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Interview: Dementium II and Maximillian and the Rise of the Mutant Mudds

Part 2 of Our Epic Interview

by Coop

Last week we talked to Jools Watsham, Owner & Game Director for Renegade Kid LLC, about his company. This week, we go into the details of their upcoming projects: Dementium II (sequel to the DS hit) and Maximillian and the Rise of the Mutant Mudds (their exciting new original IP on the handheld). Here it is:

What is the basic story of Dementium II? Does it follow after the first?

Yes, Dementium II picks up the story where the first game left it. I can't say much about the story without possiby ruining your enjoyment of playing the game.


Was there anything learned during the development of Moon that is being carried over to Dementium II?

Yes, we're always learning with every game we develop. The levels in Moon were more ambitious than those in the first Dementium, and we discovered that we could push even further for Dementium II. We approached the level design very differently for Dementium II. We relied on "jigsaw" pieces for both Dementium: The Ward and Moon, so we could snap pieces together to create levels quickly. This resulted in a lot of repetition. With a slightly larger budget, team, and time-line we were able to create custom levels for Dementium II, which gives us a lot of design freedom and also produces varied visuals. This makes the game feel very different, in a very good way. :)




Was there anything that, in retrospect, you regret about your past two shooters that you're planning on correcting in Dementium II?

The save system in Dementium: The Ward didn't work very well, and we already addressed that in Moon. We have implemented a very similar system in Dementium II: manual save points. As I mentioned before, the repetitious level design was a big issue in our previous titles, and I feel confident that we've addressed that effectively in Dementium II. Variety is the key word for Dementium II really, not only in level design and level visuals, but also enemies, weapons, and audio. We added more of everything, for example: you can now use the flashlight and a single-handed weapon at the same time, the enemies no longer re-spawn, you can store inventory items, such as health and ammo for later use, and the music intensifies with enemy encounters.


Why make a sequel to Dementium II instead of Moon?

Dementium is our baby. It was our debut title for Renegade Kid, and it was received very well. There's still time to create Moon 2, but right now is the time for Dementium II. A lot of people are eagerly awaiting Dementium II's arrival, which makes us very excited and a little anxious.


What new mechanics should gamers look forward to?

The main foundation of Dementium II is very much the same as Dementium: The Ward. It works, so we didn't feel the need to reinvent it for the sake of change. However, we did want to add some extra gameplay depth and enjoyment. The player can now jump and crouch. This adds a extra sense of freedom and variety with navigation. There are 10 weapons that you collect over the course of the game. A few of them are melee weapons, so we added more depth there in terms of timing, combos, and charged attacks, which provide very satisfying gameplay. Some of the weapons are also used to "unlock" obstacles that block your progression. We have implemented a new map system that shows your progression in real-time in the same manor the map system in games such as Castlevania work. This helps you know where you are, where you've been, and where you need to go. It also indicates which doors are locked or need special attention to unlock.


Have the graphics been improved since the first?


Yes, visually the game has got an upgrade from the first. The enemy designs are very cool, and diverse. The environments are very varied and rich looking. I think the game looks much better in every way.


Are there any plans to use the DSi's features in Dementium II?

No, there are no DSi features.


There aren't many developers making first-person shooters for the DS.  Why have you chosen this very specific niche?

We originally chose to create Dementium: The Ward as a FPS because there wasn't many others on the system. Our hope was it would stand out from the crowd and get some attention for being different. And it did. The DS also works well for FPS gameplay. The controls are closer to the traditional mouse and keyboard FPS controls. Our engine is very powerful, and capable of handling more than just FPS games. We're also working on some third-person titles.


                                                                      

Renegade
Kid has traditionally made darker, mature titles. Will Maximillian have that same tone?

No, Maximilian is cute and clean. Players of all ages can enjoy it.


Why have you decided to move away from FPS to platformers?

We love platformers. They were the standard goodness on the Nintendo 64 and I feel as though the DS needs its share too.


What is the basic story of Maximillian and the Rise of the Mutant Mudds?

Mutant mudd monsters are taking over Max's world. You need to stop them.


How does the game control? Will it use similar controls to your first-person titles?

The controls are closer to Mario. No stylus is required.


Whose idea was the game? How long have you been kicking it around in the office before deciding to go forward with it?

The original concept was mine. It didn't take us long to jump on it, once we had some time to do so. Both Gregg and I are huge fans of the genre.


Will it have DSi functionality at all?

It may end up being a DSiWare title, but other than that I don't expect we'll add any significant DSi support as the concept doesn't really need it. But, you never know...

 

Thanks Jools, and be sure to check back next week for hands-on previews with both Dementium II and Maximilian!

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