Killer Freaks From Outerspace Wii U - CG Trailer, weewoo EARLY FRIGGIN' SCREENS weewo

disappeared said:
That would be perfect for a D&D game. Have the DM use the pad and the players use classic controllers.

Man, I'm digging that idea a lot.

You could spawn NPCs, towns, enemies, loot... all using a built-in DM guide.

Fuuuuuuuck
Oh god, I've never ever played D&D and that still sounds amazing. Quick, put it in the Wii U ideas thread and blow some minds :lol
 
Effect said:
Sorta sounds like Nintendo might be preparing an actual event to showcase more of the system in the coming months or weeks would be better. An event that can be completely about the 3DS so they can have the media cycle to themselves. They typically do that right?
See this is what annoyed me by their E3 presentation. So yes they have to showcase 3DS and Wii somewhat also. So then either not show the new system at all or show it all. What they did was show something but nothing and instead of it creating hype and anticipating it just left a lot of people with a weird feeling "umm ok?".

Or it did with me. Lets hope they have a proper unveiling soon with actual 3rd and 1st party games.
 
Therion said:
So, I was just catching up on the thread, and it seems like no one ever bothered to post the footage from the demo. I think a lot of people may have dismissed this thread on the Ubisoft roundtable, since it didn't mention video in the title.

I think it looks pretty good for such an early title, especially the end bit with the walker.
That uhhh.....does not look too good. Still early, but that motion control looked really clunky. I'm sure you can play without it but still.
 
GuitarAtomik said:
That uhhh.....does not look too good. Still early, but that motion control looked really clunky. I'm sure you can play without it but still.
Yeah, I meant that the graphics looked much better than what I saw in the screens earlier (though, again, still very unfinished). The controls definitely looked bad, but I actually like the idea behind them if they can get it working (much) more responsively.
 
Therion said:
Yeah, I meant that the graphics looked much better than what I saw in the screens earlier (though, again, still very unfinished). The controls definitely looked bad, but I actually like the idea behind them if they can get it working (much) more responsively.
Yeah, I just meant gameplay wise. The graphics look fine at this point IMO.
 
So finally got some facts about how this game came into existence.

It was first envisioned at Ubisoft Montpellier around February 2010. Back then, it was still proposed for 360/PS3 and based on the Rabbids franchise (titled Killer Rabbids). The rabbids were later removed as that franchise is targetted towards a different audience; the Sesame Street makers would not create a Kermit porn either.
 
Shiggy said:
So finally got some facts about how this game came into existence.

It was first envisioned at Ubisoft Montpellier around February 2010. Back then, it was still proposed for 360/PS3 and based on the Rabbids franchise (titled Killer Rabbids). The rabbids were later removed as that franchise is targetted towards a different audience; the Sesame Street makers would not create a Kermit porn either.
Heh :)

So, did the removal of the Rabbids come before it was decided to head for Wii U? That is, did they do early work on the title as "Killer Freaks" for 360/PS3 before turning it round as a Wii U title (I'd guess hitting launch-ish with new IP is better than targetting the end of the 360/PS3 lifespan).
 
Cosmonaut X said:
Heh :)

So, did the removal of the Rabbids come before it was decided to head for Wii U? That is, did they do early work on the title as "Killer Freaks" for 360/PS3 before turning it round as a Wii U title (I'd guess hitting launch-ish with new IP is better than targetting the end of the 360/PS3 lifespan).
That's a nice question. The change must've come in late 2010 or in early 2011. Akama Studio had already done a pre-production movie (as they often do) to show into which direction it could go.
All artworks we got date back to March 2011 (or no date is given). So that might be when the team got some more staff.

 
Shiggy said:
That's a nice question. The change must've come in late 2010 or in early 2011. Akama Studio had already done a pre-production movie (as they often do) to show into which direction it could go.
All artworks we got date back to March 2011 (or no date is given). So that might be when the team got some more staff.
Hm.

The reason that particular question interests me is that it might speak to how Ubi are approaching the system. If the removal of the Rabbids happened before it went to Wii U rather than 360/PS3 then it just seems to be a case of moving an in-development new IP that would likely have struggled in a crowded marketplace to a new platform where it will be one of only a handful of titles at launch. If they moved the "Killer Rabbids" version to Wii U and then decided to remove the Rabbids then it might indicate that they're looking to set a different tone with their titles from the off, abandoning an IP tied so closely to the Wii from day one.

Mind you, this being Ubisoft, I suspect they could be throwing just about anything at the launch to see what sticks!
 
Bluemercury said:
Thanks shiggy, the whole premise looks fantastic, hope this time ubisoft delivers...
I think the original idea looked more promising. Now it looks kind of generic as they did not choose a unique art style (what could've been the case for Killer Rabbids).
 
idwl said:
is that in game? :eek:
No, it's a (pretty nice) CG trailer.


EDIT:
Shiggy said:
That's a nice question. The change must've come in late 2010 or in early 2011. Akama Studio had already done a pre-production movie (as they often do) to show into which direction it could go.
All artworks we got date back to March 2011 (or no date is given). So that might be when the team got some more staff.

Captured it quite well:

 
Shiggy said:
I think the original idea looked more promising. Now it looks kind of generic as they did not choose a unique art style (what could've been the case for Killer Rabbids).
I really like the designs of the freaks, and the brilliant faux-viral site they have right now could only work with a real world setting, but I do agree
 
Pre-production and first ideas of Killer Rabbids apparently appeared in October 2009, after Rabbids Go Home was shipped.
It wasn't until early 2011, when more staff was allocated to the project and the Killer Rabbids became Killer Freaks. That's when they decided to go for WiiU.

And the making of the E3 trailer:
http://vimeo.com/25962944
 
I don't have a problem with campy shooters as long as it doesn't reach the level of HOTD: Overkill. It's been a long time since I played an FPS that featured creative weaponry. Ubisoft, don't let us down.
 
It wasn't until early 2011, when more staff was allocated to the project and the Killer Rabbids became Killer Freaks.
My first thought on seeing the Freaks was that they looked like skinless Rabbids. I can definitely see why they wanted to move it to a different IP, to preserve the family friendly nature of the Rabbids brand.

I hope Killer Freaks being the shooter Ubisoft is bringing to Wii U doesn't mean the end of the Red Steel brand. After a major misstep with the first title, Red Steel 2 came out swinging with an excellent visual style and a set of core mechanics that nailed the gun/sword combo in ways the first game never approached. If they just put the time into progression and mission design, they could have something really special there.
 
My first thought on seeing the Freaks was that they looked like skinless Rabbids. I can definitely see why they wanted to move it to a different IP, to preserve the family friendly nature of the Rabbids brand.

I hope Killer Freaks being the shooter Ubisoft is bringing to Wii U doesn't mean the end of the Red Steel brand. After a major misstep with the first title, Red Steel 2 came out swinging with an excellent visual style and a set of core mechanics that nailed the gun/sword combo in ways the first game never approached. If they just put the time into progression and mission design, they could have something really special there.
It looks like Red Steel is gone. While RS1 was recently added to the Nintendo Selects line, RS2 was not as successful as they had hoped. The game actually had nothing to do with RS1 and its setting was a bit boring. Perhaps they should just create an entirely different brand.

Isn't Jason Vanderberghe also no longer at Ubisoft Paris?
 
RS2 tanked primarily because they branded it as a sequel to Red Steel. Two million people may have bought Red Steel but they sure as hell didn't enjoy it.
 
RS2 tanked primarily because they branded it as a sequel to Red Steel. Two million people may have bought Red Steel but they sure as hell didn't enjoy it.
Yes, but it would be negligent to ignore how the software market changed on Wii. The well was poisoned, and games were bombing left and right when RS2 came out.


Anyway... on topic, I have no interest in an FPS that uses the friggin' tablet over the pointer. What a waste.
 
I'm psyched for Killer Freaks. The concept has "can't fail" written all over it. Day one for me.

RS2 tanked primarily because they branded it as a sequel to Red Steel. Two million people may have bought Red Steel but they sure as hell didn't enjoy it.
I enjoyed the two Red Steel games just about the same amount i.e. quite a bit. I agree that Red Steel 2 should have had its own brand, though. Calling it Red Steel 2 makes no sense considering it has next to nothing in common with the first game.