User Profile

ghostfire

ghostfire

United States

Joined:
Tue 22nd July, 2008
Website:
http://www.ghostfiregames.com

Recent Comments

ghostfire

#4

ghostfire commented on Rage of the Gladiator - Amit the Snake Charmer...:

We did give them an early copy of the game, and due to a miscommunication they produced a review unintentionally early. I'd rather not speak negatively about their review, since I think its unprofessional to do so. But I will say this -- they had the game in their hands for a very short amount of time before they produced their review, and it is possible that the reviewer didn't fully get into the game. It is also possible that the reviewer didn't have an affinity for this particular genre. But that's all just speculation, and I don't want to assume it. I respect their opinion, and I know that we can't please everyone. We learned that the hard way when WiiWareWorld gave our first title Helix an 8/10 and IGN gave it a 4/10.

The strategy we took when making the game was to make a gamble on investing heavily in a game and taking our time to polish it and make it really amazing, rather than rush it out like shovelware. World of Goo actually inspired us in this way. They demonstrated that you can run a successful small independent studio making WiiWare titles with new, original IP. We knew that it was a gamble since many games have been profitable on WiiWare even if they didn't deliver high value.

I think the reviews of the game will speak for themselves when the game is released. We're really proud of what we made and we're totally and completely addicted to the game.

This coming week I'll be in San Francisco demo'ing the game to the press at the Nintendo Media Summit. This will be the first public demo of the game. I encourage you to take a look at the press coverage we get and see reactions from the press on the game as they play it live.

-Ed

ghostfire

#5

ghostfire commented on Rage of the Gladiator - Amit the Snake Charmer...:

Regarding the music: We actually have 7 different music tracks in the game. We've re-used certain tracks in the trailers because some of the music isn't as appropriate for trailers. But all of the music is really excellent. 2 of the tracks are available for download here:

http://www.ghostfiregames.com/gladiator/rage-of-the-gladiator/media/

We'll probably make more music available for download soon.

-Ed Roman
Producer for Rage of the Gladiator

ghostfire

#6

ghostfire commented on Rage of the Gladiator - Amit the Snake Charmer...:

Hey guys,

The good news is the game is finished. We're just waiting on Nintendo for approval. It should be out soon. Sorry its taking so long.

As far as the Nintendo Power comments, I think one of the core aspects of the game is that its first-person perspective. Some people may not like that perspective, and I totally respect that. We chose that perspective for several reasons:

1) We found that the bosses felt "bigger and badder" when they took up pretty much the entire screen.

2) If we went with an over-the-shoulder 3rd person camera then we would also not be able to have the bosses perform certain attacks where your hero's body would occlude the boss model.

3) We didn't want to use a wireframe (transparent) character since that would look a bit out-of-character for the game's theme.

4) The game feels a lot more "in your face" with a first-person camera.

We definitely took a risk doing this, but we'd rather try to push the envelope and try new things than conform to what is already done. I think in the end it worked nicely.

-Ed Roman
Producer, Rage of the Gladiator

ghostfire

#7

ghostfire commented on First Impressions: Rage of the Gladiator:

All of the game's special effects now have realtime lighting. Some of the earlier videos and screenshots (examples: the ones in the article above) don't showcase this because they are a bit older.

-Ed

ghostfire

#8

ghostfire commented on First Impressions: Rage of the Gladiator:

Thanks for the comments guys! We're really glad to see coverage here on WiiWare world for Rage of the Gladiator and are looking forward to it coming out soon -- it should be out Q1 2010.

-Ed Roman, Producer of Rage of the Gladiator

ghostfire

#13

ghostfire commented on Ghostfire Games Announces Rage of the Gladiato...:

@hoodtrix:

1) There is no downloadable content. You get the entire game in 1 download. I actually think this is an advantage since you don't need to keep re-buying stuff. We've used a lot of compression and other techniques to cram as much as we can into 40MB.

2) You can complete your entire skill tree if you finish the game. Here's how you do it: A) Beat all the bosses in normal mode. B) Beat all the bosses in challenge mode. C) Beat all the bosses in challenge mode with a rank A or better. If you do this, you receive a total of 100 skill-tree points and there are precisely 100 skill-tree points required to complete the tech-tree in the game. Doing this unlocks the "Brutal Victory" ultimate combo. To see the skill tree, visit our web site at http://www.ghostfiregames.com (but note that the in-game skill tree varies slightly from that web site due to tweaking/tuning)

3) A picture of the actual weaponry is at the top of this article. That is literally what you will receive!

@LEGENDMAROID: We have submitted the game to both Nintendo of America and Nintendo of Europe. We anticipate similar release dates. The contest will be fair to both territories.

-Ed

ghostfire

#14

ghostfire commented on Ghostfire Games Announces Rage of the Gladiato...:

@XCWarrior: I recommend using a digital camera or phone camera.
@Malouff: The gladiator weaponry is a set of real-life weapons! They are soft so that you can't injure anyone, but you can use them to beat up your friends safely. They're a load of fun. We have a bunch of similar weaponry in our office and we beat each other up with them all the time :) What you see in the picture is what we will mail to the winner.

ghostfire

#18

ghostfire commented on Rage of the Gladiator:

Sorry for the slow replies, we've been super busy getting the game out the door :)

Answers:

We're using our own engine, and under-the-hood that calls Nintendo's software directly.

There are no items in the game. Instead we give the player abilities/powers. These are gained through a talent tree similar to Diablo or WoW. Some of these talents are superpowers such as the ability to create a pillar of fire, summon a raging tornado, or create a fiery meteor.

Hope that helps!
-Ed

ghostfire

#19

ghostfire commented on Rage of the Gladiator - Master Yee Trailer:

@Dawnclaude: The size limitation is definitely challenging. Every step of the way we were estimating how much space things would take up, and had a spreadsheet to track it all. Every decision about content to include needed to consider space. We had to do a lot of clever compression to make things work.

ghostfire

#20

ghostfire commented on Rage of the Gladiator - Master Yee Trailer:

Sean- Master Yee doesn't breathe fire, but several other characters do :) Master Yee is more of a drunken martial arts guy.. his "Drink Sake" move actually heals him!

I can't comment on any demo stuff right now, unfortunately :)

ghostfire

#21

ghostfire commented on Rage of the Gladiator - Master Yee Trailer:

Hey guys,

Ed here, producer of Rage of the Gladiator.

We're taking our time to make sure the game is rock-solid. Quality comes first for us.. we want it to be super polished before putting it on the market. We are aiming to release it soon, though.

We still have a few unrevealed bosses :)

ghostfire

#22

ghostfire commented on Rage of the Gladiator - Sea Witch Trailer:

@Pikamander2: There were numerous inspirations for this game. 1980s Punch Out was one of them, but so was God of War, Final Fantasy, Crossed Swords, and the movie 300!
@longtimegamer: Yes, you control only one character, named Gracius. There is an intriguing story that comes along with him as you learn about why he is in the arena. There is an unlockable "Challenge Mode" where you need to fight all the bosses over again with all-new tougher abilities, and there are also skills and abilities that you unlock via a tech tree. There is a save feature where you can store your progress. Its a single-player experience.

ghostfire

#26

ghostfire commented on Interviews: Rage of the Gladiator - Ghostfire ...:

If we had 5-10MB more, we'd probably add additional environments.

I think you guys will be really happy with the music in the game. Its really awesome. The SD Card idea is good but I can't promise anything, so don't get your hopes up too much :) We'll put it on our internal list of ideas though.

ghostfire

#28

ghostfire commented on Rage of the Gladiator to Support Wii MotionPlus:

@deadly.by.design: For the most part, it doesn't matter which direction you hit the boss, and this is intentional to balance the game from a difficulty-perspective. However, all bosses have the ability to be "counterattacked" out of some of their moves, and some of those counterattacks require that you choose the correct direction. For example, if the boss is winding up to hit you from the left, then you need to counterattack him with a left-handed swing. The reward for this is a very dramatic slow-motion hit, the crowd cheers, and you get extra magic meter. So the "direction matters" part of the game is an optional advanced way to play the game. Think of it like playing a racing game where you can take a shortcut, but its dangerous and tricky.

In addition, certain bosses can only be attacked if you pick the proper direction, especially in Challenge Mode of the game. The best example of a boss where the attack direction matters is Ixthid the Beholder. He has 6 eyestalks coming out of his head. Occasionally he will extend one of those eyestalks towards you and shoot a laser. You need to attack into the right location in order to hit him, since the other eyestalks are out of melee range.

@JimLad, @accc, @sirgrim: I will pass these ideas on to the team. Thanks!

@BulbasaurusRex: Consider it done :)

@Vendetta: Glad you like the music. You can download one of the other tracks on our web site, http://www.ghostfiregames.com. We will be releasing additional tracks as well soon.

ghostfire

#31

ghostfire commented on Rage of the Gladiator to Support Wii MotionPlus:

Thanks guys... it was the feedback on this site (as well as others) that really helped to convince us that Wii MotionPlus was an important feature to add. If you notice in the video, we now also have dynamic lighting. That feature was suggested on this site as well. So thanks, I really appreciate the feedback you guys have given us!

ghostfire

#32

ghostfire commented on Rage of the Gladiator - Naginata Trailer:

Don't sweat it! We really appreciate the candid feedback. We have no problems modifying the game based on community feedback and these comments are invaluable to improving the game.

-Ed

ghostfire

#34

ghostfire commented on Rage of the Gladiator - Naginata Trailer:

Answers to questions:

@Blaze: To beat the game you must actually defeat each boss twice (there is a Challenge mode where each boss gains all new abilities). Your skills carry over into Challenge Mode.

@BulbasaurusRex: The game doesn't actually take place in the Roman Empire. It takes place in a fictitious city named Avalance, and its in a mythical fantasy world that is not the same as our own. There's a blurb about it on our web site, http://www.ghostfiregames.com

@Brandonbwii: We haven't yet submitted it for approval. Yes we are revealing quite a bit, but its a tricky line we need to walk because there are no WiiWare demos. These videos are the only information people have to use to buy the game.

ghostfire

#35

ghostfire commented on Rage of the Gladiator - Naginata Trailer:

@Objection_Blaster: The lighting bolt is part of a special finishing move. You have several of them at your disposal that you unlock via the game's tech-tree. See here: http://www.ghostfiregames.com/gladiator/rage-of-the-gladiator/skills/

@Ren: We decided not to include a verses mode due size/space/time limitations. Also its pretty challenging to make a fun multiplayer mode with this style of game since its very much a game of anticipating your opponent's attacks by watching their tells, and then counterattacking when they're stunned after that attack. We'd rather give you guys a knockout single-player mode than try to make a game that's a jack-of-all-trades but isn't super fun. Great idea though and we'll put it on the burner for the sequel.

-Ed

ghostfire

#38

ghostfire commented on Rage of the Gladiator "Battle Music" MP3:

We definitely feel the same way. In fact, we're taking all of your guys comments and in some cases we are actually altering the game based on the feedback. Thanks for the posts, guys!

ghostfire

#40

ghostfire commented on Rage of the Gladiator Horlan the Crusher Trail...:

How to publish a game:

Its a pretty involved process. You create a game and submit it electronically to Nintendo for approval. They then make it available for download on the Wii Shop channel.

Target time in hours of play:

We have spent a lot of time focusing on building replay value into Rage of the Gladiator. There are no online leaderboards, but the single-player experience is pretty involved. Its impossible to say how many hours it will take because everyone has a different skill level.

There are 11 unique bosses. Each boss has its own behavior and patterns that will take some time to understand and conquer.

Once you’ve beaten the first 10 bosses, you must face them all again in Challenge Mode. In this mode, the bosses gain new powers and are much more difficult. Challenge Mode is essentially a completely new experience when playing the game. The final boss is only unlocked at the end of Challenge Mode. This results in a total of 21 battles in the game.

In addition, there are 3 tech-trees for you to explore, and so replay value also comes from exploring different builds of your character.

ghostfire

#41

ghostfire commented on Rage of the Gladiator Horlan the Crusher Trail...:

We've got a pretty small team -- just a handful of full-time people. We use a lot of independent contractors to keep our company lean and mean. If you think about making a game, there's a pipeline of content that needs to be created: 2D concept art -> 3D Model -> Texture Art onto the model -> Animating the Model -> Voice Acting. Each of these is a very specialized role. So we use independent contractors who just work with us for a brief period of time for many of those roles. This allows us to use top experts in each area rather than hire 1 generalist that is just OK at everything.

ghostfire

#45

ghostfire commented on Rage of the Gladiator Horlan the Crusher Trail...:

Hey guys... I'm Ed Roman, the producer for Rage of the Gladiator. Just to give you some background, this MP3 music download is the main menu music. Its intended to be played in a loop (the music loops back onto itself).

Sean Beeson made all of the music in our game. Our instructions for Sean were to make music that's reminiscent of the movie "300". Overall we're really impressed with his work and he was nice enough to give us permission to make it publicly available for download. We're going to make the other tracks also available for download in the future.

ghostfire

#46

ghostfire commented on Rage of the Gladiator Coming to WiiWare:

Answers to questions:

  • We haven't given the player customization options for controls due to a philosophy that I have... I've noticed many games have bad controls and rather than just deciding what's best, they give the player lots of "bad choices" as a way to resolve internal debates. But with that said, choosing between B or + for rotating combos is not that big a stretch, so we might put that in.. we'll see :)
  • As far as spinning around the boss to dodge him, its a good idea. We had that idea about 9 months ago ourselves. In the end we decided not to pursue that path, for these reasons:

1) Animation challenges. We really wanted to have the impact effects when you hit the boss look and feel "real" rather than have the boss spazz out randomly when you hit him (which is how most $50 games work!), and we hand-created animations for each boss to achieve that. But if you spin around the boss to dodge him, then attack the boss afterwards, he is going to be facing the wrong way and its not possible to line up those animations. He would need to "magically rotate to face you".

2) Many of the boss abilities are projectile-based... they require that you dodge in the correct direction (e.g. left or right). If you spin around the boss in a 360, then you would run into those projectiles.

3) Many bosses feint to the left or right when attacking you (allowing you to counterattack them in the correct direction before they hit you). If you spun 360 degrees around the boss, then you would walk right into the boss when he feinted.

With that said, it is possible to design a game like you describe, but it would play (and feel) very different.

Hope that makes sense.

-Ed

ghostfire

#47

ghostfire commented on Rage of the Gladiator Coming to WiiWare:

Great questions. Here are answers:

1) Its very difficult to say how long it will take someone to beat a boss. It can take as short as a few minutes to beat a boss, or as long as hours, depending on how skilled a player you are. Each boss must be defeated 3 times (he has 3 "phases"). In each phase he acquires new abilities and gets more powerful. Many bosses will require practice, careful observation, memorization, and dexterity to defeat.

2) The story was inspired by a variety of sources, mostly fantasy-based and political in nature. It pulls from several areas.

3) The difficulty is very reasonable for the first set of bosses. But once you get into Challenge Mode and have to defeat the bosses again with new powers, the difficulty becomes quite crazy.

ghostfire

#48

ghostfire commented on Rage of the Gladiator Coming to WiiWare:

Answers to questions:

  • It is more similar Punch-Out than Oblivion, in that you are restricted to dodging rather than moving around the arena. This is to keep the gameplay simple and striaghtforward where the player and boss are in known positions, so that each boss is a little "puzzle" that you need to figure out.
  • As far as voice acting.... we've got professional talent to whom we outsource :) And yes, we do indeed have a dragon.
ghostfire

#49

ghostfire commented on Rage of the Gladiator Coming to WiiWare:

Answer to questions:

  • Classic Controller: This is currently a stretch goal on our project schedule (i.e. something that we can't commit to right now, but we'd like to have in the game if possible)
  • Dragon Quest Swords: I haven't played it but it looks pretty intereting actually, just Googled it for the first time. Thanks for the tip.
  • Why not use the B button instead of Minus? The concern we have is that when you hold the Wii-Remote sideways like an NES controller, some rest their left index finger hovering over the B button, while some people rest their left index finger on the top of the controller. For those who rest their finger on top of the controller, it creates an ergonomic problem, since its not natural to press it with your left finger. It feels a little bit awkward. We might still support it.. we're debating it internally all the time.
ghostfire

#50

ghostfire commented on Rage of the Gladiator Coming to WiiWare:

Answers to your questions:

  • "Crossed Swords" inspiration: this is NOT a coincidence. I loved Crossed Swords, it was one of my favorite NEO-GEO games and this game definitely has a similar perspective to Crossed Swords.
  • Multiplayer question: See above
  • Are we going to continue to polish it? Absolutely. We're taking the Blizzard philosophy -- don't ship it until its ready.
  • Control scheme is indeed D-pad, 1, 2, and A. The mapping is:
  • 1 = swing left
  • 2 = swing right
  • down+1 = kick left
  • down+2 = kick right
  • A = block with shield. A can also shield bash if the boss is stunned. Shield bashing starts a combo. The combo system performs your magical spells/finishers. The combo system is inspired by games such as God of War in that it begins a series of Quick-Timed Events (icons appear on-screen that you need to react to and press quickly).
  • Plus button = Menu
  • Minus button = Cycles through your unlocked combo spells [this is the only button mapping that we don't like since the Minus button is so small, but there's no choice]
  • up = jump

These mappings took us a LONG time to get right. For the longest time we tried using the Nunchuk+WiiRemote and we eventually realized that simpler is better. It feels really good when you play it. If you hold your Wii-Remote sideways and look at the character in our video:

  • The A button is on the left-hand side of the controller, which controls your shield. Your shield is on the left-hand side of the screen as well, so it makes intuitive sense.
  • The 1 and 2 buttons are on the right-hand side of the controller, which controls your weapon. Your weapon is on the right-hand side of the screen, so it makes intuitive sense.