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This is realtime? There are jaggies?

IGN Interview, screens and video:

Here

IGN: First off, who's developing this project, how big is the team, and how long has it been underway?����¯�¿�½���¯���¿���½������¯������¿������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½���¯���¿���½����¯�¿�½������¯����¯�¿�½���¯���¿���½����¯�¿�½������¿����¯�¿�½���¯���¿���½����¯�¿�½������½����¯�¿�½���¯���¿���½������¯������¿������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½���¯���¿���½������¯������¿������½

Jacques: The Rabbids Go Home core team is made up of people who worked together in Ubisoft's Montpellier Studio on Beyond Good & Evil, King Kong, the official game of Peter Jackson's movie, as well as the first Rayman Raving Rabbids party game.����¯�¿�½���¯���¿���½������¯������¿������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½���¯���¿���½����¯�¿�½������¯����¯�¿�½���¯���¿���½����¯�¿�½������¿����¯�¿�½���¯���¿���½����¯�¿�½������½����¯�¿�½���¯���¿���½������¯������¿������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½���¯���¿���½������¯������¿������½

Today, over 90 people are hard at work on Rabbids Go Home as we move into our third year of development����¯�¿�½���¯���¿���½������¯������¿������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½���¯���¿���½������¯������¿������½����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½���¯���¿���½������¯������¿������½����¯�¿�½���¯���¿���½����¯�¿�½������¯����¯�¿�½���¯���¿���½������¯������¿������½����¯�¿�½���¯���¿���½����¯�¿�½������¿����¯�¿�½���¯���¿���½������¯������¿������½����¯�¿�½���¯���¿���½����¯�¿�½������½����¯�¿�½���¯���¿���½������¯������¿������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½���¯���¿���½������¯������¿������½����¯�¿�½���¯���¿���½����¯�¿�½������¦ which is pretty rare for a Wii game. We wanted to give ourselves the time and the means on par with our ambitions for a big adventure.

IGN: In some screens and footage, we've seen the Rabbids rolling their grocery cart through skyscrapers, on planes, etc. Is this an open world, or is it level-based? How does everything unfold?����¯�¿�½���¯���¿���½������¯������¿������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½���¯���¿���½������¯������¿������½

Jacques: Rabbids Go Home has an open-world structure. The action in RGH takes place in a world that concentrates everything one might find in a typical US city and surroundings. Some other environments include a beach, a desert, the everglades����¯�¿�½���¯���¿���½������¯������¿������½����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½���¯���¿���½����¯�¿�½������¯����¯�¿�½���¯���¿���½����¯�¿�½������¿����¯�¿�½���¯���¿���½����¯�¿�½������½����¯�¿�½���¯���¿���½������¯������¿������½����¯�¿�½���¯���¿���½����¯�¿�½������¦. The game world is organized, like a spider's web, around neighborhoods (the Hubs), each giving access to several levels. Players can move around freely and choose the level they want to play from these Hubs, but they can also collect resources, strip humans naked and even combat enemies in the Hubs. These neighborhoods evolve throughout the adventure.����¯�¿�½���¯���¿���½������¯������¿������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½���¯���¿���½������¯������¿������½

There are of course plenty of obstacles along the way that will make collecting stuff a lot less easy than it sounds. Humans will start defending their freedom, siccing mean pooches on the Rabbids, designing surveillance robots and generally equipping themselves with anti-Rabbid kits and traps����¯�¿�½���¯���¿���½������¯������¿������½����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½���¯���¿���½����¯�¿�½������¯����¯�¿�½���¯���¿���½����¯�¿�½������¿����¯�¿�½���¯���¿���½����¯�¿�½������½����¯�¿�½���¯���¿���½������¯������¿������½����¯�¿�½���¯���¿���½����¯�¿�½������¦until they become Verminators! Anti-Rabbid propaganda explodes and with it the Verminator craze arises. The Humans will do anything to get back to the quiet, boring and stuff-laden existence they led before those heinous Rabbids showed up!

IGN: The game looks beautiful. Tell us about the style.����¯�¿�½���¯���¿���½������¯������¿������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½���¯���¿���½������¯������¿������½


Jacques: We wanted to create a rich, dense world with tons of detail, where players would explore and discover things wherever they looked.

IGN: Did you build a new 3D engine for the game? What new graphic techniques are you pulling off?����¯�¿�½���¯���¿���½������¯������¿������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½���¯���¿���½������¯������¿������½

Jacques: Yes, a brand new engine called LyN was created alongside Rabbids Go Home and will serve many forthcoming games. It is a revolutionary graphical engine thanks to its structure and technology that make it at once easy to use, effective and evolvable. With LyN, we can create games for both old-gen and next-gen consoles.����¯�¿�½���¯���¿���½������¯������¿������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½���¯���¿���½������¯������¿������½

For the Wii in particular, the engine maximizes the capacity of the console by managing the totality of the graphical pipeline within the engine itself. The advantage of this engine compared with earlier generations is its capacity to optimize graphical resources without limiting the imaginations of the teams of artists and designers who use it. RGH is the first game out of an Ubisoft studio to benefit from this technology.

IGN: Are you using Wii MotionPlus for any reason?����¯�¿�½���¯���¿���½������¯������¿������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½���¯���¿���½������¯������¿������½

Jacques: We don't use the Wii MotionPlus, but rest assured, the Wii remote will never be the same again����¯�¿�½���¯���¿���½������¯������¿������½����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½���¯���¿���½����¯�¿�½������¯����¯�¿�½���¯���¿���½����¯�¿�½������¿����¯�¿�½���¯���¿���½����¯�¿�½������½����¯�¿�½���¯���¿���½������¯������¿������½����¯�¿�½���¯���¿���½����¯�¿�½������¦ Players will discover a feature that uses the Wii Remote in a creative and technologically revolutionary way, never before seen in a game.

(More at the link)



Posted by gamingeek Wed, 06 May 2009 10:38:53 (comments: 110)
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Thu, 26 Nov 2009 17:10:36

gamingeek said:

PLaying the first level. What the crap? It's letterboxed on an 4:3 TV!

LOL

 
Thu, 26 Nov 2009 19:31:19

Ravenprose said:

gamingeek said:

PLaying the first level. What the crap? It's letterboxed on an 4:3 TV!

LOL

Like Madworld I had to switch the Wii settings to widescreen to get a full screen on a 4:3 TV.

And I guess I will have to do the frigging same for NSMB.

 
Thu, 26 Nov 2009 20:34:14

Right impressions.

I started playing and I couldn't stop, despite being on no sleep and with a bad stomach. I find it so addictive and easy to play.

As I said for some reason on 4:3 Tvs its in letterbox mode, so set your wii to widescreen for fullscreen. Let me get the bad out of the way. There are very minor technical issues.

Screen tearing is horrible, in most games I absolutely ABHOR it. In Rabbids Go Home however it is very, very minor. But it's there and is a black spot on what could be a near faultless presentation.

If we're talking a black spot then the framerate is another. It's not bad, it doesn't occur often or make the game unplayable or anything else silly like that, but in a game which can look so good and so stylised, you just want it to be perfect like Mario Galaxy. It runs at 30 with minor dips here and there.

The reason why these very minor technical complaints are felt is because the art, lighting and more importantly, the animation is so imaginative and well lit and often gorgeously fun to watch in motion.

Les humains présentés par les Lapins Crétins

The Lyn engine is a looker.

Anyhow the game is deceptively simple. It's actually simple and repetitive but in a very good way. It's like a concept that has been distilled into something anyone can play and find instantly engaging and the rabbids are hilarious too. It's not even the obvious stuff, not blatant jokes but the way the childlike character react to new situations.

The dialogue is precious too, reminiscent of GTA when you accidently bump into someone their distressed yelps of Rabbid fear are nearly always chuckle worthy. There are even absurd touches like a re-occuring Santa character who you can savage to receive giant burgers. Some humans hide in lockers or bushes and you have to flush them out. Dogs chase you, you can bounce off pinball style or career around the place like a crazed driver, later gaining a boost mechanic. It starts off simple but gradually adds more and more elements to make the game engaging.

The levels are huge too. They almost have to be considering how fast you can move through them. It's a shame they didn't just pull off the GTA concept. I mean you have a hub world and very large levels that all cohesively exist within the world and yet rather than linking them in a large open world the hub world leads to a menu list where you select your levels. A real shame.

It's hard to describe what this game is, its not an adventure game but its not really a platform game either. This is another Wii gem, along the lines of De Blob or Endless Ocean, something completely unique that everyone should experience. But this time its not one of these love or hate it games. There's a reason why nearly every review has been over 8/10, Rabbids has an inherent quality to its production and an easy irrestible charm.

I can't wait to get back into it and chase some puny humans. Happy

Also the Rabbids channel is pretty great, its a combination of the Mii channel and Mii Contest channel, except the rabbids character editor is remarkably robust. It connects to the internet and you can submit your designs for competitions. Or view the entries and vote. But impressively like mii parade you can pick the best designs, download them and use them in game. Some of them are amazing, there was a halloween and zombie competition and the designs are extremely good.

 
Fri, 27 Nov 2009 20:10:33

Played a few more hours. Game definetely shows some mario galaxy influence.

Its all in the level design which is steadily getting cleverer and more difficult (though never harder than mario galaxy).

I did this level which was in complete darkness inside a nuclear reactor, you walked into puddles of goo which makes you radioactive for a few seconds. And then they started this gauntlet of explosive balloons. And then they had this complex maze of explosive balloons that expanded and deflated. Very clever.

 
Sat, 28 Nov 2009 02:42:06
Bah, why did this have to be good when so many other games just came out?
 
Sat, 28 Nov 2009 10:45:35

Foolz said:
Bah, why did this have to be good when so many other games just came out?

my feelings exactly.

BUT, as it was so wisely stated in that guiness ad campaign all those years ago ... "good things come to those who wait", and cheap things too

 
Sat, 28 Nov 2009 10:48:03

Game seems to be heavily discounted in the UK at £20 in the supermarkets and on amazon.

Either its selling badly or its some promotional price. The one year there is actually a decent rabbids game...

 
Sat, 28 Nov 2009 10:56:20
gg those impressions are great and make the game very tempting in a way that none of the screens or reviews i had seen previously did.  look forward to reading more, as you play more
 
Sat, 28 Nov 2009 11:43:29

SteelAttack said:
Pretty much. They are immune to any kind of grotesque behavior by now. LOL

LOL

 
Sat, 28 Nov 2009 15:33:22

Okay played a couple hours more. There are literally tons of levels which is impressive, especially given that they aren't mario galaxy style planetoids but full levels with floors and walls, not just a space backdrop.

Now I'm playing more and more I think a few reviews were quite deceptive with their comments on repitition. Like Soul Bubbles it seems like a simple concept that you think is going to repeat itself ad nauseum throughout the game but it keeps adding new things.

Like I said the level where you walk between radioactive goo in the darkness. I also played this level where you desperately hang onto a jet engine, what makes it work is that it has perfect controls. Then there is this level where you are in a rubber ring and on a cliff going downwards, bouncing off the sides. Recentely I found out I can now jetski on water.

The game adds little things like being able to boost, or shoot into ceiling fans and flip around. The city hub suddenly gets populated with verminators out to stop you once you are a few levels in. Then it starts introducing mario galaxy style bullet bills and as you play more and more the patterns get more and more tricky to get past.

Got to say I'm suprised at this game, its good and I'd welcome a sequel with open arms. If you like funny platformers, try it out. So far I'd give it an 8.5

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