TRIUMVIR x MADWORLD

MADWORLD

Filed: Community, Games, MadWorld, PlatinumGames

Can’t get enough of MADWORLD? Want to try and get a free copy?

Go hit up Triumvir’s website.

Not only are they an awesome brand, but they have also made some incredibly MADWORLD killer combo stickers.

To celebrate the occasion, they are giving a mess of stickers, tshirts, and even a copy of MADWORLD away to fans who answer some questions correctly.

EDIT: MARCH 10, 2009: CONTEST IS NOW OVER!

We’ve put together a promotional contest, so to speak, for you game, sticker and t-shirt lovers.
Listed below are three separate MADWORLD sites that display a variety of images as well as details on the upcoming game. For each of the three links listed below are three questions pertaining to each site; the FIRST person who replies with ALL NINE answers correct, will receive a sticker pack, a mystery t-shirt(you can tell us what size and preferred color) AND a the game itself – YES, a copy of MADWORLD; the next TWO who reply with all the questions answered correctly will receive a t-shirt and the sticker pack. Now, because we’re feeling generous and in the mood to “give”, the next seventeen people who reply with correct answers will also get the sticker pack. Winners will be notified via e-mail.

Go hit their site up for further details, and good luck! Don’t forget to check out their t-shirts while you are there!

(Pic courtesy of Triumvir. Contest only open to those in the US.)

PGTV Episode 2: MADWORLD Studio Tour

MADWORLD

Filed: Games, MadWorld, PGTV, PlatinumGames

Join JP Kellams and lead character designer Masaki Yamanaka as they give you an inside look behind-the-scenes of MADWORLD and PlatinumGames.

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The MADWORLD Soundtrack

MADWORLD

Filed: Games, MadWorld, PlatinumGames

Hello, I’m the composer of MADWORLD, Naoto Tanaka.

So have you checked out the music in the trailers?

When I check out the comments, it seems like someone is always asking “What song is this?” or “Who’s the artist on this song?” I thought that would be a good topic to blog about.

photo

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My Trip To New York ComicCon

MADWORLD

Filed: Community, Games, MadWorld, PlatinumGames

I was planning on continuing my story from the last post, but it is going to have to wait until next time. Why? Because from February 2-8, I went to New York to present MADWORLD at the New York ComicCon!

I had been looking forward to the event, filled with incredibly excited and anxious energy because not only was it was my first-ever trip to New York, but also the first public showing of MADWORLD. And now it was finally here! The morning of the first day was reserved for official business, so the crowd was sparse, but once afternoon rolled around, the line at the entrance gate was ENORMOUS!!!! Even though it was something like -5°C (21°F), which I’m told is actually warm, it seemed there were anime fans from all over the US, and thus I saw tons of different characters being cosplayed in the crowd. I think the characters I saw the most of were Link from Zelda, and Obi-Wan from Star Wars. The sheer variety of Obi-Wan cosplayers was really interesting! It was almost like Tokyo Game Show.

SEGA’s staff worked really hard late into the night before the show started to get ready, and thanks to them we had four awesome demo stations for people to try out PlatinumGames’s very own MADWORLD. That’s right! New York ComicCon was the first time users were able to get their hands on MADWORLD themselves!

I came to ComicCon with two important tasks at hand – to sign autographs for fans and conduct interviews with the press. The first signing was during business time, but there was already a young guy lined up and ready to go… He was waiting to have Inaba-san to sign his copy of Okami for him! I was really surprised and also incredibly happy that there were fans this passionate in America.

This was really the first time for me to sign real autographs, so I was wondering what I should write when I sign things. I ended up decided on drawing a Happy Onion, one of the items in MADWORLD, and then signing my name together with the drawing. When I signed things for fans this way, I don’t know if they were in on the joke or not, but lots of them laughed and seemed really happy. It may have taken some time for me to sign things, but I am really glad I did it this way. I hadn’t had the opportunity to meet our fans up until that point, but it seems we were about to go beyond words and communicate somehow this way. It was incredibly fun for me. I really hope we get to do another signing someday.

I also did lots of press interviews.
The first day I talked with X-PLAY, GameTrailers, and Gamespot. All of the interviews involved me playing the game while explaining how everything worked, so if you want the inside details check out my interviews on those sites.

Thank you so much for coming to ComicCon and playing the game. I’d love to hear what you thought of it, so be sure to leave me some comments!

Drawing In Black & White

MADWORLD

Filed: Games, MadWorld

The first concept we started out with from an art design standpoint was creating graphics that would reinforce that player would not feel guilty for the brutal things that happen in the game, but instead would be able to have fun and laugh.

However, for me as a designer, my goal was to create art that would make you stop the page if you saw it in a magazine, or click a link if you saw it on the web. It was to make art that instantly caught your eye and stayed with you.

So the background artist and I secluded ourselves in a small room in the office. We initially had three ideas, and we approached each one by one.

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(An early Jack design.)

If you are trying to express brutality, completely realistic graphics would be visually stimulating.  However, even if you succeed in going down the realism route, it will probably be lost in the shuffle of other games being announced at the same time for more powerful hardware. We thought that hardware specs cause very little variance in the kinds of things you can express with art, so we started our drawing with our goal being a hand-drawn comic book feel.

We worked on our first proposal for two weeks, when a programmer walked by and said, “This is great! It feels fresh! I’ve never seen a game like this!”
His words were enough to know that the first proposal, black & white, was what we should go with. Even though we didn’t explain a thing about the design, those words made us feel that we had gotten the feedback toward the art that we had been after. We didn’t really work on the other ideas much after that, instead we focused on the furthering the black & white designs.

ss00
(The first black & white test.)

Once our design was set, we started implementing the Black & White art into the game. We chased after that comic book feel that would become a signature of the game. Shadows, outlines, effects, textures… We decided that everything should be made two tone. It was based on a single key phrase- An artist could have sketched this.

No one had really seen black and white in a game before, let alone tried to play a game that way. I thought that someone must have thought of it somewhere, sometime, but there must be some kind of stumbling block that has prevented people from doing monochrome up until now. The truth is that there are many stumbling blocks. First, your eyes might get sore. Or you might not be able to figure out where the enemies are. Or you might not understand where the pathways are. Even if you progress through the stages, there won’t seem to be progression. Everything is hard to see pretty much sums it up.

There were times when I thought to myself, “Ahhh… I wish I could use some grey…”
I even tried it in a few tests, but it just didn’t look good. It looked like just some picture that someone had drawn without color. It had completely lost the contrast and solidity you get from two-tone images. I rethought things, and realized that I had to put all my efforts into making black and white two-tone work. For instance, even though your human eyes see the two-tone as black and white because of the contrast, we actually put desaturated yellow into the game. We would also up the contrast on the far reaches of the background instead of obscuring them. We used lots of little tricks like this.

ss01
(Testing adding yellow.)

However, even with all the trial and error, it didn’t take a very long time to arrive at something that made me feel, “This is awesome!” I achieved what I was going for as a designer, and once we added the red blood to the black and white, and then added the comic book text sound effects, we achieved what we were going for from a game standpoint- brutal and fun.

Looking back, I am proud to say that we never strayed from our initial concept in making the graphics for MADWORLD. We hope you play our “playable comic” and love it as much as we do.

Masaki Yamanaka
Lead Character Designer & Art Director, MADWORLD

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(The final Jack design.)

MADWORLD Deathwatch Sports Trailer 2

MADWORLD

Filed: Games, MadWorld, PGTV, PlatinumGames

Here is the first of our series of MADWORLD TV sports trailers.

Join Bob and Duke as they educate you in the finer points of Deathwatch.

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The Challenge of MADWORLD

MADWORLD

Filed: Games, MadWorld, PlatinumGames

Hello everyone! Allow me to introduce myself. I am the ‘demented director’ of MADWORLD, Shigenori Nishikawa.

A few minutes ago, I was playing MADWORLD and shoving signs into enemies. I had sign-planted five enemies in a row, when my producer, Atsushi Inaba, came up to me and said, “If you’ve got time to play MADWORLD, you have time to blog.”

So here we are. I hope my blog will give you an idea of what it took to make MADWORLD, as well as what I think makes MADWORLD great, all from a game director’s perspective. Hopefully you will read it and think “I want to play MADWORLD now! I want to use the Caution sign!”

I think it is pretty obvious, but MADWORLD was a game of many challenges. I’d like to explain two of them here.

  • The Challenge Of Making Original Action Game That Stands Up To The Black, White, And Red Style

We had decided on the black, white, and red graphics from the outset, so that hurdle was clear. Or so I thought. What was really hard was coming up with a fresh game concept that held up to the graphic style. Making an action game on the Wii is also a challenge in and of itself, but I was constantly running through my head how to make the game feel “fresh” and “original”.

What gave me a hint on how to proceed was one of the colors from the black, white, and red palette. You see, as the color of blood, red could be splattered around everywhere until the stages were literally dripping. The problem with that was, it would just end up being another crappy violent video game. So I hit another wall and had to keep on thinking… Instead of a game about killing, what if MADWORLD was a game where killing and being killed were made completely over-the-top and unrealistic? I thought, if we did it that way, then how would turning the stages red with blood come off?

If we made a game that was based around over-the-top, slapstick violence, you would be laughing as you did all these crazy acts. There’s never been a game like that before…

  • The Challenge Of Making A Fun Game With Adult Humor

Just like I outlined above, MADWORLD is a game born from over-the-top violence.

Once I had that set, the first element that I put into the game was shoving a sign through an enemy’s head. In a regular fighting action game, you would use weapons like a sword or a knife. But that wouldn’t be over over-the-top, so I went back to my own special profound state of worry.

As I was taking a stroll outside in said worried state, I just happened to catch sight of a traffic sign. An idea shot out at me. If you pulled this thing out of the ground and shoved it into an enemy’s head, and they walked around all staggered, that would be really cool! So I pushed the team to make it for me.

When they were finished and showed it to me, I laughed and said “Cool!” But what worried me was that I could sense the team all looking at each other and saying, “Huh!?”

However, I realized that the signpost would get old after a while, so I forced the team to come up with ideas that we would make and test out over and over again. Their direction was to “come up with funny ideas that you’ve never seen in a game before now.”

This is where I think that MADWORLD really took form. But I have to admit that the team not being into it at first really shocked me. Even though they were Japanese like me, I wonder if I have my own special way of looking at things…

It made me really worried whether we could actually make a game that would make people all around the world laugh. But I’ll save that story for my next post.

A shot of Jack using the sign post from early on in development.

A shot of Jack using the sign post from early on in development.

MadWorld Release Date And New York Comic Con

MADWORLD

Filed: Games, MadWorld

If you live in North America, get ready to paint the black and white town red on March 10!

That’s the day you can march into stores and purchase PlatinumGames’s first title, MADWORLD!

Want to get your hands on MADWORLD before everyone else? Then head down to the New York Comic-Con this weekend and get your ManDarts on!

Shigenori Nishikawa and Atsushi Inaba will be in the booth signing Friday 11:00 AM – 1:00 PM, Saturday 2:00 PM – 4:00 PM, and Sunday 10:00 AM – 12:30 PM. (Schedules are subject to change, so make sure to check the booth when you get to the Javits Center.)

You can even pre-order a copy of MADWORLD in the booth. Or you can just click on the boxart to pre-order your copy worldwide.

madworldboxart

PGTV Episode 1 Feedback And Thoughts

Platinum Games

Filed: Community, PGTV, PlatinumGames

Hi all,

Thank you for all the comments regarding PGTV. After reading your comments here, on the forum and around the web, I want to talk about what I want to do to make the podcast even better.

1. There were some internal rumblings about the podcast being long. In some ways I agree, so our next podcast will be more segment based. It will also break up a bit better for streaming.
2. Video Quality – The concept of doing these things in restaurants is really good, but the lighting is really bad. There is only so much the color correction in Final Cut Pro can do, so I am thinking of filming in places with better lighting.
3. Audio Quality – I’m also going to pick up some higher quality pin mics for recording audio. We have a great digital mixer where I can adjust levels on each mic in post production, but the mics themselves were cheap omni-directional mics I picked up to record the test show. Now that we have decided we want to go forward with the podcast, I’m going to toss some money at getting some better gear.
4. Content – This is where I want to hear from you more than anything else. What would you like to see on the show? I want to keep the focus on PG, while opening it up a bit more to games in general. Any guests you want me to pursue? The people inside PG are going to be easier to snag than those from other companies, so keep that in mind. Also keep in mind that since we aren’t media, there are limits to what we can say and show.
5. PGTV Updates – Realistically, without a crew of 4-6 guys, we can only do one long video podcast a month. But I want to have content out for you guys more often than that, so we will probably do a video podcast or two a month that are short, behind the scenes look at life inside the studio. Hopefully you will dig these.
6. Language Barriers – PlatinumGames is a Japanese studio. Our staff, with very few exceptions, do not speak English. I’m currently the only non-Japanese PG employee. While I want to bring you into the process at PG, the language barrier means that the podcasts are going to be subtitled. Does this bother you much? Do you want me to pursue more English speaking guests?
7. Game Footage – I want to include more game footage into the podcasts, but this is difficult in many respects. We have existing commitments and plans, and all footage needs to be cleared by ratings boards, just like trailers. I’m going to do my best to get more footage of the games in, but pre-release stuff is going to be hard.
8. Music – Once I get the chance, I’m going to try and get a more polished theme and graphics put together for Platinum Lounge and PGTV.
9. Transitions – I also realize that we use an inordinate amount of wipes. I’m editing out when I am interpreting the questions into Japanese, and the edits can be quite jarring without some audio massaging and video wipes. I’m still figuring out the best way to make it happen, but this aspect of the show will get better.

I’ve given this a decent amount of thought, so I am really looking forward to hearing what you guys have to say about it.

Thanks again for all the comments.

-JP