Archive for ‘Alien Syndrome’
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Thursday Aug 09, 2007
Jeff Kung Continues His Alien Syndrome StoryWhen we approached SEGA with one of their back catalogue titles, Alien Syndrome, and told them that we wanted to make a totally new game based on that franchise for the PSP and Wii, SEGA was all for it! All the initial pre-production milestones were met and away we went. But it was no easy task. We wanted big meaty levels where players could sink their teeth into the game and play for as long or as short as they wanted. We didn’t want just another RPG game that was too heavy on action and not enough role playing. We wanted to push what the PSP and Wii could do and we think we nailed it. For the PSP, we designed the game with every intention of making it a full scale action RPG with hundreds of items, weapons, monsters, and tons of action. We created 5 very different classes each with its own weapon advancement tree and specialty proficiencies to spec into. It was a huge challenge to fit this big of a game into the PSP. But we managed to do it and not lose any of the scope of the original design. This is something that we’re very proud of. The feature cutting, that’s so prevalent in most game dev cycles, hardly had to happen on Alien Syndrome. We actually had time to implement almost every key feature we spec’d out in pre-production. Which is why, in my opinion, our Wii version came out as great as it did. On the Wii, we immediately started in on the design for the Wiimote/Nunchuck control system. We were able to polish the game’s infrastructure and core gameplay ideas as well as the math and itemisation curves, in tangent with the PSP. The levels and the length of the game (we’re talking a whopping 30 to 40 hours on just one difficulty level) makes the Wii a solid console for the game. On the Wii, it was nice that we were able to concentrate on controls and multiplayer. The differences on the Wii are noticeable in the higher-rez textures and models. On the Wii, players will notice the increase in details such as dynamic shadows, lighting, and specularity, as well as a large number of sounds and more details on Aileen and her guns. And the controls are absolutely the best feeling controls out there. The Wii remote points at a target, like a laser pointer, and the character spins and rotates to follow that pointer. Then the Nunchuck’s joystick moves the character in all directions. The result… the most intuitive aiming and movement system ever designed. I think when players pick up the Wiimote and Nunchuck to play Alien Syndrome, they’re going to be treated to a really smooth and awesome gameplay experience.
Posted by Alex in Alien Syndrome on 3:34:49PM Aug 09, 2007 |
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Monday Jul 30, 2007
Senior Designer Jeff Kung Talks About His Alien SydromeSome of us remember Alien Syndrome fondly as an arcade game with dozens of different aliens intent on taking over the universe and snuffing out the human race. How many hours did we spend at the arcade shooting at monsters with flamethrowers or a fire-ball gun? Well, we wanted to bring Alien Syndrome to the 21st century and revive an old classic run ‘n’ gun shoot ‘em-up arcade game and put a Totally Games spin on the franchise. The original Alien Syndrome was purely an action game and we wanted to make sure we preserved that sense of action with our Action RPG version of Alien Syndrome. We think we’ve struck a great synergy between action gameplay and deep, engrossing role-play gaming that’s all driven by an intense story line. The gameplay for both the Wii and the PSP platform is essentially the same. Both have a massive 40 levels to play through. Both have the same fast-paced action and deep RPG elements. There are 40 different monsters plus variants, sub-bosses and bosses. Five player class types (Tank, Fire Bug, Sharp Shooter, Demolition, and Scout) are available for both platforms. And both have up to four-player cooperative modes. On the Wii, the players will be on one screen simultaneously. On the PSP, the players will be all on one screen as well but connected via the AdHoc feature on the PSP. Where the two platforms diverge is in capacity and controls. It’s been quite a fun ride developing for the Wii. Most of us were lucky enough to find a Wii to purchase and we played tons of Wii games. So getting a chance to build our game on this platform has been exciting. The larger memory pool and better graphics allowed us to really expand on the rich look of the game even further. Bigger texture resolutions, specularity mapping, more dynamic lighting, and better shadows has made our Wii version of Alien Syndrome so much more immersive and realistic looking. But probably the most intriguing thing about Alien Syndrome on the Wii is the fact that the Wii remote and Nunchuck makes the player control totally intuitive and fun. We’ve come up with what we think is the most natural controller configuration for a third person, 3/4 view action game hands-down. Wherever you point the Wii remote on the screen, that’s where your character will point as well. Movement is done with the joystick on the Nunchuck. So aiming, firing, and moving is extremely simple and easy to learn. Melee combat is fluid and dynamic on the Wii with special moves, combos and finishing hits all tying into Wiimote waves, shakes, hammer downs and thrusts. We’ve tried to take every advantage the Wii control system offers and integrate our character movement combat system with the Wii remote/Nunchuck. Pick up and play is how we designed Alien Syndrome for the PSP. With its emphasis on action, the player can start up the game and get right into the fray. With numerous checkpoints to save the game’s progress, the player never has to worry about losing progress. We’ve made the controls incredibly intuitive for the PSP, too. The player can strafe, perform melee combos… pretty much anything the Wii version can do, the PSP version of Alien Syndrome can do as well. Tuning, tuning, and more tuning. We’re at the stage in production where all the elements of Alien Syndrome are in. The art is beautiful. All the features are firing on all pistons. The only thing remaining is putting the final touches on balancing the game from level 1 to level 40 and from normal difficulty to expert difficulty. This means tons and tons of playthroughs for the devs. One of the great things that’s coming out of these playthroughs is that people are having fun playing and testing the game. That’s a great sign for us because it seems that people are enjoying the game and not just play testing because they have to. For devs, that’s always a good sign.
Posted by Alex in Alien Syndrome on 5:16:39PM Jul 30, 2007 |
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Thursday Jun 14, 2007
Alien Syndrome: Weapons Locked And Loaded #3Yes I am afraid it’s the last of our blogs this week showing you the fantastic array of weaponry in Alien Syndrome. Sad though I’m sure you are to come to the end of this journey, rest assured it is not the end of the road for Alien Syndrome. We will be sure to keep you up to date with all the latest news coming in from Earth Command and its most valuable trooper, Aileen Harding. Type: Projectile Covert Ops issued Earth Command Forces the Kruger & Thompson Submicron Nanobot Swarm Launcher. Like a swarm of angry bees, the nanobots travel from target to target, dealing massive levels of damage to anything they touch. The swarm can be unpredictable, however, as it cannot be aimed at any one particular target; the nanobot swarm will choose its own target to attack. Because of this, the weapon can be difficult to use when a specific target is required. The swarm lasts for a short duration and it does its damage over time. It can be fired and forgotten so it requires less skill and can be used in combination with other weapons Type: Energy Special Earth Command Forces use the X4-d 01 Quad-Trajectory Impulse Dispersion Laser Crowd-Control Rifle. It fires an array of lasers in a wide cone, doing moderate damage at long range. This gives the Dispersion Laser the best coverage in the game. It is most useful when there are aliens surrounding you as it allows you to hit multiple targets at once. Type: Explosive The most powerful explosive weapon, the BlastCorp Xw-74 Quantum Ripper fires a magnetically enclosed quantum singularity. High-powered electrical discharges damage any nearby enemies as the main projectile moves, allowing it to deal large amounts of damage to all enemies along its flight path. Woe to any enemy that actually gets hit by the quantum singularity itself. Type: Energy Elite Earth Command Forces are equipped with the XS-d 89 Supercharged Ionic Deflection Impulse Laser assault rifle. It fires laser beams with a very long range and high damage, but unlike the laser rifle, the Reflect Laser will reflect off of walls and other obstacles, allowing it to bend around corners, shoot into rooms, and damage aliens without exposing you to their line of fire. Type: Energy The LazTech S19 Sonic Pulse Rifle is a ground support rifle. It fires a sonic pulse that does minimal damage, but can knock an enemy back and stun them. It is an area-effect weapon that can affect multiple targets with each blast. Some targets may be immune to the knock back and/or stun effects of this weapon, particularly boss monsters. It is primarily effective when you are facing overwhelming odds and need a chance to break away or whittle down the opposition while they are stunned.
Posted by Alex in Alien Syndrome on 11:43:06AM Jun 14, 2007 |
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Wednesday Jun 13, 2007
Alien Syndrome: Weapons Locked And Loaded #2Welcome to the second part of our three-part blog on the weapons of Alien Syndrome. Lining up for you we have yet more imaginative ways to obliterate those irritating Alien types with some fantastically devastating kit. Guns & Ammo doesn’t have a patch on this line-up… Type: Incendiary The PB-3 Incendiary Fragmenting Plasma Fireball Gun is similar to the Firebolt. It fires a large fireball-like projectile that travels great range and inflicts moderate damage. However, when the fireball hits, it splits into three smaller fireballs aimed at nearby targets. This allows the Fragmentation Fireball to damage a large number of enemies at once. Type: Projectile Combat in space and in extraterrestrial atmospheres requires an alternative to the standard gunpowder-based bullets used for centuries on Earth. The Kruger & Thompson 12mm Semi-Automatic Magnetic Accelerator Rifle uses electromagnetic acceleration to launch a single bullet at a lethal velocity. Type: Explosive The BlastCorp DX-1 Homing Missile Launcher fires a large rocket with the ability to track its target. Once the homing missile acquires a lock, it will follow the enemy until it detonates. The missile’s guidance system is good enough that only the quickest and most agile of aliens will be able to avoid it. Its homing capability requires a less than skillful aim, making it a good fire and forget weapon. Type: Energy The X-d 99 Impulse Laser by LazTech Industries is the standard issue Earth Command Forces assault rifle. A classic weapon from the original Alien Syndrome, it fires laser beams with a long range but low damage. Energy usage is very low, allowing it to be fired for long durations. Type: Explosive Demolitions issue the BlastCorp Xv-10 Proximity Detonating Mine Layer to Earth Command Forces. The mine layer is a useful defensive weapon. It detonates when an enemy steps on it, creating considerable proximity damage. A limited number of mines can be laid out at any one time, and they will also self detonate after a limited duration. This weapon can form a useful barrier for either offensive or defensive purposes
Posted by Alex in Alien Syndrome on 3:59:12PM Jun 13, 2007 |
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Thursday Jun 07, 2007
Alien Syndrome: Weapons Locked And Loaded #1
In the first in a series of three blogs we reveal the arsenal of What’s the best way to kill your Type: The 10 Gauge Semi-Automatic High Powered Type: Explosive The BlastCorp Ti-E Isotope Gravity Dispenser Type: Projectile & Thompson The Kruger & Thompson 22mm Heavy Type: Incendiary The PB-2 Incendiary Plasma Firebolt Gun Type: Incendiary Spec-Ops-issue Earth Command Type: Incendiary The last and most powerful of the flame
Posted by Alex in Alien Syndrome on 6:00:30PM Jun 07, 2007 |
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Monday Apr 30, 2007
Alien Syndrome Developer Diary And Gameplay Movie!It’s a bit of a video fest on Alien Syndrome today. First up, we have the latest Developer Diary to share with you. Jeff Kung, the senior designer on Alien Syndrome, takes you through some of what it has taken to realise this project. And if that wasn’t enough we also have a new trailer, further highlighting the game’s fantastic look and feel. Check out both movies out below. Developer Diary Gameplay Trailer
Posted by Alex in Alien Syndrome on 5:16:00PM Apr 30, 2007 |
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