Monday, June 30, 2008

Interview: Frontier Developments (LostWinds)


When WiiWare launched, critics and gamers alike united around one game, LostWinds. I recently sat down with the team behind the game to reflect on LostWinds, and see whats next for Frontier.

1. I can tell that LostWinds is hand crafted for the Wii. Which came first,: the idea for LostWinds or the choice to develop a game for WiiWare?

The story of how LostWinds came about is a little unusual: at Frontier we have long encouraged debate and discussion on games design / ideas, and have an internal forum dedicated to sharing ideas and opinions under the name of Game of the Week. The scope ranges from one-line game ideas like 'we should do a game about monkeys with detachable limbs' to fully-fledged design documents being posted. This causes a great deal of debate, criticism and argument, with many improvements, problems being raised and solved - we have likened the process to dangling a leg of lamb into a piranha-filled stream: the water boils for a while, but then whatever is left must be pretty tough.

The idea for LostWinds dates from the time that the Wii was first announced, when we were brainstorming design ideas that made good use of the Wii controls – it is one of many strong ideas we have built up over time, and it gathered a number of very enthusiastic internal advocates.

The actual original idea for the game came from when Steve Burgess was watching the trees and leaves from the window on a windy day. He remembers thinking about how many ways the wind shapes and manipulates different things within the world, and if only there was some way to become the wind in a game. He then applied this train of thought to the Wii controller.

The game gathered a number of very enthusiastic champions internally who worked on the concept, setting art direction, generating gameplay ideas, and inventing the mythos surrounding the gameworld.

Timing is often everything. Out of the blue, in late 2007, Nintendo invited us to a mysterious meeting in London: as it turned out, to explain their plans for WiiWare. We were delighted that their ideals for WiiWare were almost exactly fulfilled by LostWinds; allowing developers like us to create something innovative specifically for the Wii and, most importantly, its controller. We went well-prepared, and took a copy of the LostWinds concept document to the meeting. Since some people were available after finishing another game (“Thrillville Off the Rails”published by LucasArts), we decided to go for it, as the chance to be a launch title for WiiWare was too good to pass up. So we said “sounds great, and *this* is what we’d like to do”.

Also we were very keen to get some experience with digital distribution channels for games – which must surely be even more important in the future as they are with music now, for example. There are significant costs and risks associated with manufacturing DVDs and shipping them to shops, so LostWinds could be a very interesting first step for us into this world.


2. Did controls for any existing Wii games have an impact on the way you wanted LostWinds to be controlled?

Not at all – the whole idea came from thinking about how to best use the Wii’s controller; the whole point of the game is to allow the player to use the Wii control system in a coherent, intuitive, satisfying way.

Although it should be said that our experience in doing Thrillville: Off the Rails for the Wii in 2007 was invaluable in terms of our basic experience developing for the Wii as well as the many different control systems we’d used for the different types of gameplay in that game.


3. What were some of the hurdles during the development of LostWinds (If any)?

Probably rather boringly there weren’t any, really – if anything it was the opposite:

Normally in development there are ideas that look good on ‘paper’ but when you come to implement them in a game they are not as fun as you thought they would be, or you have an even better idea along the way, and so they end up on the ‘cutting room floor’, to borrow an expression from the movies.

One of the most striking things about the LostWinds development was the lack of such ‘wastage’ – the game transferred from concept to screen almost exactly. This is probably a big compliment to the large amount of effort that had gone into the early concept development of the game within Frontier before we started production.



4. What would you like a player of LostWinds to experience from playing your game?

Good question!

We essentially developed LostWinds for ourselves, and to satisfy our feeling of a pent up need for the Wii owners amongst us who wanted something more than another party game, something fresh that delivers deep, involving, Wii-specific gameplay in a beautiful skin.

We wanted to make the use of the different powers in the game to be very natural, tactile and playful, and the whole of Mistralis, the game-world, has been constructed to reward players who explore.

For us, a lot of subtle but very important appeal comes from the fact that the player controls two characters, and the dynamic between them. [For those readers who don’t know, Toku is a young boy who is relatively vulnerable and whom you basically just move left or right with the Nunchuck, and he stays vulnerable throughout the game (although he does get to use a couple of cool items of ‘kit’ to help his flying along the way), but what he provides is a physical presence in the world. The other player character, Enril the Wind Spirit, is controlled by the Wii-mote and does get much more powerful as the game progresses.] There is a nice symbiosis to their relationship because Enril has almost god-like powers in many ways, yet lacks the physical presence in the world that Toku provides. So the two work very well and naturally together as the player wields the power of the wind to protect, guide and do battle on behalf of Toku.

Its been very gratifying to get the very large number of messages from people who have taken the trouble to write to us saying how much they liked LostWinds, and a common thread is a feeling of excitement, discovery and exploration that has been missing for a while in their gaming lives, it takes them back to the feelings they first had when falling in love with gaming. We regard that as a huge compliment.

The short, simple (and obvious) answer is ‘to enjoy themselves’, in any way that the game enables.


5. Metanet, the developer behind the indie-hit N+ has been pretty vocal about Microsoft and the Xbox Live Arcade. How satisfied have you been working with Nintendo's WiiWare (development, distribution, etc.)?

To say we were running towards a deadline to be in with a shot of being a launch title, the whole thing has been remarkably smooth and we’ve got no issues at all. I can only commend the people at Nintendo who worked very hard to get the WiiWare system up and running; they’ve been great to work with.


6. When the Wii was first released there was much talk about downloadable game demos. Does Frontier have any say about offering demos of their games or has Nintendo ever mentioned demos to Frontier?

Nintendo were clear at the start that there would be no WiiWare demos. It's their system, so until they change their position that’s the way it is and we are happy to respect that.


7. What made you want to be a game developer?

Back in the days of “Elite”, I started writing games as a hobby – I had a huge fascination for 3D graphics and what could be achieved by the simple computers of the time. The initial motivation to do this commercially was to be able to fund the hobby, but pretty soon it became apparent that it could be a career – and my University work became the hobby!


8. I think its safe to say Lostwinds was a success. So what's next for Frontier?

Thank you! We’re working on several things, but the only one we can talk about is The Outsider, an action-thriller game for PS3, Xbox360 and PC that gives the player unprecedented control over how the game’s story unfolds based on what they do and how they do it in the game.

We certainly have plans to support the Wii in the future, too!


9. Great, thanks for taking the time to speak with me.

It’s an absolute pleasure, thanks for the opportunity to ‘talk’ to your readers!

[Special Thanks to Jordan Pike for helping me write the questions.]

Thursday, June 26, 2008

Mega Man 9 Confirmed for WiiWare

Cubed3.com is reporting that Mega Man 9 is headed to WiiWare, the game will be going back to its roots, in true 8-bit fashion. some bosses have already been confirmed including: Magma Man, Galaxy Man, Jewel Man, Concrete Man, Hornet Man, Tornado Man, Plug Man and Splash Woman. More info can be found here.

[Via Cubed3]

Friday, June 20, 2008

Awesome: Pixies + Weezer Rock Band DLC

This week's rock band DLC features two great bands, Weezer and the Pixies. if you like Weezer, you'll be delighted with 3 great songs from their new album "Weezer (Red)" and if you like the pixies, you can pick up their classic album Doolittle.

Weezer Pack (440 MS points / $5.49) -- All songs are also sold individually (160 MS Points / $2)
  • "Dreamin"
  • "The Greatest Man That Ever Lived"
  • "Troublemaker"
The Pixies' Doolittle (1520 MS points / $19) -- All songs are also sold individually (160 MS Points / $2)
  • "Crackity Jones"
  • "Dead"
  • "Debaser"
  • "Gouge Away"
  • "Here Comes Your Man"
  • "Hey"
  • "I Bleed"
  • "La la Love You"
  • "Monkey Gone To Heaven"
  • "Mr Grieves"
  • "No 13 Baby"
  • "Silver"
  • "Tame"
  • "There Goes My Gun"

Thursday, June 19, 2008

Nintendo Spent 3 Months Working On Twilight Fix

"This update to the menu only accomplished one thing, as far as I can tell — the blocking of the TP hack. (I guess we can count the IOS30 patch together with it.) They spent 3 months testing it — this isn’t actually that surprising, when you consider the potential financial damage if they roll an update out that bricks Wiis." - Bushing from HackMii.com

yes, it appears that while working on a patch for nintendo's hole-plugging wii update, Bushing from hackmii.com discovered that the wii menu (version 3.3) update that stopped the twilight hack had been in development/testing for 3 months, not a big surprise as he mentions "the potential financial damage if they roll an update out that bricks Wiis". at least we have some closure as to why nintendo didn't do anything to stop the hack for so long.

Wednesday, June 18, 2008

Interview: Anamanaguchi

Among all the chiptune artists out there, my favorite has to be Anamanaguchi. i recently spoke with their frontman Peter Berkman to see whats up with the new album, the upcoming tour and of course, video games!

1. first off, you guys have a new record coming out soon, tell us a little bit about it.

The project is actually pretty secretive (laughs). We're working quite hard on it as we speak. What I CAN say is that it's called "Dawn Metropolis" and will be released over the internet.

2. whats your writing process like, where does a song start and end?

Our writing process is a little different for each song - certain songs start with an idea for the Nintendo, others an idea for the guitar. It's always the most fun when you get to mesh the two worlds though.

3. according to your myspace, you guys have some shows in South Africa coming up this august, whats that all about?

We're doing a worldwide tour this August and South Africa is our first stop! We're incredibly excited about it, because the first time we tried to head out of the country we ended up getting ourselves deported from the UK! We'll be hitting up South Africa, Seattle, New York, Los Angeles, Taiwan, Japan and the UK (for revenge!).

4. your debut, Power Supply was available for free on your label's website 8bitpeoples.com can we expect the same for the new record?

Our new record is actually not going to be released via 8bitpeoples - however, Dawn Metropolis is going to be released around the same time as a DIFFERENT 7-track EP on 8bitpeoples. Still don't know what we're gonna call it, actually (laughs).

5. taking a step away from the more serious topic, what are some of your favorite video games?

Well I just finished playing Metal Gear Solid 2 again, which is totally amazing. My favorite games probably goes a bit something like - Deus Ex, Legend of Zelda: Link to the Past, Mega Man 2, and a ton I don't have room to list (laughs). However, we all have a copy of Super Mario Strikers and are incredibly intense about it.6. lastly, after this new album comes out, whats next for Anamanaguchi?

We'll see! I'm predicting some more touring, some music videos, and then of course the inevitable selling out.

7. (laughs) awesome, thanks for taking the time to answer some of my questions.

No, thank YOU!

"Metal Gear Solid 4 Data Base" Coming To PSN

This Just in from the Playstation Blog:

"The MGS4 Database is a free, downloadable interactive application that contains the official knowledge base of everything that is Metal Gear, reaching all the way back to the very beginning of the franchise. Including complete storylines, character profiles, relationship diagrams, and much more!".

"if you want to make use of the database, but have not yet fully played through MGS4 yet and are worried about spoilers – all MGS4 spoilers are “blacked out” until you’ve beaten MGS4. Give it a try!"

i guess they can tell via your save file, pretty neat download. you can check it out tomorrow (Thursday June 19th) on the Playstation Network, 100% Free!

Tuesday, June 17, 2008

Lastest Wii Menu Update 3.3 Stops Twilight Hack

"Because unauthorized modifications to save files may impair game play or the Wii Console, updating to Wii Menu version 3.3 will also check for and automatically remove such save files."

well, it was awesome while it lasted. anyone who wants to perform the twilight hack and enjoy some great homebrew should steer clear of the update, and those who are dieing to move their Miis from the Mii Channel to the Mii Parade should go ahead and update.
i wonder if consoles with pre-3.3 firmware will become big-ticket ebay/used items, kind of like the PSP and firmware 1.00.

Update:
"
17 June 08: Bushing has already announced a workaround after just 6-8 hours of work! Big thanks to all involved! (Note that the workaround is not yet available publicly)" - Wiibrew.org

Gamefly Summer Sale

right now, gamefly is having a "Under $20 Summer Blowout Sale" which features some pretty awesome deals. i'll list a few of the best
also, if you don't frequent the gamefly store here are some of the over 20 dollar games that aren't in the sale, but are still great deals
and remember, you don't have to be a gamefly member to shop in the gamefly store, however, if you are a member you get free shipping. all games come with case and manual, and are guaranteed to work.