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Madworld


Emo-Iwata

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  • 1 month later...

E3 2008: Madworld Impressions

 

We see lots of ultraviolence in Sega's upcoming action game for the Wii.

 

 

The Wii has a well-earned reputation for being a console for the whole family. That may change somewhat when Madworld gets its Western release in the first quarter of 2009.

 

Madworld is a highly stylized action game that features what possibly may be some of the most extreme scenes of violence ever rendered in pixels. The violence is so over the top that it's almost amusing in its excessiveness. Bodies get split in twain, hearts get ripped out of chests, lampposts get impaled in heads--and that's just in the one level that we saw.

 

Details on the story are a little scant right now, but we do know that players take the role of a burly contestant participating in a reality gameshow in which death and dismemberment are central planks. Madworld employs a unique graphical style in that the entire world and characters are rendered in highly detailed black and white (think somewhat similar to the art style in a Frank Miller Sin City book and you'll get the picture). In fact, the only color in the game is the red blood, which gushes out of opponents in copious amounts.

 

Gameplay seems to be a mix of typical action brawler with some Wii Remote motion-sensitive moves thrown in. You'll use both the Wii Remote and the Nunchuk, and some special moves will require you to move the controllers in a specific way. In one scene that we saw during our hands-off demo, which took place along a city street lined with buildings, the in-game character ripped a street pole out of the ground and violently thrust it straight through an opponent's head. The character then picked up the impaled opponent and repeatedly slammed him against a wall filled with large spikes. This was achieved by shaking the Wii Remote up and down in rhythm with the action onscreen.

 

In case you didn't get the picture from the previous paragraphs that this game is extremely violent, here are another two examples. After progressing a little further down the street, the in-game character managed to find two large knives. He used these on the next opponent by first stabbing him in the head and, while the opponent was bent over in pain, stabbing the other knife in his lower torso. The character then literally split the poor opponent in half. And did we mention that the main character in the game's default weapon is a chainsaw?

 

Madworld is set for release on the Nintendo Wii in March 2009. Check back soon for more details.

 

http://e3.gamespot.com/story.html?sid=6194...e;picks;title;8

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  • 1 month later...

GC 2008: Madworld Updated Impressions

Producer Inaba-san gave us an updated look at PlatinumGames' gorefest at Leizpig and showed off a new bloodbath challenge.

Madworld has attracted a lot of attention after its introduction at a Sega Europe launch event earlier this year, and it's easy to see why. The game features outlandish, almost hilarious graphic violence combined with a black-and-white palette, with splashes of red blood as the exception. Madworld creatively uses the Wii's control scheme to let you punch, kick, and wield your trusty chainsaw, as well as encouraging you to use nearby objects to decapitate, maim, impale, and generally cause grievous bodily harm to enemies.

 

For those new to the game, you'll take the role of Jack, a contestant in a killing game known as Death Watch. The idea behind Madworld has been done before (Smash TV, The Running Man, Battle Royale), but some of the ridiculous, and unique, executions that Jack can perform truly need to be seen to be believed and appreciated.

 

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Jack will have to face off against some individuals with aggressive tendencies.

 

We last saw Madworld at E3 2008, and at that point Sega focused on highlighting Jack's basic combat moves, including punches, kicks, and his trusty chainsaw. At Leipzig, the company wanted to show how Jack can use his environment to blood-splattering effect. We started out in a nondescript area of the city, and Jack began with some wise words: "Time to kick some mother****ing a**." Inaba-san, the demonstrator for our presentation, got straight to business by throwing two enemies into a nearby Dumpster, which then split their torsos in half. After fighting a few more thugs, he strolled into a nearby warehouse, where he encountered a behemoth of a man who wore a bull face mask. Jack engaged in a chainsaw duel with him, and after shaking the controllers for a few moments, Inaba-san cut him to pieces and then disposed of a few other enemies by pushing them into conveniently placed spinning blades.

 

We were then shown how simple objects such as a spare tyre lying around can be used to good effect. After exiting the warehouse onto some docks, Jack picked the tyre up and threw it over a thug's head, pinning his arms. He then impaled him with a signpost and threw him into the river. Combining different environmental aspects will increase your score.

 

Some of the Bloodbath Challenge minigames have already been revealed in the past, including the hilarious Man Darts, and we were privy to a new challenge at Leipzig, the aptly named Death Press. In the one-minute game, Jack has to get a series of enemies into a nearby pit where a spiked ceiling drops every 20 seconds or so. At the end of the game, you'll be given some performance stats, including your overall ranking--in Inaba-san's case, an A rank.

 

Although the chainsaw is Jack's default weapon, you'll be able to find and equip new weapons, including the daggers akimbo that Inaba-san demonstrated. You'll be able to use the twin blades to deal out some serious slicing and dicing.

like God of war :P

Each weapon in the game will be able to perform multiple finishing moves, and in the daggers' case you'll be able to slice off heads, plunge them straight into an enemy, and more.

 

Given that Death Watch is a contest, it wouldn't be complete without a commentator, and this particular one is full of amusing sayings such as "He should've seen the signs" when you're using a signpost to impale an unlucky enemy. The commentator will speak up throughout the game to offer numerous corny one-liners, which suits the light-hearted yet violent nature of Madworld.

 

A new level was introduced to us at Leipzig in which Jack could travel around the city on motorbike. From what we could tell, the game doesn't have an open-world design, and you'll need to select your destination before jumping onto your motorbike. Although there was no one else on the road with us, you'll encounter other vehicles in the game and have to fight them on your bike while getting around the city. After a few moments we arrived at an abandoned street in which several tornados dominated the landscape. Pieces of debris and even cows could be seen flying around above our head. This particular part of the game requires platforming and timing skills to get past the tornados unscathed, and from what we were told, there will be other similar parts in the game that will require you to do more than just beat people to a pulp. Once Jack reached the end of the street, he encountered a boss battle. Inaba-san briefly engaged with the huge, hulking, tornado-controlling creature before our demonstration came to a close.

 

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Squish your opponents in the Death Press minigame.

 

Taking questions after the demonstration, Inaba-san said that there may be some multiplayer aspects in the game, but that the single-player experience will be the focus. Madworld will be making its way to the Nintendo Wii sometime in 2009, and we look forward to getting our hands on the game for ourselves at a later date.

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this is going to be so awesome and that just made 2009 feel far away

the game doesn't have an open-world design, and you'll need to select your destination before jumping onto your motorbike.

 

please don't let it be like NMH'S shitty city.

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  • 4 months later...

Gamespot Preview

 

The Wii Remote-Nunchuck combo works well, although the camera can be a problem when you're trying to murder everyone around you. The A button offers a number of context-sensitive uses, from punching to picking up items and throwing. The B button fires up your chainsaw for the special up-close-and-personal eviscerations that are gorily commonplace in Madworld.

 

A map on the right side of the screen showed enemies as red dots and made it easy to get around. Killing options ranged from using our bare hands to going slice-and-dice with our chainsaw or, more interestingly, impaling enemies on pretty much anything around us. The environments in Madworld beckoned with everything from spiked walls to spinning razors that we could toss foes into with a few context sensitive button press and motions with the Remote and Nunchuck. As we murdered our enemies we also used the map to guide us to the new bonuses that would become available from dispensers set throughout the level. The goods ranged from health-restoring balloons to massive knives which could be used to fillet enemies.

 

the real fun came from challenges that would kick off in certain areas. We encountered the "death press" which was a massive, spiked press that would mush anything underneath it at set intervals. Our goal was to toss people underneath it and reach a kill count. The gore enthusiast in us appreciated the growing pool of blood as we came close to our goal. Our hands-on demo ended with "man darts" which we've seen before and which has lost none of its appeal. If there's a better use for a large dartboard, a limitless supply of hapless victims, and a spiked baseball bat to blast them into the air, we've yet to see it.

 

The game looks great in motion and the minimalist use of color really pops. The levels are almost sensory overload thanks to everything that's crammed in, but it all fits the style. There's a bit of weirdness when the action gets too crazy--for instances, it can be hard to keep track on where you are and who around you needs a punch or chainsaw to the gut, which we hope gets polished up as development progresses

 

We need to do a special call out for the audio which is nearly as over the top as the visuals. The music is an eclectic mix of hip hop tunes--recorded especially for the game--that are reminiscent of the cool array of tunes in the Jet Grind and Jet Set Radio games, only darker. The effects for the various implements of death and chainsaws are meaty and work well. The voice in the game sounds like it's going to be steller with John DiMaggio (of Futurama and Gears of War fame) and stand-up comedian Greg Proops offering a volley of commentary that falls somewhere between WWE and monster truck rally announcers. Outside of that, the outrageous voice work of your pimp/host and the various ambient noises add up to create a surreal, hard-edged atmosphere that really works
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By the end of 2008 nearly everyone had become a gamer; whether battling the Locust Horde in Gears Of War 2, tearing around the track on Mario Kart, or simply reading through a library of classic novels on the Nintendo DS. Video games have finally gone mainstream.

 

The console which can take the lion's share of the credit (or blame, depending on your perspective) for this is the Nintendo Wii. Not only does the console offer one of the most intuitive and plain joyful interfaces, it comes armed with a library of family friendly titles to ensure hours of fun for everyone.

 

The only criticism that has been leveled at the Wii - and it's one that's growing in volume – is that it doesn't offer as much for the adult hardcore gamer. Perhaps in response to this criticism, the first few months of 2009 see the release of three Wii titles that seem decidedly bloody.

 

Two of the three are horror comedies chock-full of zombies and black humour; House of the Dead: Overkill and Dead Rising: Chop 'til you drop. The third is MadWorld.

 

Created by Platinum Games and published by Sega, MadWorld is a different beast altogether. While the two zombie-filled titles focus on bullets, brains and George A Romero inspired humour, first impressions of MadWorld mark it out as a visceral, vicious bloodfest. That's not to say it doesn't contain its own brand of comedy but its sense of humour isn't so much tongue in cheek as it is tongue through cheek and then fastened to the earlobe with a staple gun.

 

Set in a bizarre future in which terrorists have managed to not only capture a city but set up their own television company in the interim, players take on the role of Jack, a contestant in an ultra-violent game-show in which the aim is to eviscerate as many opponents as gruesomely as possible. However, the game's director Shigenori Nishikawa, says that a crucial element of the design was to maintain the balance between visceral violence and a sense of fun.

 

“It's very challenging because many of the themes and actions we're incorporating into the game have never been done before with this balance,” he says.

 

“If the violence outweighs the comedy, it all becomes very sinister. If the comedy outweighs the violence, that's also bad – because then that doesn't work either.”

 

The Telegraph was allowed a grand total of five minutes of hands-on time with MadWorld. In that short interval, however, I can report it boasts a smooth, intuitive control system, a slick soundtrack filled with crunching sound-effects, ghoulishly enthusiastic commentators and thundering hip hop music, and more violence than you can shake a Wii-mote at. In my short playing time I dispatched numerous opponents in various grisly fashions; I stabbed several through the face with street signs, electrocuted one on an open electrical socket and sliced up several groups with a chainsaw.

 

“There's a lot of variety in the ways you can kill someone off,” says Nishikawa. “As you go through the different stages the variety of weapons and variety of kills will expand.”

 

MadWorld’s stark graphics go a long way towards tempering the violence. The environments and characters are rendered in a crisp black and white, with the occasional splash of arterial red which gushes from opponents. MadWorld's graphics immediately bring to mind the film and comic book Sin City, but the game's director Shigenori Nishikawa says Frank Miller's work wasn't a direct inspiration.

 

“We decided long before we'd seen Sin City that we wanted a game in a stark black and white visual style,” he says. “It just happens to be that Sin City is of that style. We love that type of artwork, but it's not necessarily an influence.”

 

He adds; “The team's initial aim was to create a game that was unique and new on the Wii and from there they decided on the colours of black and white. Then, because the content they were creating was violent, they decided to incorporate red as a signifier of the violence.”

 

“The splash of red makes the violence clearer, as the black and white would deemphasize it.” Nishikawa says, “The colour schemes both amplify and negate the violence.”

 

The game's grisly content is further softened by its cartoonish nature – some of the actions possible are akin to the unreality of Saturday morning cartoons.

 

“I was thinking a lot about the cartoon, Tom & Jerry when I started working on it,” says Nishikawa. “I feel the type of violence you see in Tom & Jerry is very close to the type of violence you see in MadWorld.”

 

The gaming community may agree with Nishikawa - although Itchy and Scratchy from The Simpsons would probably be a more accurate reference point. But less hardcore players, especially those only exposed to the family friendly content published for the Wii, may find his sentiments disingenuous.

 

Indeed MadWorld has already stirred up a hornet's nest of controversy well ahead of its release. It has already been banned in Germany, attacked in the British Press and targeted by concerned citizens' groups.

 

“We understand the concerns that the media and certain groups may have about violence,” says Nishikawa, “But this game is not only about the violence. It's about the over the top content, the laugh-out-loud humour beyond the violence.”

 

“When we were making this game, we found it funny. We laughed out loud. We had a really good time.”

 

It’s true that MadWorld has a macabre appeal to it; there’s a lot of guilty fun to be has slicing your way through armies of opponents. The game not only offers a great deal of variety, but there is also a tactical element to it; killing combos that would see off most enemies aren’t enough in boss battles.

 

Despite Nishikawa's view that MadWorld deftly balances comedy and violence, the game is more than likely bound to resurrect the age old debate on video game violence.

 

"I feel it's very important to reiterate at every opportunity that this game is not sinister," says MadWorld's producer, Atsushi Inaba.

 

“I also feel that it's important that the media and the developers communicate this to adult gamers out there in the world; this is a game for adults. Above all, this is a game. What happens in it – happens in it is a game. It all takes place in a video game environment.”

 

MadWorld is scheduled for release in the UK at the end of March. It has been granted an 18 certificate by the British Board of Film Classification, and the game has not had to be cut or edited in any way to pass the censors.

 

The news has surprised some, who expected Mad World to be embroiled in months of controversy and undergo numerous revisions before it would be granted a release. In 2006, the BBFC was engaged in a long-running dispute with Rockstar Games over whether Manhunt 2, a game it criticised for its "unrelenting focus" on brutal and visceral killing, should be certified for release. Numerous appeals followed, with the ban eventually overturned after months of legal wrangling.

 

Many had expected the panel to subject Mad World to a similar fate, but it seems its cartoonish violence and knowing humour has been judged to sufficiently lighten the subject matter.

 

The news is heartening from a gaming perspective as it would have been a massive shame if MadWorld hadn't been released. It is a stylish and well made title and Sega is to be applauded for bringing more hardcore content to the Nintendo Wii.

 

Ironically enough, MadWorld's combination of adult-themed content and easy gameplay imbue it with massive cross-over appeal. At its heart, MadWorld is an old-school arcade-style game which can be played for hours or in short bursts.

 

In other words, MadWorld is probably the most hardcore casual title ever created.

 

http://www.telegraph.co.uk/scienceandtechn...me-preview.html

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NMH's city was meant to be a cheap shitty parody of a GTA city :wOOtjumpy: .

yea,that's what ruined it for me,still haven't finished it because of this,i still love NMH though.

 

nice. cant wait to try this and

sonic: the dark knight

:D

this and bayonetta are going to be awesome

 

the funny thing is,i can't wait to try out Black knight either.

of course for you it doesn't matter if it's good anyway,you'll still plsy it LOL,i have a good feeling about BK though.

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Source or...

 

you know the drill.

 

nah,it's not coming,the source is the australian ratings board site(like ESRB),the site lists a lot of games multi plat,it's the same site that listed MGS4 multi,and you know what happened,it even lists nintendo made games multiplat.

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