Madworld with Atsushi Inaba
Madworld, Sega and PlatinumGames' ultra violent action title for the Wii isn't with us until March, but the new title has already started ruffling feathers, mainstream media critics worried the title could tarnish the Wii's family friendly image. We cornered producer Atsushi Inaba, for a few words on his visceral new opus.
Where did the idea for Madworld first come from?
The project started from an idea of what can we create that will be really interesting and different on the Wii? We thought that it would be fun to have a violent game in a unique graphic style on the Wii platform.
How do you blend story, action and mini-games into a cohesive whole?
The game’s universe is where people are forced to join the brutal killing game. The storyline and mini-games and all are associated within that setting. It may be distinct as an action game, but actually it has a very interesting storyline. I want users to enjoy both.
Visually, what kind of a style/impact are you going for?
I think that the black and white screen has a lot of impact. People may have imagined such a game, but nobody has actually created it before for whatever reason. Visually, we avoided using realistic presentation because the concept was to describe violence in a comical way. We thought it would be interesting if we can make the user feel as if they’re playing in the world of a comic book.
Do you wish the Wii had the same hardware capacity as a 360 or a PS3?
It wouldn’t be interesting to me if all platforms were facing in the same direction. Capacity itself is not a problem. The important thing is to correctly communicate the concept or features of the game to the users of whatever console you are developing for.
How will the Wiimote and Nunchuck be used in the game?
It’s not complicated. The control system is intuitive as we wanted the user to enjoy the game without any frustrations or difficulties.
Gore and comedy seem to at play in Madworld… what have been your influences?
I can only say that they are all from the team’s own ideas. The theme of Madworld is something that is usually hard to handle in a game, so everybody in the dev team deactivated the limiter in his mind. As a result, we think we’ve created a very funny and interesting game.
Can you give us some examples of the mini-games in Madworld?
Blood Bath Challenges must be the most impressionable ones. 2 or 3 of them are located in each stage and are unlocked when the player earns enough points. Each of the mini-games are made along the concept of “be comical and be brutal”. I think players will laugh when you see 'Man Darts' in the game. In that mini-game, you have to handle human enemies as darts.
Do you hope games like Madworld can promote more mature titles on the Wii?
Well… More mature titles would mean that the users will have more games to choose from on the Wii and I think that is a good thing. It would be great if Madworld can really kick off that trend.
Lastly, do you view Madworld as a stand-alone title, or would you like this to be the beginning of a new series that might make it to other consoles in the future?
We’d obviously love for there to be a sequel and will definitely consider making one depending on the feedback we receive from players of the game.
Thanks for your time, Inaba-san.
- Valve's Chet Faliszek has been confirmed as the first developer session for EGX Rezzed 2015
- One area from Zelda Wii U is as big as the entirety of Skyward Sword
- Telltale's new collaboration is with Mojang, on a Minecraft story game
- Franklin voice actor indicates GTA V story DLC is on the way
- Red Dead Redemption, LA Noire and Bully sequels will come when the time is right says Rockstar
- Telltale teases another collaboration with another game developer
- New Company Of Heroes 2: Ardennes Assault trailer recognizes the 70th anniversary of the Battle of the Bulge
- New Call Of Duty: Advanced Warfare trailer focuses on character customization
- Splash Damage's free-to-play shooter Dirty Bomb coming to Steam in the new year