That's the game on from a top-level view, but never content, we contacted Headstrong Games producer Neil McEwan for the dirty details. Here's what he had to say:
IGN: We remember hearing about this game more than a year ago. How long has Overkill been in development?
Neil: Nothing's been said about this game until now and we've kept it well under wraps so it might be a different HotD title you're thinking of? But it has been in development for a couple of years now, all-in.
IGN: How big is the team? Neil: Headstrong Games (until recently we were Kuju London) is around 40 people strong at the moment.
IGN: Just to clarify, this is an all-new, ground-up House of the Dead game created exclusively for Wii, right?
Neil: Absolutely. Where it goes from here I can't say, but it's been conceived and developed exclusively for Wii. While we've of course taken the right amount of inspiration from the HotD series, and fans will notice where we have referenced the other games, we're not sharing assets or technology. As a game, story and visual experience it's entirely brand-new.
IGN: Overkill seems to have a very Grindhouse look and feel to it. How does this carry over into the game?
Neil: The Grindhouse feel comes across in a number of areas. First of all, you'll notice the look of the game as you play it. We use tricks like filters and scratches to make it look like you're watching a film that's been watched over and over and really abused. There's also specific color styles you can employ to recreate that distinctive look – for example, because of the way that celluloid degrades, blacks turn a greenish color. That's why in Overkill's outside levels at night you'll notice this green tinge in the sky, a sort of sickly light. The washed out colours further add to the effect.
Secondly, it's the gore. These films set out to shock in a way that you still wince at today but looks really over the top because we're spoiled with 'realistic' violence in real world shooters like CoD4 (which does realistic-looking deaths just perfectly). You don't expect a guy's head to explode in all directions and his neck stump to spurt blood for 30 seconds while he stumbles around, but that's exactly what we do in Overkill because that's what shock-horror films were all about -- totally over the top situations and gore in this effort to shock and gross-out people. The difference now is it's funny because you can see that's exactly what those filmmakers were trying to do, still cool because you appreciate its style.
Thirdly you have the voice acting, the direction, the way the whole thing hangs together. Everyone has watched a grindhouse-style film at some point - you know a really crappy, awful film that you absolutely loved watching! Getting that feel across is really important and it's so thrilling to have achieved that in a Wii game.
IGN: Are you using cheesy B-movie-like footage in-between gameplay sequences? Neil: We're using some really quick-fire cutscenes throughout and between the levels –- and these will be very much in the style of B-movie segments and very grindhouse trailer-inspired. They are shot using the game engine and it's important for the players to see the characters they are playing as because they're such an important part of the whole experience. But we're making sure they don't interrupt the flow of the game.
IGN: So the game will feature a film grain filter then?
Neil: You could say that. There's a number of filters and effects we're apply to the gameplay to give it the feel I've mentioned above.
IGN: Tell us about the game's 3D engine. What kind of graphic effects are you able to achieve on Wii?
Neil: Well, we have a team that's very familiar with the hardware and is capable of getting everything out that it has to offer. It's nice being specialists in the field but with that comes a responsibility to live up to it. With the art direction in gaining this exploitation movie look, there's thousands of touches from lighting to texturing to prop design to voice actors that go in to make it look and feel like you're in a grindhouse or pulp movie. That's only possible with the kind of talented team we have here and their experience of getting absolutely everything out of the hardware.
IGN: Overkill is a shooter -- one of those genres that requires a smooth framerate. Are you gunning for 60 frames?
Neil: It'll be smooth. It's one of the best looking games on Wii and I can say that with confidence. We can't confirm an FPS yet, might be worth sacrificing frames for more zombies and blood. Also, for the particular grindhouse style that we're going for, we're may alter frame rate speeds to achieve certain effects. So can't confirm FPS at this time.
IGN: Tell us about the control schemes. Exactly how do you play. How are you taking advantage of the Wii remote? Neil: Well, of course it's light-gun style, but as the Wii works slightly differently, you're aided by a reticule on-screen (or not if you prefer). In terms of shooting with it, the Wii remote is really nice because it has vibration feedback and that cool little speaker built in. For magazine slapping and shotgun pumping sound effects, it adds a great touch in addition to gunshots. As you would imagine we're using the motion sensing feature to introduce some nice gesture commands -- not just reloading, but smacking zombies round the chops too. When zombies get up close, we want the player to have to do things that are pretty stomach-churning to get them off you, stuff that'll make you go 'ewwwww.'
Is Overkill Zapper compatible?
Neil: Yes it is.
IGN: What about the nunchuk. Can it be used for anything?
Neil: No, we wanted it to be accessible, but mainly we wanted to free up peoples hands for more guns. I can talk about that specifically in the future.
IGN: Shooters on Wii have proven slightly flawed in the past because the Wii remote doesn't work like a light-gun. Are you calibrating the remote prior to gameplay? How so? (Only House of the Dead 2 & 3 Return has done it well so far.)
Neil: There will be calibration. We're looking at what other titles have done to see what has worked well and where we can improve it. Accuracy is critical when you're making a game based on high-scores and split-second shooting so it's getting a lot of attention.
IGN: This is a game about killing zombies. Exactly how violent is it?
Neil: It's certainly not realistic -- it's very over the top and excessive in a very unrealistic way, but that's just the style we are going for. Because you shoot off arms and legs and pop heads off as part of the standard gameplay, it'll be rated for a mature audience, as it certainly should be. The bosses do some pretty disgusting and, let's just say, controversial things that will also ramp up the violence level somewhat. Zombie dismemberment is a central part of the shooting fun and we are the next step in a line of games and films that have reveled in that. Personally, I'm a fan of shotgunning a zombie's legs off and watching them face-plant into the ground with a smack. It doesn't get you max points but after the third one in a row you'll be laughing your head off.
IGN: How interactive are the environments?
Neil: The whole over the top style transfers to the environments as well. You blast your way through the levels laying waste to absolutely everything so the environment has to reflect that. There's also key trigger moments in the environment where hitting the right thing at the right time might help or hinder you. It might be something as obvious as a gas tank or something a bit more subtle that you might completely miss the first time. Whatever it is will likely set the entire level on fire or produce some slightly random yet very explosive side effect. You wouldn't imagine a simple fairground ride would explode with quite so much force, but that's the magic of grindhouse.
IGN: We know there's a two-player cooperative mode. Does the difficulty change for two players? Neil: That's something that really comes out in play testing and balancing. Clearly, it's still got to be a challenge and it is really how these games should be played. Wish I could tell you the kind of gameplay options that we'll be including to shake things up and put a new spin on the mechanic but we're confirming and working those out now so more news soon.
IGN: What kinds of weapons are at your disposal?
Neil: It's point and shoot -- there's no way we'd want to make it any more complicated than that in terms of handling the guns. We have a selection of shotguns, pistols, machineguns and rifles alongside some more 'explosive' options. You'll be able to upgrade these between levels to kit your character out with the best hand cannon for the job but it's not going to be some super-complicated facet to the game. There's no point in having 30 weapons if you can't tell the difference between them and some just aren't fun. There's good tactical sense in co-op though in having each player go for different weapons. For example, you can have a magnum-style six shooter for headshotting troublesome Pukers and your buddy could have a shotgun for sweeping clear hordes that get too close.
IGN: How many enemies are you able to show on-screen at any given time?
Neil: I can't put a specific number on that at the moment because work is still going into level design and a lot will be influenced by game balancing and pacing. I would say again that we have an incredibly accomplished team at Headstrong who really know this hardware, so we'll be pushing it for all it's worth. We did take a look at some screens of a certain other zombie game that is being ported to Wii, and the general consensus was that we thought we could certainly do better. (lol)
IGN: Aside from the general Arcade mode, will there be Original or Custom modes in the vein of the other games?
Neil: There will be additional game modes, certainly. I'm afraid I can't reveal or confirm anything about them right now.
IGN: We know G survives until House of the Dead 2. What the hell happens to Agent Washington?
Neil: [Laughs] Detective Washington is his own man, you'll find out where his destiny takes him. Perhaps we'll follow him and help tell that story. If he makes it out of Bayou City, of course...
IGN: Any WiiConnect24 support? Online leader boards? Score uploads?
Neil: I can't comment on Overkill using any of those features yet -- I'm sorry.
IGN: This game is looking great. Any final words for Wii fans looking forward to it?
Neil: There's a lot of Wii fans worried about the decline of decent hardcore games on the system. No, guys -- we're not making a 30 hour-plus RPG here, but we are making something you are going to have a complete blast playing. We are making it with a nod to one of the greatest arcade series of all time and we hope you'll just purely enjoy teaming up with buddies and posting those high scores on the forums with the rest of us.
It'll beat the shit out of grooming a horse.