Jason Dobson

If you have seen me on Xbox Live in recent weeks, you would have noticed that I am addicted to Assault Heroes for Xbox Live Arcade. Developed by Wanako Games, the game is an Ikari Warriors-style top down shooter that truly shows the potential for original content over the popular online service. Today, the team at Wanako have more to celebrate than th popularity of their latest game or the distinction of being the largest game development studio in Latin America, as the company was acquired by Vivendi Games.

Wanako will now be looped in with Vivendi’s Sierra Online division for the internal development of online games. Sierra Online will bring to life several of Wanako’s original concepts and will retain and grow its team of developers. Sierra Online previously worked with Wanako on the development of Assault Heroes, which was released for Xbox Live Arcade in December 2006.

“We are very excited to join a visionary group like Sierra Online who is focused on bringing truly entertaining and innovative online games to a mass market,” said Esteban Sosnik, founder and former CEO of Wanako Games. “In working with Sierra Online on Assault Heroes it quickly became clear that our companies shared the same core values in game development and by joining together we could develop and deliver amazing products.”

Sosnik will become head of Sierra Online Latin America and assume a broader role responsible for Sierra Online’s business initiatives in Latin America.

Wii Play

February 19, 2007

As a pack-in, [i]Wii Sports[/i] made perfect sense for Nintendo and its unconventional console. Even as a compilation that flirted with being simply a technology demo, the athletic minigames offered enough content and overall enjoyment such that [i]Wii Sports[/i] is still listed among many Wii owners’ favorite games to break out when the urge to swing a controller arises.

Now just a few months following the system’s debut, Nintendo has released a similar collection with [i]Wii Play[/i], and though it may be tempting to pick up the game in hopes of recapturing the magic of [i]Wii Sports[/i], most will no doubt come away disappointed. Certainly, there are a couple marginally fun minigames found in the collection, but as an overall package, [i]Wii Play[/i] simply fails to drum up the same level of excitement summoned by its pack-in cousin.

Undoubtedly the most attractive feature of [i]Wii Play[/i] is its pack-in Wii remote, and for the price of $50 this certainly is not a terrible deal, though with the stand alone controller demanding $40 and some change at retail, it’s perhaps easier to come to terms with the underwhelming nature of [i]Wii Play[/i] itself. Like [i]Wii Sports[/i], [i]Wii Play[/i] offers a modest collection of minigames, each aimed at demonstrating one or more capabilities of the Wii remote. However, while [i]Wii Sports[/i] at least attempted to mask these training exercises beneath a set of genuinely engaging games, [i]Wii Play[/i] instead feels like an interactive instructional video.

Sure, there are some entertaining diversions, such as the rather obvious throwback to [i]Duck Hunt[/i] or the [i]Combat[/i]-inspired tank game, but altogether the compilation of nine games feels, for lack of a better word, unnecessary. Truth be told, at the console’s debut, there was certainly a measure of uncertainty as to how to manage the Wii remote, but three months later, that time has passed, and most players have settled into a comfort zone with the Wii or possibly have moved on in deciding that Nintendo’s latest console effort simply is not for them. In either case, this tepid collection of minigames seems suited for a task that was accomplished in a much better fashion months ago with [i]Wii Sports[/i] – a game that every Wii owner already has.

Each of the collection’s offerings supports multiplayer, which as expected does add some manner of longevity to the title. However, while [i]Wii Sports[/i] engaged up to four players simultaneously for some manic, lamp smashing fun, the games in [i]Wii Play[/i] are much more subdued, and only support two players at once. Even the most fun offerings in [i]Wii Play[/i] won’t inspire play for more than ten minutes or so, while most will be put away after a single try. With four players and a bit more depth, this package would have been considerably more attractive.

Altogether, [i]Wii Play[/i] is best left alone, unless of course you find yourself needing another Wii remote and don’t mind the little extra cost for the pack-in game. Because really, that is what this is. It’s a controller with a pack-in, and not the other way around. And as a pack-in, [i]Wii Play[/i] is decidedly lackluster, especially when compared to [i]Wii Sports[/i]. Most will play it for a few minutes before putting the game away to be forgotten, and even non-gamers drawn to the Wii will likely ask to play [i]Wii Sports[/i] instead.

Southpeak’s Monster Madness: Battle for Suburbia, the flagship title for developer and middleware provider Artificial Studios, is something of an interesting beast. A marriage of old school gameplay not unlike Smash T.V. and Gauntlet and bleeding edge physics technology from Ageia Technologies, a game such as Monster Madness is truly unique.

While recently we were afforded the opportunity to site down with the game, which is set to debut for the Xbox 360 and PC in April, eToychest also recently had the chance to speak with the game’s senior producer, Artificial Studios’ Bobby Steele, to get some more insight into this upcoming, somewhat unconventional title.

Hello, and thank you for taking the time to speak with us regarding Monster Madness: Battle For Suburbia. Other than the slight name change, what else has happened with the game since we last saw it at E3?

ImageA better question is, A

Artificial Studios’ Monster Madness: Battle for Suburbia has been a title that we at eToychest have followed with some fervor since it was first announced just following E3 in 2005. We now go hands on with the latest build for the Xbox 360 to see how the game is coming together for its April release.Artificial Studios’ Monster Madness: Battle for Suburbia has been a title that we at eToychest have followed with some fervor since it was first announced just following E3 in 2005. Now in the march up to the games’ debut in April, we recently sat down with the latest build for the Xbox 360 to see how far the title had come since our somewhat lukewarm experience with it at E3 2006. Granted our experience at that show was perhaps colored by having to play the game in a sweltering hotel room that smelled of old pizza, but regardless that does not change the fact that after spending several hours with the game here in the office, things appear to have been turned around quite well.

Next-Gen Gameplay With Old School Charms

For the uninitiated, Monster Madness is a top down action shooter cast in a mold similar to arcade classics such as Gauntlet or Smash T.V. Only with more zombie chiwawas. Playable alone or with other players locally or over Xbox Live, Monster Madness offers both a story driven adventure mode set across five chapters and thirty monster-filled levels (for up to four players), as well as several cooperative and competitive deathmatch, capture the flag, and survival modes (for up to sixteen players).

In addition, while arcade style action games like this do tend to wear thin after a short while, Monster Madness does seem to inspire at least a few more repeat visits than would normally be expected in order to unlock all of the hidden content and build all of the game’s customizable weapons. The build we were sent contained just the game’s first chapter, as well as a healthy selection of competitive modes, and we’ve been cutting our teeth on it more or less nonstop since it arrived.

ImageDubbed ‘Suburban Nightmare’, the chapter shares more than a little in common with Konami’s Zombies Ate My Neighbors, a comparison that obviously has not been lost on the developers at Artificial, as the game even calls out that 16-bit classic by name just following the first level… sort of. Other chapters promised by Artificial include ‘High School Hell’, ‘The Shopping Maul’, ‘Cemetery Scary’, and ‘The Dark Castle’.

As the game begins, players take up the role of one of four high school stereotypes, from nerd and stoner to prom queen and goth, as they scramble to pick up anything that isn’t nailed down (and some things that are) in order to push back a seemingly endless stream of things that go bump in the night. For those of you who enjoyed the feeling of mowing down zombies with the lawnmower in Dead Rising, some of that very same visceral pleasure is here to be enjoyed yet again.

Each character has an affinity for certain types of weapons, and this is made clear with a ‘thumbs up’ icon that appears near the character when standing next to anything well suited to the teenager being controlled. Similarly, some weapons are simply not suited for certain characters, identified by a ‘thumbs down’ icon, and while these can certainly be picked up, they are simply not as effective in the hands of some characters compared to others.

ImageThis differentiation alone will make some players gravitate towards certain characters; for example, some may be more inclined to Zack and his nail guns, while Carrie’s swords are sure to make her a fan favorite, even if that ‘sword’ happens to be a rusty saw procured from Zack’s garage. Another plus to using preferred weapons is that these allow characters to build up and execute special attacks, which in a game as excruciatingly difficult as Monster Madness is shaping up to being, any extra ‘umph’ is extremely welcome.

Much like the games from which this title obviously draws inspiration, the lions’ share of Monster Madness’ difficulty comes from the sheer number of opponents that must be dispatched at any given time, with these manic fights punctuated by a few impressive boss encounters. In addition, the game will also occasionally throw various challenges at you as well, such as locking you within a smallish area until a certain number of baddies are destroyed – a manageable task with multiple players, a veritable nightmare when you are on your own.

In total, Artificial Studios notes that the final game will boast more than 50 different types of monsters, and although we’ve only seen a handful so far, what we have seen in just this first chapter leads us to believe that this figure is certainly plausible. While zombies make up the bulk of the game’s opposition, you can expect to also face off against giant spiders, flaming imps, demons, and even a headless priest. Oh my.

Let’s Get Physical?

Interestingly, while the game is certainly easy on the eyes, and has taken advantage of the graphical prowess afforded by Unreal Engine 3, for a supposed showpiece for Ageia PhysX, the game’s implementation of physics seems altogether subdued. This may simply be yet another case of seeing the game in an unfinished state, but while the initial level in Zack’s house is full of items flying and tumbling about in every which way, subsequent levels come off as positively frigid. It’s our hope that the final version will feature the same kind of physics-based gameplay illustrated in the game’s early goings, as this certainly adds an interesting spin to the title’s already crazed atmosphere.

However, while the game certainly has variety – and style – one of things that we found most worrisome at E3 2006 was the game’s controls, which seemed much too loose and imprecise for gameplay as frenetic as Monster Madness demanded. Now, thankfully, the game seems to control much tighter, feeling a bit like Geometry Wars in 3D space. The two thumb sticks control both movement and aiming, while the right trigger and bumper fire both the main and secondary weapons respectively.

This setup works quite well, freeing up your left hand fingers to cover the left trigger for special attacks, while pressing both it and the left bumper allow the camera to be rotated with the thumb stick in lieu of turning/aiming. This last bit is a touch odd, but in looking at the control setup, you almost get the feeling that the developers were running out of options, and seeing as Monster Madness does not support the Jaguar controller, I suppose Artificial did the best with what they had. It’s functional, and while the game can still be at times beyond manic, we seldom felt as if we were fighting the controls in addition to the denizens of the underworld.

ImageWhere the game does get a bit odd is when playing with multiple players. In typical Gauntlet fashion, all characters occupy the same screen, so uncooperative players or miscommunication can leave characters hemmed in behind obstacles or otherwise unable to help or be helped. There is not a split screen option in Monster Madness, though some help is offered as the camera pulls out allowing more space to be covered on the screen by the characters. Of course this has the adverse effect of making it more difficult to see the action from a greater distance, even on large displays, and with multiple players taking on the encroaching horde, many of us here have found ourselves actually ‘losing’ our characters in the fray.

Made To Order

One of the most interesting aspects of Monster Madness is the idea of item customization. While adventuring through the game’s many levels, you’ll routinely come across an assortment of junk in the form of screws, tape, pipes, and other odds and ends, and these, along with the various gems that are left behind when enemies are defeated can be used to purchase and build new and better weapons. At set points during a level, a redneck zombie hunter by the name of Larry Tools (who works out of the back of a camper) will take these items off your hands, and in exchange offer everything from a grenade slingshot, CD launcher, and railgun, to even and portable gun emplacement and healing items as well.

ImageLarry even sells an amulet that lets characters change into a rather speedy – and powerful – werewolf, and while this is the only transformation we have seen thus far, Artificial promises that the retail version will also feature the ability to turn into a mummy, vampire, demon, or even another zombie. And just to continue to change things up, the game also features a number of drivable vehicles as well, including go-karts, hovercrafts, mechs, and UFOs. Our experience thus far has been limited (only the go-kart and hovercraft were featured in the preview build), but everything so far has been just as deranged and entertaining as the rest of the game. Personally I cannot wait to hop into a flying saucer and obliterate demons from low orbit.

In total, after spending a good deal of time with Monster Madness, we’ve come away impressed. The game is still a couple months from being realized, but the developers have certainly tightened things up and are heading into the home stretch with a game that is shaping up to be tremendously entertaining, especially for multiple players. The competitive battle modes make for a tremendous party-style atmosphere, and with four players taking on the monster horde, the adventure mode invokes a sense of arcade-style fun that has not been commonplace in ages. In the most complimentary sense, the team at Artificial Studios seem to be well on their way to creating a near perfect blend of old school charm and next-gen gameplay, and we eagerly await the fruits of their labor.

eToychest recently spoke with Paradox Interactive’s Johan Andersson regarding the company’s recently released Europa Universalis III, an epic strategy game for the PC. Paradox Interactive has made a name for itself with complex strategy games for the PC, appealing to a nice audience of hardcore enthusiasts. The most recognizable of these is, of course, Europa Universalis, which began its life in 2001 as a quality strategy epic that let players take control of Eupropean countries in a struggle to wage war and make Europe their own. The series’ latest incarnation, Europa Universalis III, which was recently released to retail, features more options and intricacies than ever before, and delves deeply into the areas of exploration, trade, warfare and diplomacy. Europa Universalis also gives players freedom to rule their nation from an impressive choice of over 250 historically accurate countries.

eToychest recently spoke with Johan Andersson just prior to the game’s release in order to get some insight into game. Andersson worked as the game’s director of development, and as such was heavily involved in all development aspects of Europa Universalis III. He has been with Paradox since 1999 and has worked as the game designer and lead-programmer for the Europa Universalis series, as well as the original Hearts of Iron.

Hello Johan. Thank you for taking the time to speak with us regarding Europa Universalis III. More than any other series released by Paradox Interactive, the Europa Universalis franchise made the company a household name, particularly among PC strategy game enthusiasts. To what do you attribute this?

The game has an almost unheard of scope and depth, and we have put a lot of attention to the details and actual history. All this leads to a game with immense replayability, which is one of the reasons people play our games for such a long time. But the main reason is obviously that our games are fun to play, and that being the developers, also think it’s fun to play.

Image

For those who may not be among the series’ existing fan base, can you describe briefly what Europa Universalis III is all about?

EU III is a grand strategy game that spans 300 years from 1453 to 1789. Players can explore, use diplomacy, wage war and use trade to gain as much power as possible and expand their empire. It is a game for people that are interested in a little bit of a challenge even though this game is much easier to get into than any of our previous games. There is a huge community surrounding the franchise that adds both life span and exciting twists to gameplay, especially in multiplayer.

What does this game do differently compared to the previous Europa Universalis titles?

There is so much it would take too long to go over it but the brief answer is:

  • Players can start at any date during 300 years and everything in the game will be accurately reflected for that specific day
  • Nation building is flexible
  • You will have tons of historical personalities and great people in history at your disposal
  • A 3D map with more than 1700 provinces and sea zones
  • More than 250 countries, 1000 historical leaders and over 4000 historical Monarchs
  • Many more options for customization and moddability

For this third iteration of the series, Paradox has introduced a new graphics engine. If you had to pick one thing that this new engine brings to the game, what would that be? And perhaps more importantly, why is this so important?

Scalability, it can affect resolutions, how the map works etc. This has benefited both the development and programming but will also benefit the player.

Your games covers over 300 years of history by allowing players to take part in campaigns set at any date between 1453 and 1789. Why exactly were these years chosen?

You can play all the A