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I had posted this somwhere in the split screen thread and it appeared alot of folks had not heard of the game so I'm setting it up with it's own discussion thread here.
I'd heard abit about this game a few months ago and then nothing until Scrabble posted a big info thread on it over at Arcadians. The game has shot up into my "I can't fucking wait" list as it reminds me a little of Alien Swarm, a game I loved on the PC. 4 player co-op on the same screen is a big win in my books and I can't wait to hear even more about this title.
Artificial Studios will deliver a very simple game. Monster Madness is officially announced for Xbox 360 and PC and is slated for a spring 2007 release. The single-player game enables one to four gamers to connect and play cooperatively offline (joining or leaving dynamically) or battle online for networked cooperative sessions. In single-player, you play as one of four characters, all young kids, and by advancing through the game you'll find power-ups enabling the transformation from human to werewolf, mummy, vampire, or zombie.
Monster madness heavily promotes multiple play sessions because of the amount of rare weapon upgrades found in each difficulty level. Building upgradeable weapons using random found parts through the five unique environments is a big draw. When you collect a new more powerful gun (the list includes missile launchers, shotguns, machineguns and chainsaws), it's easier to return to an older level and just whip the pants off the weaker enemies. And it puts you on par for the new difficulty level.
The levels are large. Each one in the Campaign Adventure mode takes approximately 30 minutes to beat, and there are more than 20 levels in the works. They cover the typical scary movie backgrounds for Friday the 13th type movies. You've got Suburban Nightmare, High School Hell, The Shopping Maul, Cemetery Scary, and The Dark Castle. Over the course of the five giant levels, you'll confront more than 50 types of monster types, each with their own attacks and offensive strategies.
In campaign mode, of course, you won't just shoot. You'll jump into vehicles and cruise around blasting the hell out of enemies. You'll be able to pilot Go-Karts, Hovercrafts, Mech-Walkers and UFOs to name just a few. Vehicles are integrated into several missions as bonus abilities, while other missions are vehicle-only car combat sessions. Each campaign also poses unique objectives, while Artificial Studios is incorporating physics-based puzzles, escape sequences, and defend the base mission types.
The offline mode also includes a Smash Bros-esque four-player deathmatch with fixed camera angles. So if you've felt like you've missed out because you don't have a gold membership, Monster Madness has your back. If, however, the cooperative campaign doesn't tickle your fancy, you can always hop on Xbox Live and play four to 16-person deathmatches. Online games can be set up in free-for-alls or team-style games of eight on eight. The 16-player game is all-out deathmatch. It's an all-out 16 person free-for-all, or two teams of up to 8 players can enter into a variety of modes designed with special objectives to complete. You'll see standard games such as Capture the Flag and King of the Hill, and more specialized matches such as Monster Hunter (in which a team of monsters fights a team of humans).
I have played several versions of this game in various stages of development (including Pheezer and I partnering with a couple of the devs in their hotel room at E3). I gotta say, though that while marginally entertaining, the game has never floored up. It looks great in screens, but when we played it it just left the eToy crew feeling limp. I'm going to try to peg Jeremy down at Artificial again for a Q&A to see where the game is at, in hopes that my interest can be sparked again.
I have played several versions of this game in various stages of development (including Pheezer and I partnering with a couple of the devs in their hotel room at E3). I gotta say, though that while marginally entertaining, the game has never floored up. It looks great in screens, but when we played it it just left the eToy crew feeling limp. I'm going to try to peg Jeremy down at Artificial again for a Q&A to see where the game is at, in hopes that my interest can be sparked again.
That's actually really dissapointing to hear. I've been eagerly awaiting more co-op style games and this one looked like a winner.
This game reminds me alot of Hunter: The Reckoning as in not only gameplay style, but that I **know** it's going to be a shitty game that's fun to play with a bunch of friends, drunk, at 2 in the morning.
And that's all I need.
Definitely not going to pick it up at full price, but once it goes bargain bin, fun times with drunk friends will be had, for sure.
I have played several versions of this game in various stages of development (including Pheezer and I partnering with a couple of the devs in their hotel room at E3). I gotta say, though that while marginally entertaining, the game has never floored up. It looks great in screens, but when we played it it just left the eToy crew feeling limp. I'm going to try to peg Jeremy down at Artificial again for a Q&A to see where the game is at, in hopes that my interest can be sparked again.
That's actually really dissapointing to hear. I've been eagerly awaiting more co-op style games and this one looked like a winner.
What made you guys not like it etoychest?
Honestly, at least at E3, the game was just really difficult to control and still keep a handle on what you are doing. With so many things going on at once, you need tight controls else the whole thing feels like it is pinned on luck and a mess - and that is how it felt. Granted, the team had just migrated to the Unreal engine for the game, so some of the blame could have been laid on that transition. I'm not a coder so I can't speak to if that would affect things or not. I can say that between what we experienced in the pre-alpha for the PC and that E3 build, the game had taken on a shinier, plastic look that was a little jarring, and the controls were simply not tight enough to enjoy on any serious level. I'm actually gonna call up Reverb and see if they wanna do an interview now...all this has me curious.
I'm pretty sure that was taken from a later build. There are more envionments now, including daytime areas that I had not yet seen.
I'm not sold on the game yet but I'm trying...
edit: Ok, I just spoke to them...going to try this interview thing again with them, whee. Also, they are sending over the latest build to the eToy office, so I may have to wrange cloudeagle over here to the homestead to preview some multi mith me so we can report on how the game is shaping up.
The video made me think of Zombies Ate My Neighbors (Which was fucking awesome), if the developers went insane on next-gen technology and put in every crazy idea they had. I hope it turns out well.
It actually controls a bit like Geometry Wars, which is interesting. Like Geometry Wars and Smash TV had a baby. Also, there are vehicles, some of which I was unaware of until this week. Imagine trampling werewolves in a mech, or obliterating vampires in a UFO. Pretty crazy.
Anyway, suffice it to say that despite me being somewhat turned off on it at E3, we're having a great deal of fun with the game now.
It actually controls a bit like Geometry Wars, which is interesting. Like Geometry Wars and Smash TV had a baby. Also, there are vehicles, some of which I was unaware of until this week. Imagine trampling werewolves in a mech, or obliterating vampires in a UFO. Pretty crazy.
Anyway, suffice it to say that despite me being somewhat turned off on it at E3, we're having a great deal of fun with the game now.
More impressions and screens through the weekend.
That is really good news. I was worried after your initial comments regarding the controls. I'm glad to hear they have tightened them up.
It actually controls a bit like Geometry Wars, which is interesting. Like Geometry Wars and Smash TV had a baby. Also, there are vehicles, some of which I was unaware of until this week. Imagine trampling werewolves in a mech, or obliterating vampires in a UFO. Pretty crazy.
Anyway, suffice it to say that despite me being somewhat turned off on it at E3, we're having a great deal of fun with the game now.
More impressions and screens through the weekend.
That is really good news. I was worried after your initial comments regarding the controls. I'm glad to hear they have tightened them up.
I'm going to see if I can convince my wife to take some video of us playing so you can see how it controls.
A little more info on the game for you. I spoke with the game's senior producer for an interview here. Area we touch on include the previously talked about PS3 version, his views of the console race, and MM's multiplayer faculties.
I have to say that the lack of online co-op over Live for the campaign portion of the game is really upsetting.
Offline co-op is great if you live in a dorm, have tons of younger gamer friends, etc, but not everyone has 3 other friends they can round up at a moment's notice.
I just don't understand the decision not to allow people to play the campaign over Live with friends. I would have thought that feature to be critical in a game like this.
Posts
Steam ID : rwb36, Twitter : Werezompire,
I think I've fully embraced next-gen by now, because I hate having to drive to a store to buy games now, instead of just downloading them.
That's actually really dissapointing to hear. I've been eagerly awaiting more co-op style games and this one looked like a winner.
What made you guys not like it etoychest?
And that's all I need.
Definitely not going to pick it up at full price, but once it goes bargain bin, fun times with drunk friends will be had, for sure.
I'M A TWITTER SHITTER
Honestly, at least at E3, the game was just really difficult to control and still keep a handle on what you are doing. With so many things going on at once, you need tight controls else the whole thing feels like it is pinned on luck and a mess - and that is how it felt. Granted, the team had just migrated to the Unreal engine for the game, so some of the blame could have been laid on that transition. I'm not a coder so I can't speak to if that would affect things or not. I can say that between what we experienced in the pre-alpha for the PC and that E3 build, the game had taken on a shinier, plastic look that was a little jarring, and the controls were simply not tight enough to enjoy on any serious level. I'm actually gonna call up Reverb and see if they wanna do an interview now...all this has me curious.
taking a look...
I'm pretty sure that was taken from a later build. There are more envionments now, including daytime areas that I had not yet seen.
I'm not sold on the game yet but I'm trying...
edit: Ok, I just spoke to them...going to try this interview thing again with them, whee. Also, they are sending over the latest build to the eToy office, so I may have to wrange cloudeagle over here to the homestead to preview some multi mith me so we can report on how the game is shaping up.
I'm looking forward to it.
I know i mentioned it earlier but Alien Swarm a UT mod for the PC, is really really good if you like co-op.
Also, the game's controls and overall feel have had some improvements since E3.
The title screen...dazzling!
Checkpoints come with resurrection spots...if someone died earilier, they have to wait until the team makes it here to get to rejoin the fun.
Item customization. You collect items like screws and pipes, and then trade them in to create bigger and badder items...like this Grenade Slingshot.
While the build we have comes with 5 Xbox Live Achievements, each level also offers up its own set of goals as well.
Xbox360fanboy is reporting a release date of April 3rd. It can't come soon enough.
Thanks for the screenies Etoychest!
PSN: super_emu
Xbox360 Gamertag: Emuchop
Anyway, suffice it to say that despite me being somewhat turned off on it at E3, we're having a great deal of fun with the game now.
More impressions and screens through the weekend.
(Puts Monster Madness back on my To-Buy list)
Steam ID : rwb36, Twitter : Werezompire,
I still wish the in-game shots looked more like the nice hand-drawn stuff, but ah well.
That is really good news. I was worried after your initial comments regarding the controls. I'm glad to hear they have tightened them up.
I'm going to see if I can convince my wife to take some video of us playing so you can see how it controls.
Offline co-op is great if you live in a dorm, have tons of younger gamer friends, etc, but not everyone has 3 other friends they can round up at a moment's notice.
I just don't understand the decision not to allow people to play the campaign over Live with friends. I would have thought that feature to be critical in a game like this.