head or is trying to waggle to reload or pickup a weapon, and wiimotion plus wouldn't hurt. Other than that most of the motions are kinda stand fare, the type of common sense motions that would be easy to remember.

Zoom buttons: I agree with most of what you're saying but I always hated how in Halo for a sniper rifle in lowest zoom in order to get out of scope you would have to click the analog stick multiple times, including clicking higher up in magnification before you could zoom out again. If I'm in 5x I don't want to have to go to 10x just to get out of zoom, with 1 and 2 used for zoom in/zoom out I can be in lowest setting or highest setting than instantly go back to normal instead of all that clicking or tapping of a button multiple times.

Finally I didn't know how many weapons could be carried, but I'm pretty sure I only had some of the d-pad covering it anyway so there shouldn't be any problems there. Sorry for the really long post but just wanted to clear things up.

Uh-oh here comes the big ass quotes XD

Alright I get what you're saying, and here's what I'd change about yours without really ruining the unique feel of it.

Since you want your strafe on - and +, then I'd suggest that you make use of the nunchuck analog stick's left and right, since as you said, the lack of buttons. Since you can carry a handful of grenades, I'd put switch grenades to nunchuck right and left. And then that frees d-pad up and down.

Oh and since you don't need two buttons to switch weapons, that also frees up either d-pad right or left. I'd keep switch weapons for d-pad right.

But for ASE instead of moving both the nunchuck and remote down, I think it'd be easier to just assign it to d-pad up. And flicking the remote up for picking up a weapon is actually a really cool idea, so I think that's fine too. But assigning 3 different actions to different remote directions seems a little much, maybe 2 would be alright? Up for switching weapons from the ground, and then any other direction besides up could be either reload, or melee, whichever one you prefer. Personally I'd prefer melee, but maybe setting it as reload would be safer. Either way, either reload or melee would be d-pad down. And then that leaves d-pad left for a pause button, which then utilizes all the buttons perfectly.

So, after thinking about it, here's what I think your new control scheme should be:

A = Jump/activate
B = Shoot
- / + = strafe left/right
d-pad up = ASE
d-pad left = pause
d-pad down = melee or reload, depending on what you pick for remote shake
1 and 2 = zoom in and out
Shake remote up = Pick-up weapon/ switch weapon carried with weapon on ground
Shake remote left/right/down = melee or reload, depending on what you set for d-pad down

Shake nunchuck = chuck grenade
Z = lock-on
C = crouch
Analog stick up/down = move forward/backward
Analog stick right/left = Switch grenades

So, tell me what you think. That's fine if you like your original one better though, but the most flaws that I found that would help you improve it would be: not using nunchuck analog stick's left and right, and having two buttons for switching weapons (two buttons for switching grenades is fine though). But besides those 2 things, everything else is mostly fine, even though I made a few tweaks to the shake controls.

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freek666

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#395 freek666
Member since 2007 • 22312 Posts

air_wolf_cubed

Oooh, apocalyptic scenery.

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-Oath

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#396 -Oath
Member since 2008 • 8014 Posts

Tons of New IGN Screens

*Pics*

air_wolf_cubed

Wow, I dont even like FPS and this game is quickly becoming my most anticipated Wii game.

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air_wolf_cubed

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

Tons of New IGN Screens

*Pics*

-Oath

Wow, I dont even like FPS and this game is quickly becoming my most anticipated Wii game.

Thats what I'm here for :P
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-Oath

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#398 -Oath
Member since 2008 • 8014 Posts
[QUOTE="-Oath"][QUOTE="air_wolf_cubed"]

Tons of New IGN Screens

*Pics*

air_wolf_cubed

Wow, I dont even like FPS and this game is quickly becoming my most anticipated Wii game.

Thats what I'm here for :P

Looks like I have you to thank.

... I love you air wolf!:P

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air_wolf_cubed

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#399 air_wolf_cubed
Member since 2004 • 10233 Posts
[QUOTE="air_wolf_cubed"][QUOTE="-Oath"][QUOTE="air_wolf_cubed"]

Tons of New IGN Screens

*Pics*

-Oath

Wow, I dont even like FPS and this game is quickly becoming my most anticipated Wii game.

Thats what I'm here for :P

Looks like I have you to thank.

... I love you air wolf!:P

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-Oath

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#400 -Oath
Member since 2008 • 8014 Posts
[QUOTE="-Oath"][QUOTE="air_wolf_cubed"][QUOTE="-Oath"][QUOTE="air_wolf_cubed"]

Tons of New IGN Screens

*Pics*

air_wolf_cubed

Wow, I dont even like FPS and this game is quickly becoming my most anticipated Wii game.

Thats what I'm here for :P

Looks like I have you to thank.

... I love you air wolf!:P

Ohhhh you and your clever pictures:P