The Grinder - High Voltage Software's 3rd Wii Game

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PostThe Grinder - High Voltage Software's 3rd Wii Game
by Mafro » Thu May 28, 2009 12:03 am

This looks interesting. Four-way, online co-op where you fight against werewolves and vampires.

GN: We can tell in screenshots that you're pushing a lot of on-screen characters. Tell us about this advancement to the Quantum 3 engine. How many characters can you push at once?

Eric: Right now we're pushing many highly detailed characters at once; better looking than almost anything else you'll see on the Wii right now.

Kerry: We call the technology our Imposter and Instancing system. We are able to take a single enemy and replicate him over and over again. Along with the replication, we can also scale, color, and otherwise modify each instance. This allows us to get an unprecedented number of unique enemies on screen at once at a fraction of the cost to do it otherwise. During our in-house testing, we have been able to see up-to 65 enemies on screen at once. These were initial tests… [Smiles]

Matt: Quantum 3 has once again been upgraded to pull off some majorly cool visual effects. It seems like we should be able to pull off even more on-screen enemies at some point. We never put a limit on our creativity. If it seems like it's worthwhile to have a cool feature in our games, we always find a way to make it work in the engine. It's pretty incredible to see so many monsters rushing after you in The Grinder. Each one is moving independently and doing its own thing. But all of them are trying to kill you.

IGN: Does the framerate take a major hit?

Matt: No, not really. We're right up around the framerate that we are currently at with The Conduit. I expect that it's even going to improve at some point, now that we've learned new ways to optimize our visuals.

Eric: The key is to let the gameplay determine how many characters you want and then start looking for tricks that will let you have the gameplay, the visuals, and the performance that you're looking for. Luckily we've discovered some very methods that allow us to have lots of characters on screen without sacrificing quality.

Kerry: If there is one thing that I can say about HVS it is that we are never satisfied and we will continue to push the hardware to get every last frame that we can.


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Lengthy interview at IGN http://uk.wii.ign.com/articles/986/986663p1.html

The concept sounds familiar...:shifty:

Last edited by Mafro on Thu May 28, 2009 12:06 am, edited 1 time in total.
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PostRe: The Grinder - High Voltage Software's 3rd Wii Game
by The Alchemist Penguin » Thu May 28, 2009 12:05 am

I'm surprised they've announced two more games on Wii before the first game is even out the door. They're really banking on The Conduit being a success, or they've got some behind-the-scenes backing from someone.

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PostRe: The Grinder - High Voltage Software's 3rd Wii Game
by HSH28 » Thu May 28, 2009 12:27 am

Klonoa wrote:I'm surprised they've announced two more games on Wii before the first game is even out the door. They're really banking on The Conduit being a success, or they've got some behind-the-scenes backing from someone.


Sounds like the opposite is true to me, they'd be really banking on The Conduit being a success if it was their only game, seeing as they have two other projects as well they've got two more chances to hit it big.

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PostRe: The Grinder - High Voltage Software's 3rd Wii Game
by randomguy » Thu May 28, 2009 3:53 am

The Conduit looks awful but this could have some potential.

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PostRe: The Grinder - High Voltage Software's 3rd Wii Game
by Neph » Thu May 28, 2009 12:10 pm

randomguy wrote:The Conduit looks awful but this could have some potential.


It really doesn'r

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PostRe: The Grinder - High Voltage Software's 3rd Wii Game
by Dandy Kong » Thu May 28, 2009 12:33 pm

Neph wrote:
randomguy wrote:The Conduit looks awful but this could have some potential.


It really doesn'r


What? The Conduit really doesn't look awful or this really doesn't have some potential?

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PostRe: The Grinder - High Voltage Software's 3rd Wii Game
by Oxx » Thu May 28, 2009 7:13 pm

A little from column A, a little from column B.

Still, at least it looks a bit more worthwhile than that Gladiator game.

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PostRe: The Grinder - High Voltage Software's 3rd Wii Game
by Dalagonash » Thu May 28, 2009 7:25 pm

Left 4 Dead/Killing Floor for the Wii audience? Whack in Wii Speak support and High Voltage software are going to have a lot of Wii owners kissing their feet. Nintendo should pick these guys up...

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PostRe: The Grinder - High Voltage Software's 3rd Wii Game
by Sarge » Sat May 30, 2009 8:19 am

Debut Trailer


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PostRe: The Grinder - High Voltage Software's 3rd Wii Game
by HSH28 » Sat May 30, 2009 9:33 am

This actually looks very good. By far the best looking of their games.

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PostRe: The Grinder - High Voltage Software's 3rd Wii Game
by Raide » Sat May 30, 2009 9:38 am

HSH28 wrote:This actually looks very good. By far the best looking of their games.


If they can get the weapons and aiming right, it could be a great laugh online.

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PostRe: The Grinder - High Voltage Software's 3rd Wii Game
by Rik » Sun May 31, 2009 8:37 pm

It looks better than The Conduit, I haven't been at all impressed with any Wii online code yet so hopefully this will be the first.

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PostRe: The Grinder - High Voltage Software's 3rd Wii Game
by Captain Kinopio » Sun May 31, 2009 10:03 pm

Rik wrote:It looks better than The Conduit, I haven't been at all impressed with any Wii online code yet so hopefully this will be the first.


Not even MOH2 Heroes
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PostRe: The Grinder - High Voltage Software's 3rd Wii Game
by Rik » Sun May 31, 2009 10:06 pm

That was hilarious online, for all the wrong reasons but the "crab walking" was a personal favourite :lol:

How big are HV? They seem to have a lot on the go for a new studio.

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PostRe: The Grinder - High Voltage Software's 3rd Wii Game
by Mafro » Sun May 31, 2009 10:45 pm

Rik wrote:That was hilarious online, for all the wrong reasons but the "crab walking" was a personal favourite :lol:

How big are HV? They seem to have a lot on the go for a new studio.


High Voltage have been around for years.

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PostRe: The Grinder - High Voltage Software's 3rd Wii Game
by Echarin » Sun May 31, 2009 11:38 pm

Mafro wrote:High Voltage have been around for years.


So has Iceland, but it's still only home to a meagre 300 thousand.

Wikipedia says HVS employs 130+ people. I'd say that's enough people that they're not spreading themselves too thin working on all these games.

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PostRe: The Grinder - High Voltage Software's 3rd Wii Game
by Samuel_1 » Mon Jun 01, 2009 11:10 am

Sarge wrote:Debut Trailer


Is that Ray Winstone's voice?

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PostRe: The Grinder - High Voltage Software's 3rd Wii Game
by Fuzzy Dunlop » Mon Jun 01, 2009 3:53 pm

Samuel_1 wrote:Is that Ray Winstone's voice?


For fans of BSG, don't you think it sounds like Romo Lampkin? The lawyer for Baltar?

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PostRe: The Grinder - High Voltage Software's 3rd Wii Game
by Sarge » Tue Jun 02, 2009 10:36 pm


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PostRe: The Grinder - High Voltage Software's 3rd Wii Game
by Sarge » Wed Jun 03, 2009 9:42 pm

IGN Hands On

Development studio High Voltage Software made sure its presence was seen and felt at this year's Electronic Entertainment Expo in Los Angeles. Not only was the company's acclaimed first-person shooter, The Conduit, on prominent display at SEGA's show floor booth, but High Voltage itself erected its own exhibition display complete with playable kiosks of The Conduit and behind closed doors demos of both Gladiator A.D. and The Grinder. Of course, IGN has already exclusively written about and provided our readership with first-ever footage of both games in action, but at E3 2009 we got to see The Grinder's ambitious two-player cooperative online mode in motion. So how was it?

The answer is seamless and smooth. High Voltage demoed The Grinder's first stage -- the same one we've posted a direct-feed walkthrough for -- with two players. The developer setup a closed network and linked two debug Wii units together for the demo, which played out on two TVs set side-by-side. Although art director Matt Corso warned prior to the demo that some of the art assets were not yet being loaded properly between both screens, we didn't notice the issue. Indeed, as far as we could tell, the action unfolded flawlessly between both TVs as two players -- hero and heroine -- ran through the stylized B-movie environments blasting at vampires, werewolves and slashers.

The cooperative mode ran with only two players, although four will be supported in the final version of the game, which isn't set for release until sometime late next year -- it's clear HVS has some time left. In some areas, the developer is promising up to 65 enemies on-screen at a time, but in the cooperative demo we never saw the number climb higher than, say, 20, which is already impressive. Vampires hang from ceilings, fall to the ground an attack. Werewolves are ultra-powerful mini-bosses and charge at the heroes without fear. We noticed that the wolves are so ferocious in their relentless attacks that it can be difficult to break away from them. HVS is still pondering whether or not to add a quick sidestep mechanic to avoid attackers like these.

Control is straightforward. Nunchuk's analog stick is used for forward/backward and left/right strafe movement while the Wii remote enables extremely precise gun aim. As with The Conduit, players will be able to fully customize their control configurations beyond just about any other WIi game out there. In fact, High Voltage's creative officer Eric Nofsinger told us that the studio hopes to add even more control freedom to the customization process by way of MotionPlus; it continues to ponder the possibility of using the peripheral to allow for off-screen fast-turns -- even when the pointer's reticule goes off-screen, experienced players could continue turning at an increasingly rapid pace. Melee attacks are mapped to a button this time around because they are used so often. However, gamers can still toss grenades with a simple flick of the nunchuk, which actually feels very good.

Based on our play time with the title, the controls already felt pretty tight. If we could ask for just one improvement, it would be for an option to really speed up the run pace of the main character. It is possible, however, that the four playable heroes will boast unique run speeds, some faster than others.

Asked if High Voltage had plans to include competitive online play in The Grinder, Corso said yes, that a number of features are being planned and that the team hopes to up the ante over The Conduit in this regard. We immediately suggested the ability to play as the various monsters against the heroes -- for example, a mode in which three of the heroes hunted a vampire controlled by the last player. Of course, the vampire would have the ability to crawl up and traverse ceilings, see in the dark, etc. Corso liked the idea and admitted that HVS was already headed in that direction.

We don't think we need to tell you that The Grinder looks great on Nintendo's console, both because of its pleasing art style and also because of the technology behind it. The enhanced Quantum 3 engine and impostor system allows HVS to draw more characters on-screen than ever before without sacrificing the framerate, and there's all sorts of new lighting effects and advanced particle systems in addition to crisper textures and more realistic guns and animations.

The Grinder does not yet have a publisher, but we don't think HVS will have any trouble whatsoever finding one. We'll have more on the title soon, but while you wait be sure to check out our E3 walkthrough videos if you haven't already.


http://uk.wii.ign.com/articles/990/990872p1.html

D'toid Hands On

After I played Gladiator A.D., I checked out High Voltage’s upcoming Wii-exclusive FPS (built on the same stuff The Conduit is packing) The Grinder. Like we said earlier, it’s a game heavily influenced by Left 4 Dead in the sense that you’re fighting against hordes of creepy crawlies (zombies, vampires, werewolves, oh my!) controlled by High Voltage’s version of an AI director.

But there’s a not-so-subtle twist. Unlike Left 4 Dead, your protagonist isn’t a well-equipped victim. He’s a professional monster hunter and the monsters know it. (They’ll actually flee from you if they feel threatened; very cool stuff in action)

My time with the game was woefully short (and so was the demo), so I can’t comment on much in way of the game’s controls, however, it felt very much like The Conduit -- very smooth, practically 1:1 movement.

One of the things that struck me, again, was the game’s style. It’s got a very southwester almost cowboy kind of feel. The level I played was full of sand, rusted cars, red canyons, and dilapidated shacks -- a very western but modern feel at the same time. It was refreshing to see a game without the so much sci-fi lights and sounds.

The demo ended with me killing over 150 enemies on-screen in one massive bumrush. Needless to say, I’m excited.


http://www.destructoid.com/e3-09-the-gr ... 4704.phtml


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