[Development status, time] - Jim Walker, senior producer, Climax: It’s
going very, very well, we’re on track for a summer release. The game is looking spectacular. We’re very happy with the content, so very well. Developing it for 13 months. A little bit more to go. Don’t have a release date from Codemasters yet.
[Development issues with the Wii] - Walker: have we had problems with the Wii? No,
it’s an interesting platform, fun to develop for. Technically it’s also an interesting platform to develop for code-wise. Also, you can have lots of different types of games. No issues to mention, it’s a fascinating platform, so much go to think outside the box, which makes the development exciting.
[Graphical effects they’re using?] - Rudi Perilli (Code Lead): the
advanced effects are custom. Our main focus was to have a lot of enemies and a lot of minions. In complex shading we had to low it down a little bit. We’ve got a lot of things going on at screen, we think the game needs a lot of visual feedback to the player, specifically with the Wii remote. When you fight an enemy, it needs to get some feedback to the player, whether that’s some special effects or vibrations. We “
went to town on” adding lots of “global” effects, not necessary making individual effects.
[Visual effects] - Rudi: There’re a couple of things that we did to help,
they’re separate processes like the really good shadowing system on there. It would go, generally, with "HD" hardware, but we matched to get it working on the Wii hardware. We’ve
tried to make it pretty much for the environment, to give that rich and luster feel. (Shadows from trees and leaves)
Walker: yes, our real-time shadow system, that’s exciting, different; it gives us a really nice look. We’ve got bloom effects, 20 minions, 10 enemies on screen. We’ve worked to push the hardware, and there’s a lot going on.
[Use of the TEV unit, we saw advanced effects on GC, nobody using on the Wii] - Rudi: Yeah,
we did use the TEV stages, which is essentially the graphic hardware of the Wii has. We did that quite a lot, especially to integrate: we had some real time code which generates them, so the shadows could work with that material like on the fly. That’s it, the way that we managed to get our interesting shadowing system was by manipulating the hardware with the TEV stages. (From scratch) It’s designed very much for the Wii hardware, it’s a custom code written specifically to get high performance out of the hardware.
[More on tech] - Ric Turner (Art Lead): The
level of detail that we’ve got on Wii is probably unparalleled at the moment. It’s thanks to the engine that we’re using, but it also is thanks to the techniques that we’re using, as well. We’re using a lot of instant shading, we’re doing visual calling, so when you go around corners things are added on the fly. We’ve managed to pack in an abnormal amount of data in only 64 MB around, so it’s quite an accomplishment.
[Artistic aspect] - Ric: We had to respect the line of Overlord one. We’ve come with a vibrant, maybe more caricatured style than the original Overlord title.
[minions, Overlord customization] - Phil Mansell: We have
hundred different hats and weapons from the minions side. They can pick them up from enemies that they kill, they get special unique ones from bosses or from quest rewards, or from finding special minion moments.
You get weapons and the upgradeable armour, which helps their performance. You can also find to melt it. They let the Overlord craft new armour, new weapons like a fire sword, ice hammer, different axes. You can upgrade his armour in about ten different types, different elements to affect, and you can also upgrade each of the minions face armour as well. Every time you get a new minion out the ground it’s already got power, they are already powered up. So there are a lot of different ways: you can find stuff around the world and you can craft it yourself, as well. And you see it, yes, the minions are running around with very funny weapons: pieces of wood, flowers, mushrooms... they pick them up from around the world. Same with the Overlord armour.
[Physical map w/game?] - Phil Mansell: We’ve got a world map, which shows the Dark Legend world. I don´t know if there is a physical map in the pack yet; I guess it’s the publisher who decides. Then we got a map of each level and a minimap on screen at the same time.
[Wiimote features, more uses, puzzles] - Phil Mansell: This is a fantasy game and magic is involved,
spell is important, so you’ve got a whole range of spells that you can aim and target and use with the pointer. It is
kind of a shooter element in there. With the spells you have, you can shoot them straight into the world at the same time you’re commanding your minions or running the Overlord around. The pointer is important to the core gameplay, ordering the minions, you can run the pointer over things in the world, it shows you what that thing does… it has a lot of uses.
In terms of the other stuff the Wii Remote does, it’s got the accelerometer in there.
You can pick up a minion and shake it really hard and it turns into a living bomb and you can guide them around. Each different type of minions has its different explosion effects.
Dean: Secondary, we’ve got the melee attacks on the Nunchuk as well. Also, we use de accelerometer for another use: shake up the minions, the Overlord can kill them any time and sacrifice to get manner and health.
No WiiMotion Plus, not available in the devkit, yet. Most of the game is already done, it would’ve meant a delay at this point.
[Voice acting and translation] - Dean: Spanish subtitles but the only VA is in English. Main reason: to keep the personality. Talking to territory offices in Germany France and Holland, those players responded more to having the VA in English than having it in their own language. I don’t really know how that kind of works in Spain. Suddenly, it works in Germany and Holland People go to cinema, they traditionally don’t watch the original English Language Version.
[What or how much is "good expectations"?] - Dean: We’ve just f
ocused on making the best game we can make. If we make a game that we are all proud of, that reviews really well, we can assure the deal. This is the balance involved that we get with the PR and marketing side right now. If we kind of get distracted with this “you need to sell X amount of units, we’ll be taking a while of what’s really important” We know that, ultimately, if we make an Overlord game that is really good, then it will find an audience. Games that is good tends to be the game that sells, that’s all we can focus on from the development side.
[new stuff about the game] - Dean: We know
the game plays really well, but that’s not something that we can kind of show to people at this point of time, but what we can show people is the game looks amazing. Because you’ve seen it, you’ve played it, we need to get the message out there as well.