MadWorld Wii

rocketbilly_ronald

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Some info about MadWorld.

http://www.sega.com/platinumgames/madworld/EnglishUK/index.html

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Mad World
-Violence is so over-the-top as to be hilarious
-Primarily developed for an American audience, so they've done research as to accomplish the above ^
-A button for basic chainsaw attacks
-B button to start finishing attacks - follow on-screen motion prompts
-Additional weapons can be purchased (daggers described), with unique movesets
-No puzzle stages; intended to be a game you can play for short bursts if you want
-Bloodbath Challenges - minigames like Man Darts and Death Press - gambling aspect
-Boss battles will be even more extravagant than the usual combat
-B&W styling used to lessen the realism of the violence rather than going cartoony
-Rock soundtrack
-Color commentary
-Looking to change the stereotype that the Wii controller isn't suited to action games

--Famitsu: I heard the game gives you more points for flashier, more violent kills?

Nishikawa: Yes. The more creative you get with your kills, the bigger the point bonus. You have to constantly be thinking of new ways to kill, so we thought that would add replay valueto the game.

--Famitsu: What exactly do you mean by "getting creative with your kills"?

Nishikawa: In MadWorld, you can use your environment to your advantage. For example in some other game, you might be able to pick up a Barrel and throw it at your enemies, but it ends there. In this game, you can grab a barrel, put it over the enemy's head, and then grab a tire and put it over the enemie's head. you can chain many actions together and combine many things.

Iwaba: Lame. Why didn't you mention any burning or stabbing? Why not put an enemy through a tire so he can't move, then throw him into a flaming barrel and proceed to throw him into the sea? (laughs)

--Famitsu: I can totaly see people getting very creative with this game. (laughs) It's interesting how you can chain actions together.

Nishikawa: Sometimes, it might look a litttle wierd when you combine a few different actions together, such as putting a tire over an enemy and then a barrel over that. The designers usually complain about this, but we decided to ignore how it will look. We wanted the player to have as much freedom as possible, so even though it might look strange sometimes, you can pretty much do anything.
 
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