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MadWorld
MadWorld.jpg
Developer(s) Platinum Games
Publisher(s) Sega
JP Spike[1]
Designer(s) Director
Shigenori Nishikawa
Original Game Design
Tokuro Fujiwara
Producer
Atsushi Inaba
Artist(s) Masaaki Yamanaka
Writer(s) Yasumi Matsuno
Composer(s) Naoto Tanaka
Engine Havok (game physics)
Native resolution 480i (SDTV)
Platform(s) Wii
Release date(s) NA March 10, 2009
EU March 20, 2009
AUS March 26, 2009[2]
JP February 10, 2010[1]
Genre(s) Beat 'em up
Mode(s) Single-player, multiplayer
Rating(s) BBFC: 18
CERO: Z
ESRB: M
OFLC: MA15+
PEGI: 18+
Media Wii Optical Disc
Input methods Wii Remote and Nunchuk

MadWorld is a video game developed by Platinum Games and published by Sega. It was released for the Wii on March 10, 2009 in North America, on March 20 in Europe, March 26 in Australia, and February 10 in Japan.[2] It will be re-released in Australia on March 11, 2010 in Sega Australia's "Welcome To Violence" boxset, which also includes House of the Dead: Overkill and The Conduit. [3]

Contents

Gameplay

Jack impales a foe on a "rose bush", a wall of spikes. The game's graphics were inspired by, and have been compared to, Frank Miller's Sin City.

MadWorld is divided into several levels representing different parts of Jefferson Island that have been converted into sets for the game show DeathWatch. The player progresses through these levels in a linear fashion during the first playthrough, but can revisit any completed level to attempt to score more points or take on a harder challenge.

Most levels are open environments, allowing the player to explore them freely, although some sections of the level may require the player to earn a number of points before it will be accessible. A few levels feature motorcyle-based combat, where Jack is assaulted by foes as they race down a track or in a small arena. The player is challenged to beat the level's boss within a time limit, but in order to activate the boss fight, the player must accumulate enough points by defeating regular foes on the level. There will also be other challenges, bonuses, or mini-bosses that will become active after the player accumulates enough points. A common feature of each of these levels is the "Bloodbath Challenge", a time-limited minigame that rewards the player for completing a specific type of activity with additional points. For example, the player may need to attempt to swing a bat at foes to knock them into a giant dartboard to score points, or to ensure foes are trapped in front of a speeding train. Outside of these challenges, the player is awarded points for every defeat of a foe. The amount of points for beating foes increases by increasing the foe's power or using more unusual methods of winning. For example, while the player could throw an enemy on a wall, the player will earn significantly more points if they had previously forced a tire around the enemy. [4]

The player controls Jack from a third-person perspective using the Wii Remote and Nunchuk attachment for attacks and movement, respectively.[5] MadWorld does not make use of the Wii Remote's infrared sensor, as its developers found it unnecessary to pinpoint movements on the screen in order to attack.[6] When certain special attacks are possible, the player is prompted to press a button or move the controllers in a specific fashion to complete the action. In boss fights, the player must trigger special finishing moves that engage their foe in a series of Quick Time Events in order to weaken, dismember attached weapons or defeat the boss, called Power Struggles. These are also possible against certain normal enemies.

The game features extreme, over-the-top violence, but designer Shigeunori Nishikawa intends it to be seen in a comical light despite the dark tone of the game.[7] For example, in a minigame called "Man Darts", players must hit enemies onto a giant dartboard with a baseball bat to score points.[8] However, because of the intended level of violence Platinum Games is unsure of whether or not the game will ultimately be released in Japan, stating "In certain markets there are a lot of limitations on the amount of violence you can show, so we definitely have the Western market much more in mind".[9]

MadWorld features highly stylized graphics that use a limited color palette of high contrast black and white with red, partially inspired by Frank Miller's Sin City graphic novels.[7]

Plot

Three days prior to the events in the game, Varrigan City had become a target for a group of terrorists known as "The Organizers", who severed the island city's transportation and communication ties with the rest of the world, and then released a virus onto its population that would kill them in less than 24 hours. However, the Organizers informed the populace that any person that killed another would receive the vaccine. The city was quickly transformed into the stage of a recurring game show called Death Watch, with announcers Howard "Buckshot" Holmes (Greg Proops) and former DeathWatch fighter Kreese Kreeley (John DiMaggio).[10] The remaining citizens of Varrigan City as well as new hopefuls become the show's contestants, hoping to become the top-ranked fighter in the game and win a large cash prize.

Jack Cayman (Steven Blum), a man with a retractable chainsaw built onto one arm, enters the games and manages to gain sponsorship from "Agent XIII" (Jim Ward). The game's organizers, led by Noa (Dwight Schultz), realize that Jack's motive is more than just to win, and learn that Jack is working with someone on the outside. They come to learn that Jack was a former marine, police officer, and rogue agent, but now seems intent on a mission. Noa surmises that Jack is after the mayor's daughter, who is still inside the city. While they could kill Jack at any time, they realize Jack has become an audience favorite, with many sponsors and viewers betting on his success, and are forced to try to kill Jack while he is in combat.

Jack, meanwhile, saves Leo (Danny Cooksey), a doctor from a hospital that was unwittingly trapped in the city but managed to obtain the vaccine. Jack tells Leo to try to stay low until the games are over, and continues to seek the mayor's daughter. When he finds her, he realizes she's willingly staying in the city to watch and be near to the games. Jack refuses to do anything for her. Instead he seeks to find out exactly how and why Varrigan City became Death Watch, recognizing that there was no way that the city could have been transformed that fast without deep planning. Meanwhile, the Organizers come to realize that Jack is the reigning champ, who quit the games by signing on to the Chasers. As Jack nears the last battle against reigning - feigning champ The Black Baron (Reno Wilson), Agent XIII reveals himself to be Lord Gesser, an influential figure in politics. Lord Gesser reveals that he knows that the Death Watch games were created to quench mankind's thirst for blood and violence in the absence of war, but admits that this particular incarnation of the games is solely driven by someone's greed, and passes on the name of Springvale to Jack and the Agency. The Agency quickly recognizes the name as a pharmaceutical company and that they were the silent hand that had built, in anticipation of Death Watch, much of the sets for the games as soon as the Organizers had released the virus.

Jack fights and defeats the Black Baron, bludgeoning him on the Man Darts game one last time. After the battle, Noa attempts to accost him, but he is shot and killed by Leo. After dealing with the armed forces, Jack disables his communication link with the Chasers. Leo tries to thank Jack for his help, but Jack slices into his side. As Leo writhes in pain, Jack tells him he is aware that Leo's father, the president of Springvale Pharmaceuticals, had created both the virus and the vaccine, and were planning to use the televised Death Watch event to demonstrate the effects of the virus as to blackmail other countries to pay handsomely for the vaccine under threat of the virus release. Leo admits that their company lost a large amount of money on the last presidential election and saw this route as the easiest way to recoup their losses, and implies that the mass infection was designed to perfect the cure. Leo then admits he was only in the games to be close to the action, fascinated by the sport, and then begs for Jack to help him. Instead, Jack skewers him on his chainsaw and tosses the body off the high tower, stating "I don't help people, I kill them".

Development

MadWorld was created by Platinum Games in their attempt to make a game that would be "fun and attractive" for the Wii, but that would also have a high level of violence that would make it unique among other games.[11] Their aim was to make use of a simpler and more elegant art style, leading them to develop the black-and-white scheme.[11][12] However, this choice was not due to any limitations of the Wii's hardware, according to producer Atsushi Inaba.[11] The black-and-white motif ultimately lead to the graphic novel-type approach used in them; both Inaba and Shigenori Nishikawa acknowledged the influence of Frank Miller's Sin City into the work, but also noted they borrowed from both Western and Japanese comic book styles to create a unique style.[11][12]

MadWorld was developed using Softimage for creation of the game's art, and a custom engine built to handle the art aesthetic and limitations of the Wii's memory. The game's sets are completely modeled with complex lighting features, but only normal maps are used to draw the game, avoiding the high-processing costs of light maps or layered textures.[11] This also allowed the game's artists to have finer control of visibility and color balance in the game.[11] Though the developers attempted to add reflection mapping into the game, they found it did not fit well with the comic-book style and dropped it.[11] Explosions and other effects, normally created in other games using particle effects to achieve a factor of realism, were also modeled with particles in MadWorld, but using specially-designed images to retain the comic book style.[11]

To overcome the lighting issues, the main character of Jack was modeled with two different textures, one used when he was in a bright area, and second used in dark areas that highlighted the main lines of the character's face.[11] Jack and other principle characters from the game were redesigned with the black-and-white features adjusted numerous times to make sure they did not simply blend into the background as the lesser enemies in the game.[11] Other characters were drawn and modeled to be as destructible as possible, with numerous versions of each character having missing limbs or other bodily harm. These were put together in 2000-frame animations that were then motion-captured; movement from one animation to another was blended out with the use of Hermite interpolation.[11] Blood spurts from each of the methods that Jack could use to kill a foe were each uniquely modeled to capture the appropriate trajectory for the type of injury, and often increasing the realistic amount of blood in order to make it stand out in the world.[11] The spatters of blood on the walls, floor, and other characters was also modeled within the game using a collision detection system and a complex system for how the blood would interact with Jack's clothing.[11] Early builds of the game resulted in disorientation and eye strain due to the lack of colors. To avoid this, the developers limited the amount of on-screen movement and adjusted the game's textures to include more gradual changes from black to white.[11] While some of MadWorld relies on the Havok engine for modeling physical interactions in the game, the developers found they had to resort to their own programs to capture some of the reactions and behaviors of the enemies for many of the unique killing methods.[11]

Comparisons have also been drawn between the game and Inaba's last project, God Hand, a comedy beat 'em up for the PlayStation 2. However, Inaba claims that while God Hand was developed for "hardcore" gamers, MadWorld is "a lot easier to pick up."[12] The game's use of over-the-top violence was intentional to add humor to it.[12]

The game's story was written by Yasumi Matsuno, famous for his design in the Ogre Battle series and a number of Square Enix titles. Matsuno was given two opposing guidelines to writing the scenario.[13] While the development team ruled that violence should acceptable in the game's world, Inaba expressed his desire for violence to be "denied in the end" due to current views of violence in the video game industry. Matsuno combined the ideas for MadWorld's DeathWatch gameshow environment: violence is both accepted and required within the show, but not outside of it.[13]

Greg Proops and John DiMaggio, who had previously worked together on animated films such as Asterix and the Vikings and Kaena: The Prophecy, were both contacted by the voice cast director Jack Fletcher to play the parts of the announcers for the North American and European release. While most of their lines were already scripted, the two were able to ad-lib during recording, with some lines being retained in the final game.[14]

Soundtrack

The music for the game was composed by Naoto Tanaka, Platinum Games' in-house composer, along with four different local artists—OX, Doujah Raze, Sick-YG, and Bandy Leggz. Tanaka wanted "write in American style music and tried to avoid a true Japanese style".[15] This included using music styles such as hip hop at the request of Inaba, rap, and rock, including inspirations from the mashup album Collision Course from Linkin Park and Jay-Z.[15] Tanaka created the backtracks first using Cubase SX and ACID, then gave these, along with the general theme of the level associated with the music, to the artists for them to add lyrics and other performances. Tanaka received feedback from the American branch of Platinum Games to refine the music to get the Western style down. Music was then assigned for the various stages and boss battles, requiring some revision of the existing works to make the music more apt for that stage of the game.[15] A total of 50 minutes of music was created for the game, and a soundtrack of the game's music was released along with the game in the United Kingdom and Australia.[15] The soundtrack was released in North America on June 30, 2009 by Sumthing Distribution.[16][17]

Track Title Artist Length
1. "Get It Up"   Ox 2:47
2. "Come With It"   Doujah Raze 2:35
3. "Survival"   S.O.U.L. Purpose 2:30
4. "Body That"   Ox 2:36
5. "MadWorld"   Optimus 2:24
6. "Ain't That Funny"   Sick YG 2:17
7. "Let's Go"   Ox 2:39
8. "Death & Honor"   Wordsmith 2:30
9. "Crazy"   Doujah Raze 2:34
10. "Deathwatch"   Doujah Raze 2:32
11. "Crimson Rain"   Ox 2:44
12. "You Don't Know Me"   Bandy Leggz 2:21
13. "Move"   Ox 2:40
14. "It's a Mad World"   Sick YG 2:29
15. "Bang"   Ox 2:26
16. "Ride!!"   Ox 2:48
17. "Breathe"   Ox 2:33
18. "Look Pimpin!"   Sick YG 2:38
19. "So Cold"   Ox 2:32
20. "Soul"   Ox 3:48

Sequel

On January 4th, 2010 it was announced that Sega would unlikely make any future M rated video games for the Wii.[18] Nevertheless, Platinum games announced a few days later that they would like to do a sequel to MadWorld.[19]

Controversy

MadWorld has been the subject of controversy in the United Kingdom due to its violent subject matter. John Beyer, director of mediawatch-uk, has expressed his distaste over the game's content, stating his desire for it to not receive a rating from the BBFC, which would effectively ban it from being sold. He stated "We need to ensure that modern and civilized values take priority rather than killing and maiming people."[20] Fans' response to the organization have been hostile, accusing mediawatch-uk of being "cowards" and "narrow-minded bigots."[21]

On August 19, 2008, Sega announced that MadWorld will not be released in Germany.[22] Sega has released MadWorld in Australia, another country with strict video game classification.[23] Despite this, the game has been released in Australia unedited, with an MA15+ rating.[24]

Nintendo representatives have supported the game, reiterating that the Wii is a system for anybody, including adults, and that the game, like all video games, would be rated and would therefore be available for purchase to people of and above that age rating.[20] In a preview, Eurogamer commented: "It's difficult to understand why there's so much controversy surrounding MadWorld when the violence is so very Tom and Jerry... It really is hard to be offended... because it's just so ridiculous."[25]

On March 10, the National Institute on Media and the Family issued a press release expressing its disappointment in Nintendo for allowing Madworld to be released on the Wii.[26] Stating, "In the past, the Wii has successfully sold itself as being the gaming console for the entire family and a way to bring family-game nights back into people's living rooms. Unfortunately, Nintendo opened its doors to the violent videogame genre."

Reception

 Reception
Aggregate scores
Aggregator Score
GameStats 8.8/10[27]
Metacritic 81/100
Review scores
Publication Score
1UP.com A-
Computer and Video Games 8/10
Edge 6/10
Eurogamer 7/10
Famitsu 31/40
Game Informer 9/10
GamePro 4.5/5
GameSpy 4/5
GamesRadar 8.0/10
GameTrailers 8.5/10
Hyper 9.0/10
IGN 9.0/10
Nintendo Power 9/10
Official Nintendo Magazine 85%
X-Play 4/5 stars[28]

MadWorld has received generally positive reviews from critics. In its April 2009 issue, Nintendo Power gave MadWorld a 9/10 rating. IGN gave the game a 9.0/10, praising the style, gameplay, and music, but criticizing the camera and short length, though it mentions that the hard difficulty level lengthens the game and increases the challenge considerably.[29] Eurogamer gave MadWorld 7/10.[30] Pixel Hunt called it "one of the few must-have Wii titles".[31] StageSelect.com praised the title for its artistic game design, but stated that the overall delivery had trouble living up to the hype.[32] About.com felt the game was more flash than substance, giving it a 3/5 and stating that, "Divorced of its unique graphics and over-the-top presentation, this is actually a rather mediocre beat-em-up."[33]

Sean Ratcliffe, Vice President of Marketing for Sega of America stated that, in terms of sales, "the first set of data for Mad World is very encouraging" and that as long as "it resonates with the audience", the publisher will consider making the game into a franchise.[34]

The game has sold around 66,000 copies in its first month of release in North America, according to NPD Group.[35] These sales numbers have been used by market research firm OTX Research to justify their assertion that hype and marketing do not translate into sales figures; MadWorld, while commanding the "highest level of unique interest" based on user input at IGN, ranks 41st in OTX's sales metric for all Wii titles.[36] Sales of the game have reached 123,000 units in North America as of August 2009.[37] Despite low sales for both MadWorld and The House of the Dead: Overkill, Sega will continue to explore mature games for the Wii, according to Gary Dunn, a director at Sega Europe, noting that such games have a long tail in sales as such games become more discounted.[38]

References

  1. ^ a b Spencer (2009-10-30). "MadWorld Chainsaws Into Japan In February 2010". Siliconera.com. http://www.siliconera.com/2009/10/30/madworld-chainsaws-into-japan-in-february-2010/. Retrieved 2009-09-11. 
  2. ^ a b "Release Summary". GameSpot. http://www.gamespot.com/wii/action/madworld/similar.html?mode=versions. Retrieved 2009-04-17. 
  3. ^ http://www.vooks.net/story-18934-Sega-Australia-announces-Welcome-to-Violence-bundle-pack.html
  4. ^ Thompson, Clive (2009-04-06). "MadWorld Is Black and White and Awesome All Over". Wired. http://www.wired.com/gaming/gamingreviews/commentary/games/2009/04/gamesfrontiers_0406. Retrieved 2009-04-06. 
  5. ^ Kennedy, Sam (2008-05-15). "Previews: MadWorld". 1UP.com. http://www.1up.com/do/previewPage?cId=3167828&p=44. Retrieved 2008-05-16. 
  6. ^ Razak, Matthew (2008-05-15). "Updated / First details on Wii’s MADWORLD". That VideoGame Blog. http://www.thatvideogameblog.com/2008/05/15/first-details-on-madworld-for-the-wii/. Retrieved 2008-10-29. 
  7. ^ a b Casamassina, Matt (2008-05-15). "Eyes-on Mad World". IGN. http://wii.ign.com/articles/874/874210p1.html. Retrieved 2008-05-15. 
  8. ^ Crecente, Brian (2008-05-15). "Madworld: A Fun Romp Through Dismemberment". Kotaku. http://kotaku.com/5009168/madworld-a-fun-romp-through-dismemberment. Retrieved 2008-05-15. 
  9. ^ Leone, Matt (2008-05-15). "Platinum Games Unveils Four Sega Titles". 1UP.com. http://www.1up.com/do/newsStory?cId=3167826. Retrieved 2008-05-15. 
  10. ^ Morgenstern, Alexis (2009-01-30). "MadWorld TV DeathWatch Trailer From SEGA (video)". http://www.gamingbits.com/content/view/5144/. Retrieved 2009-01-30. 
  11. ^ a b c d e f g h i j k l m n o McEachern, Martin (June 2009). "It's a Mad, Mad, Mad, MadWorld". 32. Computer Graphics World. http://www.cgw.com/Publications/CGW/2009/Volume-32-Issue-6-June-2009-/It-s-a-Mad-Mad-Mad-MadWorld.aspx. 
  12. ^ a b c d Driftwood (September 20, 2008). "Interview: Atsushi Inaba". Gamersyde.com. http://www.gamersyde.com/news_7116_en.html. Retrieved 2009-04-04. 
  13. ^ a b Matsuno, Yasumi (March 4, 2009). "MadWorld - Narrativity". IGN.com. http://blogs.ign.com/SEGA_MadWorld/2009/03/04/114151/. Retrieved 2009-04-04. 
  14. ^ Casamassina, Matt (2009-02-19). "MadWorld Month: The Commentators". IGN. http://wii.ign.com/articles/955/955285p1.html. Retrieved 2009-03-20. 
  15. ^ a b c d Napolitano, Jayson (2009-05-12). "Pimptacular Interview With MadWorld Composer Naoto Tanaka". Original Sound Vision. http://www.originalsoundversion.com/?p=2801. Retrieved 2009-05-13. 
  16. ^ "MADWORLD Soundtrack hits the US TOMORROW!". Sega. 2009-06-29. http://blogs.sega.com/usa/2009/06/29/madworld-soundtrack-hits-the-us-tomorrow/. Retrieved 2009-07-02. 
  17. ^ Miller, Matt (2009-06-30). "It’s A Mad, Mad, Mad, Mad Soundtrack". Game Informer. http://www.gameinformer.com/News/Story/200906/N09.0630.1527.31059.htm. Retrieved 2009-07-02. 
  18. ^ [1]
  19. ^ [2]
  20. ^ a b "Parents horrified as most violent video game ever to launch on 'family friendly' Wii". Mail Online. 2008-12-08. http://www.dailymail.co.uk/sciencetech/article-1043818/Parents-horrified-violent-video-game-launch-family-friendly-Wii.html. Retrieved 2009-02-08. 
  21. ^ Purchese, Rob (2008-11-13). "Fans rage at anti-MadWorld campaign // News". Gamesindustry.biz. http://www.gamesindustry.biz/articles/fans-rage-at-anti-madworld-campaign. Retrieved 2009-02-08. 
  22. ^ "House of the Dead: Overkill and MadWorld banned from Germany". Nintendo Everything. 2008-08-19. http://www.nintendoeverything.com/?p=2704. Retrieved 2009-02-08. 
  23. ^ "SEGA planning to bring MadWorld to Australia- What are you waiting for?". GoNintendo. 2008-10-07. http://gonintendo.com/?p=58484. Retrieved 2009-02-08. 
  24. ^ "Unedited MadWorld approved for Aussie release!". Australian Gamer. January 16th 2009. http://www.australiangamer.com/news/1515_unedited_madworld_approved_for_aussie_release.html. Retrieved 2009-02-08. 
  25. ^ MacDonald, Keza (2008-09-19). "MadWorld Preview". Eurogamer. p. 1. http://www.eurogamer.net/article.php?article_id=241204. Retrieved 2009-02-08. 
  26. ^ "NIMF Disappointed with Nintendo". IGN. 2009-03-10. http://wii.ign.com/articles/960/960820p1.html. Retrieved 2009-03-10. 
  27. ^ "Gamestats Page - Madworld". Gamestats.com. http://www.gamestats.com/objects/142/14253678/index.html. Retrieved 2009-03-26. 
  28. ^ http://g4tv.com/xplay/reviews/1939/MadWorld-Review.html
  29. ^ Casamassina, Matt (2008-03-09). "MadWorld Review". IGN. p. 1. http://uk.wii.ign.com/articles/960/960344p1.html. Retrieved 2009-03-09. 
  30. ^ http://www.eurogamer.net/articles/madworld-review?page=1
  31. ^ "Pixel Hunt:Issue 8". Pixel Hunt. 2009-06-07. http://www.pixelhunt.com.au/issues/issue8_highres.pdf. Retrieved 2009-06-07. 
  32. ^ "Mad World Review". StageSelect.com. http://stageselect.com/41086--Reviews--madworld.aspx. 
  33. ^ Herold, Charles. "MadWorld - Game Review". About.com. http://nintendo.about.com/od/gamereviews/fr/madworldrevu.htm. 
  34. ^ Gaudiosi, John (2009-04-06). "Sega shows off next big Olympics game, targets Wii and DSi". VentureBeat. http://venturebeat.com/2009/04/06/sega-shows-off-next-big-olympics-game-and-targets-wiidsi/. Retrieved 2009-04-07. 
  35. ^ Graff, Kris (2009-04-17). "Wii's M-Rated Madworld Sells 66,000 in the U.S.". Gamasutra. http://www.gamasutra.com/php-bin/news_index.php?story=23255. Retrieved 2009-04-17. 
  36. ^ Gilbert, Ben (2009-04-29). "MadWorld places relationship between online hype and actual sales in doubt". Joystiq. http://www.joystiq.com/2009/04/29/madworld-places-relationship-between-online-hype-and-actual-sale/. Retrieved 2009-04-29. 
  37. ^ Matthews, Matt (September 14, 2009). "Analysis: Where Now For M-Rated Wii Games?". Gamasutra.com. http://gamasutra.com/php-bin/news_index.php?story=25241. Retrieved 2009-09-14. 
  38. ^ Martin, Matt (2009-06-30). "Sega: It's not game over for mature Wii titles". GameIndustry.biz. http://www.gamesindustry.biz/articles/sega-its-not-game-over-for-mature-wii-titles. Retrieved 2009-07-02. 

External links


Strategy wiki

Up to date as of January 23, 2010

From StrategyWiki, the free strategy guide and walkthrough wiki

MadWorld
Box artwork for MadWorld.
Developer(s) Platinum Games
Publisher(s) Sega
Designer(s) Shigenori Nishikawa
Release date(s)
Genre(s) Action
System(s) Wii
Mode(s) Single Player, Multiplayer
Rating(s)
ESRB: Mature
OFLC: Mature Accompanied & Restricted
BBFC: 18

MadWorld is a video game developed by Platinum Games and published by Sega. It was released exclusively for the Wii on March 10, 2009 in North America, and will be followed by March 20 in Europe and March 26 in Australia.

Control is handled through the Wii Remote and Nunchuk attachment, with the Remote controlling the weapon and the Nunchuk moving the character. MadWorld does not make use of the Wii Remote's infrared sensor, as its developers found it unnecessary to pinpoint movements on the screen in order to attack. Players perform brutal melee attacks on enemies using objects found throughout the environment, such as impaling an enemy's head with a caution sign.

The game features extreme, over-the-top violence, but designer Shigeunori Nishikawa intended it to be seen in a comical light despite the dark tone of the game. For example, in a minigame called "Man Darts," players must hit enemies onto a giant dartboard with a baseball bat to score points. However, because of the level of violence, Platinum Games is unsure of whether or not the game will ultimately be released in Japan, stating, "In certain markets there are a lot of limitations on the amount of violence you can show, so we definitely have the Western market much more in mind."

MadWorld features highly stylized graphics that use a limited color palette of high contrast black and white with red blood, partially inspired by Frank Miller's Sin City graphic novels.

In MadWorld, Varrigan City has become a target for a group of terrorists known as "The Organizers." The Organizers have taken over the city and transformed it into the setting for a game show called Death Watch, where the city's citizens are being forced to fight for their lives against mysterious enemies, for a prize of 100 million dollars. From a third-person perspective, the player controls Jack, a mechanic and former marine with a chainsaw on his arm, as he competes in the violent television show.

Table of Contents

Walkthrough
Varrigan City
Asian Town
  • Great Wall Street
  • Bistro
  • Sumo Arena
Mad Castle
  • Courtyard
  • The Dungeon
  • Sanctuary
Area 66
  • Access Hangar
  • Facility
  • Robot Factory
Casino Land
  • The Strip
  • The Tower
  • Ring of Madness
Appendices

Gaming

Up to date as of February 01, 2010

From Wikia Gaming, your source for walkthroughs, games, guides, and more!

MadWorld

Developer(s) Platinum Games
Publisher(s) Sega
Designer(s) Shigeru Nishikawa

Atsushi Inaba

Yasumi Matsuno

Release date March 20, 2009
Genre Action, Adventure, Fighting
Mode(s) Single Player, Versus(Only in minigames mode)
Age rating(s) ESRB: M
BBFC: 18
OFLC: MA15+
Platform(s) Nintendo Wii
Media Wii CD Drive
System requirements Wii, Wii Remote, Nunchuk
Credits | Soundtrack | Codes | Walkthrough

Madworld is one of only a few M-rated games on Nintendo's Wii game system. It is developed by Platinum Games & published by Sega. Revealed on a E3 on 2008, and shown on 2009 on a game-con.

Contents

History

MadWorld takes its history on a imaginary future on a city called ¨Varrigan City¨ where a terrorist attack has blocked the exits and entries of the isle city, not to mention all communication to the outside.

Then some people, (apparently responsible for the attempt) make a ridiculous offer to the citizens & habitants: ¨You are now on DeathWatch, and all you have to do is kill the one next to you and keep yourself alive for the prize of $300 Million dollars and of course your life¨ then as usually happens with greedy people it starts until no human spirit is left alive, only the the wish for survival and money.

Then from somewhere appears Jack, the hero of the Game or at least that's supposed to be, who participates on the DeathWatch Tournament apparently for the prize & the money, but he really does it for some other reason instead of the games.

What are you looking at?! Want some slicing in your face or something? A MadWorld Promo Wallpaper

DeathWatch

As seen on the movie ¨Death Race¨ the idea to make a TV show based on violent real time games to take profit from, is somewhat like you'll see on MadWorld, DeadWatch is actually a TV show where people see other contestants killing each one, and having a sponsor to provide them with weapons, tips and the contract payment. As a TV show there is something that calls the audience and it isn't to see winners, its to see the most hardcore methods used to kill, for example, you could kill someone with a gun, then what? nothing just bang and the audience is bored; instead of that you should think harder like throwing someone to the metro as the train passes or make them some creative & violent combos.

Gameplay

MadWorld is displayed in a black & White background, everything, from buildings to characters are in B/W, except for some subtitles that are in yellow and appear in some events or actions like falling a considerable height it appears a yellow ¨THUD¨ to give a comic like appearance and OF COURSE the fourth color in the game is the red that corresponds to... DUH! the BLOOD effects given to the game.

The game is usually played by foot, but there are some events in the game where you play in a motorbike.

The gameplay may reminder you a little to Grand Theft Auto series because the entire (well... almost everything) environment is your weapon, well there is also your arms and a chainsaw and even if there is a story to follow you can practically play as you desire, not to mention some weapons that spawn after a score limit is hit.

Basics

  1. Killing isn't the most important, score is.
  2. Lone kills mean fewer points, multiple kills in a throw/strike/explosion/etc. = better rate of points.
  3. Combos aren't just playing with them to the punching bag (they are the bags you deliver the pain), throwing stuff to them or piercing them in the head with a ridiculous number of signposts or other head-piercing stuff = high score potential in a single kill.
  4. There is more than one way to kill a boss or a Big guy that isn't stunned with your attacks, always watch for the Wii control action signs before a enemy delivers the pain.
  5. Chainsaw may be the solution to all your problems, but not always the best choice to clear those problems.

Items

Here are some of the items in the game

  1. There are flat tires around that you can use to either throw to enemies so you can start mocking of them or give them a better use by using them to stun temporarily a single enemy per tire until their brain reacts and take off the tire. The enemies can also use tires to stun you a while (if that happens, shake both, the Wii remote & nunchuck as quick as you can).
  2. Trash Cans: the same as the tires but less stun time. (Also enemies can use this one)
  3. Burning Trash Cans: Same use as last, well... if you lift them but also the fire will be off, you should lift a guy and throw them inside them for a high score kill, then the fire will go off and become a normal Trash Can. (Enemies can't lift this one if lit, don't know why).
  4. Crates: Just lift them to throw them off, you can either throw to enemies to temporarily stun them (also gain some starting score points for the hit) or break them and see if there is a power up inside.
  5. Garbage bags: they're useless, but great to stun enemies making them to stop pursuing you and start barfing around (also some starting point for the hit)
  6. Signposts: Instructions for this item are displayed on the item itself, but changes throughout the stages, just stick as many as you can on a living head, as long as he is alive the signposts will be there, (Sometimes you can stick signposts on the big dudes, but it's way too difficult, with practice it'll be a piece of cake)(Enemies don't use them against you... maybe they're retarded? Or too weak to take them from the ground?)
  7. Spikes & Similar: Need we say more? Practically not an item, they are part of the scenery, but who cares. Just make enemies hang in those metal & natural thorns. (Ideal for most violent Combos)
  8. Volatile Cans: Same use that previous cans but a big bang if thrown empty or with a defenceless victim inside.
  9. Spiked Bat: Wanna play human baseball? Then this is your item, send them flying off with this in multiple numbers or simply bash their heads with a simple but deadly hit to crack open their skulls. (Great for Multicombos)
  10. Daggers: Twin daggers for double the fun, these babies make swift simple combos or stun them for a fatality-like move that makes them loose their head. (Dude, literary they loose it).
  11. Lance: Not much to say, just that it works like a fork, what's so funny? I mean that it really works like a fork, just play the game and find out why.

Also other items that are not mentioned here, power-ups are shown below

Power-ups

  1. Onion: Your all time best friend on the game, it fully recovers your life bar & chainsaw usage meter.
  2. Pills: Heals a small portion of health.
  3. Large Pill Pack: More pills, more recovery doesn't it?
  4. Jack Balloon: Gives you a continue chance.

Environmental dangers

There are all kind of dangers on a city don't they? well here is a small list of them:

  1. Train station: Wanna see a train at a closer look? Then stand in front of it and see if it stops... (Seriously a 1Hit KOill assured for you and even the most tougher of the enemies)
  2. Mechanical Chainsaws: Not much of a danger for you, but deadly for your enemies. Some fans have the same effect as chainsaws. (These babies can still kill you so DON'T jaywalk between them if you are low at health)
  3. Electrical Devices: Mhmmm... Smells like a BBQ... nope, just someone burning to death in a electrical device (Doesn't hurt you, a Bug maybe?).
  4. The deepest pit: Quick death for both your enemies and of course YOU
  5. Human Garbage Bin: Remember kids, always put the trash on its proper place. A simple big garbage bin with sharp edge and a painted target, Wanna try your accuracy? (Quick death and yet many points, triple kill is possible, so give it a try)

Yet there is a lot more but we can't name all of them

External links

  • [1] Wii IGN info page about Madworld
  • [2] Sega's page about MadWorld
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This article uses material from the "MadWorld" article on the Gaming wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







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