[Wii] Monster Lab (RPG, Eidos)

I_Eat_All

Plasma Beam!
• Definido como "Pokemon meets Tim Burton". RPG de acção guiado por história.
• Constroi, experimenta, explora, customiza, luta...
• Joga com o Professor Fuseless (professor sem fuzivel) especialista de mecânica; Dr. Sandabar, especialista em Biologia, ou Dr Tchesombra, especialista em Química.
• Criação de Monstros: montes de customização, 300 items, 150 "partes" de monstro (biológicas ou mecânicas). "Partes" incluem pernas, braços, corpo, cabeça... 100 milhões (?) de combinações possíveis. Os monstros são construídos através de "receitas".
• Uso do Wiimote e nunchuk no processo criativo através de mini-jogos: coisas como "brain toss" (atirar miolos), etc: feels great, se corre mal, o mostro terá piores habilidades.
• Sistema de luta Turn-based/Por turnos: HP, ataque, defesa, energy points/pontos de energia dependendo do monstro construído. Ataques especiais através de transormações, é possivel escolher que "parte" do corpo atacar, e é necessário recarregar a energia.
• Estilizado, Humor negro, rim lighting, texturas deixam a desejar (de momento).
• Em desenvolvimento desde Novembro de 2006 (outros reports falam de planning stages em early 2006). Lançamento previsto para Verão (Julho) 2008.
• Argumento de Adam Beechen, Musica de Crispin Hands
• Vão tentar features Online (DC, partilha de fotos, combates online (?), etc)
• Há outros titulos não revelados da Eidos em desenvolvimento para a Wii.

Media:

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Esta não é a criadora do Time Splitters?( grande jogo, o melhor fps das 128 bits).
Espero que façam um bom trabalho.:)
Não, a criadora do TimeSplitters é a Free Radical, que neste momento está a fazer o Haze para a EA. Aliás... o TimeSplitters 1 e 2 foram publicados pela Eidos e o TimeSplitters: Future Perfect pela EA.

Este jogo está a ser feito pela Backbone.
 
Não, a criadora do TimeSplitters é a Free Radical, que neste momento está a fazer o Haze para a EA. Aliás... o TimeSplitters 1 e 2 foram publicados pela Eidos e o TimeSplitters: Future Perfect pela EA.

Este jogo está a ser feito pela Backbone.

Nesse caso espero que façam um bom trabalho na mesma.
Pessoalmente, acho que o Time splitters perdeu muito com o 3º jogo, o 2 é o melhor.
 
What’s this now? A third-party Wii game that (a) isn’t a lazy PS2 port and (b) actually looks pretty cool? Yes, it looks like Zach and Wiki will have some company on the Wii in the near future. Backbone, the developers of Death Jr. for the PSP, are cooking up a brand new IP exclusively for Nintendo’s Wii. Monster Lab is a story-driven Action RPG that’s all about customization. Indeed, the object of the game is to build, enhance, and accesorize monsters to fight against each other in turn-based combat. The Wii’s motion control comes into play in the creation process through minigames, where players will throw brains into empty heads, hoping to maximize their monster’s power. On hand to make sure that it all doesn’t devolve into complete minigame aimlessness is comic book writer Adam Beechen, who is scripting the game.
The very promising Monster Lab will be published by Eidos and is being groomed for a Summer 2008 release

fonte
 
Penso que o defeito disto e os combates serem por turnos...se fossem em tempo real,daria excelente uso aos comandos da wii :D (apontar uma arma,como uma pistola,com o wiimote e atacar com o nunchunk por exemplo).No entanto parece ser interessante,va-le a pena uma vista de olhos pelo menos :)

btw,e impressao minha ou a fase dos port's de outras consolas ta a acabar :D?
 
Os monstros são os ds 1ª imagem certo? Just kidding :D...Não me interessa nada um jogo destes, mas há muita gente que gosta, e é sempre bom ver muitos jogos p'ra Wii...
 
Hands-on:

I was able to catch a demo of Backbone Entertainment's Monster Lab at the GDC Career Pavilion, which is mostly involved with game company recruiting, but features some game demos as a function of games being what game developers do. The game is almost completely different than previously assumed, and, in a way, more interesting. What may look like an online fighting game is in fact turn-based. It's important to note this, because the game looks so strongly fighter-like.

Monster Lab puts the player in the role of a new assistant mad scientist, who has to help her boss in a power struggle against other mad scientists -- by gathering and creating monster parts. The story is presented in a '50's sci-fi-movie opening and an introduction from your mad scientist boss (and his giant robot arm).
Parts have different attacks and attributes -- legs have various kick attacks and a "flee" command, while arms have punches, blade attacks, or projectiles based on their composition. Materials, which are alchemical, biological, or mechanical, vaguely resemble what they will become when they become parts -- sawblades, etc. All parts have a "madness" level, which, if it exceeds your madness level, is more uncontrollable. Parts then get synthesized via (brief, cute) minigames, and saved in your arsenal. You have heads, arms, torsos, and legs to choose from, in millions of combinations. The demo featured a skull-headed monster with a huge, muscular torso, one glowing lava-like arm, one mechanical saw arm, and tree-root legs.

The story mode takes you (and your monster) through six worlds in a series of missions ranging from finding a character to, well, fighting. The overworld is Zelda II meets Super Mario Bros. 3, with routes between areas on the map patrolled by monsters who trigger battle scenes. The turn-based combat involves choosing a part to attack with each turn, which will automatically target an enemy's part. Depending on the attack's effectiveness, the enemy will glow brighter red. Battles are won in one of two ways: either depleting the health of the enemy's torso, or knocking off all of an enemy monster's appendages.

Though it's based on parts and not cards, I got the distinct feeling that the online dueling makes the game something like Pokemon meets Phantom Dust. With so much customization, this game designed for 8-to-12-year-olds may end up having more than enough depth for an adult audience.
Fonte: http://www.nintendowiifanboy.com/2008/02/20/gdc08-monster-lab-its-a-lab-for-monsters/
 
Videos:

Trailer

Combat Walkthrough

Robot Creation Walkthrough

Producer Interview

Preview Videogamer.com:

What would you get if you spliced a Tim Burton film with Final Fantasy? Monster Lab, that's what.

(...) Fuses basic turn-based Final Fantasy-style battles with a healthy dose of monster creation in a setting that rekindles memories of Tim Burton's superb animated film The Nightmare Before Christmas.

(...) Online multiplayer, where you'll be able to take your monster and battle against other players from around the world. This should give players even more incentive to search out high-level items, fuse together and create powerful monsters. And although this isn't confirmed, the development team is working hard to make trading monster parts online a reality.

(...)

Monster Lab's shaping up nicely. It's a feel-good game, with over-the-top voice acting, a Tim Burton-esque art style and a supernatural soundtrack. As a turn-based role-playing game it's basic for sure, but it has a certain charm that Wii owners, if they give it a chance, should enjoy. This is one monster worth experimenting with.
Fonte: http://www.videogamer.com/wii/monster_lab/preview-806.html

Preview TVG:

Described in a soundbite at Leipzig as 'Pokemon meets Tim Burton', something that remains largely - though not entirely - true nine months on, Monster Lab's quirky Make-a-Monster mechanic, coupled with a selection of mini-games and turn-based RPG combat, is very much shaping up as the videogame equivalent of Frankenstein's iconic creature.

(...)

Focused on turn-based combat much in the same way as countless J-RPGs have done en masse over the years, the aim of a bout is simple: knock the torso of the opponent off its legs. Using the Wii-remote to select an attacking limb, this brings up a colour-coded guide to the attack's potential effect on an enemy's body, the mechanical/biological/alchemical amalgamation then hits, kicks, or even gnaws at the targeted areas. Every limb has a health bar from green (healthy) through to black (it's been removed/destroyed), so it's straightforward enough to see how the fight is progressing.

(...)

There's little denying that Monster Lab's quirky charm, and mix of turn-based RPG with constructive mini-game, is shaping up to be one of the more appealing third-party titles to hit Wii in the next few months - especially with the promise of online combat and monster part swapping.
Fonte: http://www.techzonept.com/newreply.php?do=newreply&p=2588383
 
Última edição:
Entrevista:

Hi Richard, first of all could you please introduce yourself to our readers and tell us something about your position and your work?

Rik:
I’m the Producer on Monster Lab, a brand new game for Wii and DS. I’ve been in the industry for 15 years and previously worked at Sega, Namco and Sony. My job is to make the game as good as I can, whilst also keeping our finance people happy by not going over-budget and our marketing group excited by delivering the game on time. It’s a stressful, yet enjoyable and rewarding job. Consumers often think that being a games designer is the greatest job in the industry, but I think the producer has the best role as they get involved in every aspect of making the game from start to finish. It’s a really great feeling to see someone buying something that you’ve created.

What is Monster Lab all about, and what can you tell us in reference to the storyline?

Rik:
There used to be a crazy group called the “Mad Science Alliance”; one of them turned bad. The three remaining good guys aren’t individually strong enough to take on the bad guy, but as a promising apprentice reckon you the player could have what it takes. Gameplay is a mixture of action-adventure, experimentation in the form of mini-games and combat. Starting off with a basic monster, the player sends their creation out into the game world, completes quests and fights battles. Success rewards the player with ingredients which they can use in the mini games to make better monster parts. Keep upgrading your monster until you’ve got one strong enough to take on the bad guy and restore order to the world!

Monster Lab is described as "Pokémon meets Tim Burton“. Who came up with this comparison and why?

Rik:
It was something that I said during an early presentation and it seemed to resonate with people. The game has a lot of content and can be difficult to understand at first, but that was an easy comparison to make. The game is a little bit like Pokemon and a little bit Tim Burton in style but also has a clear identity and soul of its own.

The last time we saw the game was at 'Games Convention 2007'. How much has the game changed since then?

Rik:
Well it works for starters! If you remember the development Wii we took to Leipzig broke in transit and we had to do the early presentations off PC until a new Wii arrived. Like I say the job can be stressful! A lot has changed in that time; the key for me is the game flow and story has been finalised so now players understand why they’re doing what they’re doing whereas previously it felt like a lot of unconnected elements, even though they were fun to play.

Could you explain the use of the unique functions of the Wii controller, and how the interaction with your monsters work?

Rik:
Actually one of the key points we learnt during development was to reign back the control possibilities on both Wii and DS. It’s too easy to make a complex control system for the sake of it. The key area where the game makes use of the Wiimote/Nunchuk and DS stylus possibilities is during the mini game experiments. We spent f-o-r-e-v-e-r coming up with unique control systems that worked for each of the mini games. So you can look forward to welding mechanical body parts onto your monster, playing a drumming game to summon spirits and many others!

Online gaming on Wii has evolved over the last months and every new game expands the borders of what is possible. Tell us something about the online/ multiplayer experience which the player will get in Monster Lab?

Rik:
Multi-player Monster Lab is all about fighting your friends! Pick a monster, choose a friend and fight! :)

Finally, is there anything left you would like to tell our readers?

Rik:
This has been a great project to be involved with; I hope you enjoy playing it as much as I enjoyed working on it. Maybe you can challenge me to fight online.
Fonte: http://www.playwii.de/wii/articles,id165,2,interview_richard_skews_monster_lab.html

Tenho muita simpatia por estes senhores.
 
Gosto do estilo do jogo. Já tinha ouvido falar dele mas não sabia que era um Action RPG com online battle!!! Isto disparou o meu interesse.
 
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