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High Voltage Software

High Voltage Software photo
High Voltage Software

Conduit developer High Voltage opening new studio


Chicago company announces New Orleans satellite
Dec 21
// Kyle MacGregor
High Voltage Software, the studio behind The Conduit, is opening a new office in New Orleans. The company has been looking to expand for some time, and considered new locations in both Georgia and Florida before setting on Ne...
High Voltage Software photo
High Voltage Software

The Conduit developer seeking tax incentives in Illinois


High Voltage Software appears from the woodwork
Nov 06
// Kyle MacGregor
High Voltage Software is seeking tax credits from the Illinois state legislature, according to a report surrounding a number of companies looking for incentives currently stalled by a veto from governor Pat Quinn over a lack ...
Animales de la Muerte photo
Animales de la Muerte

Animales de la Muerte lives on as a mobile game


High Voltage Software's zoo animal slaughterhouse coming to iOS and Android
Apr 05
// Tony Ponce
Remember High Voltage Software's Animales de la Muerte? Originally one of the most promising-sounding titles for the then-new WiiWare service, it stewed in limbo for a few years before dropping WiiWare and becoming an XBLA /...

The Conduit HD photo
The Conduit HD

The Conduit HD now available for Tegra 3 devices


Has multiple purchasing options
Mar 15
// Keith Swiader
The Conduit HD, a high-definition re-release of High Voltage Software's Wii-exclusive first-person shooter, is now available for Tegra 3-optimized Android devices on Google's Play Store. Along with the visual upgrade, the gam...
The Conduit HD photo
The Conduit HD

Wii FPS The Conduit is going HD for smartphones


I completely forgot about this game
Mar 01
// Tony Ponce
I won't blame you for only vaguely remembering The Conduit, the Wii-exclusive first-person shooter that developer High Voltage Software claimed would be so technologically proficient that it would demonstrate just how little ...
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Conduit 2 dev accused of trashing game reviewer's book


May 22
// Jim Sterling
Conduit 2 developer High Voltage stands accused of attempting to "Amazonbomb" a man's book in retaliation for a negative Conduit 2 review. Michael T. Murdock called Conduit 2 "appalling" and trashed the graphics, voice acting...

Review: Conduit 2

Apr 29 // Matthew Razak
Conduit 2 (Wii)Publisher: SegaDeveloper: High Voltage SoftwareReleased: April 19, 2011Price: $49.99 Both Jonathan Holmes and I found a solid amount of flaws with the original The Conduit, but behind that we both discovered a fun and interesting game that pushed the boundaries of what we'd seen on the Wii. Still, there was plenty of room for improvement as you can probably tell by reading our reviews. The guys at High Voltage heard that loud and clear. In fact, I'm pretty positive they read our reviews and made adjustments based off of our exact complaints to the letter. Almost everything about The Conduit 2 is an improvement on exactly what Jonathan and I complained about in our review. The entire game that is Conduit 2 feels like a gut reaction to everything that was said about the original. Where the first game felt old school in a plethora of ways (both good and bad) this one is like a testament to how modern FPS work (both good and bad). The perfect example of this is in the removal of the talking heads that gave expository dialog in the first game. It felt right out of some PS1 disc from years ago and delivered the game's story terribly. This time around that is gone and most of the story is told from the first-person point of view, a al almost every modern FPS you play these days. The mindset between these two games is in such stark contrast that it's almost impossible to call this one a sequel to the previous game. Someone with far more time on their hands and a really strong ability to bullshit could easily write an essay on how the two games represent two completely different ideals of game development. It's absolutely stunning how far The Conduit 2 has come from its predecessor and it shows in almost every aspect of the game. Let's start with one of the things both game's have consistently bragged about: the graphics. High Voltage's infamous tech demo for their game engine on the Wii had people instantly turning heads and thinking that finally someone other than Nintendo had managed to use the Wii's power well. Unfortunately this was only partially true when the first Conduit landed. Sure the enemies and weapons looked great, but the game's levels and textures were bland and boring. Not so in Conduit 2. Whatever advancements the team made with the engine it worked. The levels seem positively vibrant in comparison to the original game's and it is very clear that the art direction of the entire game was a major focus. Level design and look is light years beyond the original and so much more varied. The game even takes you back to Washington D.C. for a bit as if to say, "See, this is what we were going for. We can really do it well." There were parts in this game where I would have expected it to be on my 360 or PS3 if it wasn't for that pesky lack of high definition. This extra level of polish can be seen throughout the game. Enemy AI and type is better all around, especially on the harder levels and there are some pretty impressive shootouts that can occur. The level design actually allows for some of the gun fights to be pretty epic. Unlike in the last game where for most of the time you felt like you were running down the cramped hallways of an early FPS, Conduit 2 feels more open and expansive. The levels are still linear and closed off compared to other more open, modern shooters, but the emphasis on design and adding liveliness to the world makes them feel much bigger and more grandiose. It also helps that they threw in a plethora of actually destructible items, a detail you wouldn't really notice if that hadn't been so obviously missing from the previous game. While there are a few new guns in the game it should be reemphasized what a great job High Voltage has done in designing clever weapons that really just work better when using the Wii Remote and Nunchuck (though I suppose now they'd work with PlayStation Move as well). Thanks to the fact that the game also supports the Classic Controller I can tell you for a fact that these guns just aren't as fun without the Wii Controller. And, speaking of support, the game also allows for the use of the Wii MotionPlus, which I initially thought would be utterly useless in an FPS. However, the extra nudge of control was noticeable (or I'm slightly crazy) in my aim, and if not there it was definitely noticeable in the motion controlled melee. Without the MotionPlus the melee, which is triggered by stabbing the Wii Remote forward, made your aim basically go insane. With it the melee movement you made with your hand actually translated into a normal melee on screen. Of course if you don't have the Wii MotionPlus you can remap everything in pretty much any way you want. The insane depth of control options has returned for this game, but it feels even more intuitive to work out your controls this time around. Another one of those improvements that just had to be because Jonathan and I complained about it is the game's "hook," the All Seeing Eye (A.S.E.). In the original game the A.S.E. simply shined a beam of light like a flashlight and with this light you could uncover puzzles and invisible bad guys and all other sorts of gameplay elements. But it was a pain the ass to find things with the beam of light and eventually got to be not so much fun. Thankfully the A.S.E. this time around (in your new crazy, alien armor) works more like Samus' scan visor in the Metroid Prime games. This means that instead of a single stream of light you have to shine everywhere to find things you instead get your entire screen to actually look around. On top of this the A.S.E. has an even better ping function that helps you find collectibles and items in the world. These collectibles can be anything from random notes that fill in the back story to coordinates to your next level, which brings me to the final big change that makes The Conduit 2 feel more like a modern FPS. Instead of charging straight through levels you're taken back to a home base of sorts each time you complete your missions in a level. From here you can actually change your loadouts (once you find gun schematics in levels using the A.S.E.) or choose which level you want to jump into (once you find a level's coordinates in previous levels using the A.S.E.) in case you want to try to go back and find all the hidden A.S.E. stuff. Sure, it's pretty much the same as having a level select menu, but it's the kind of design that bespeaks of a more modern and interesting take on game design and a take that brings the gamer more into the game's world. Sadly, not much else helps with bringing the gamer into the world of the game. The story, which actually starts off sounding like it could be interesting, dives headlong into "go here and get these to save the world" until it concludes in a twist ending so terrible that you wonder where they're taking the franchise. Then you stop wondering because you realize they're taking it straight to the the bottom of the barrel. I suppose I should mention that you are once again playing as super agent Michael Ford and chasing after the evil alien Adams with the help of the good alien Prometheus. Apparently, these two and a few of their alien friends have been on earth for years messing with humans and you're the final piece in the little war. Unfortunately, Ford has gone from being a slightly bland character with bland voice acting to the most annoying protagonist ever with the worst voice acting I've heard since the original Resident Evil. I am not even being harsh here. It is that bad. For some reason the designers decided that Ford, a supposed ex-military super badass, would now be a wisecracking gamer who every so often turns and winks at the camera metaphorically with a horrible joke delivered terribly. It's even odder because the rest of the characters seem normal enough and their voice actors actually deliver their lines competently. Game ruining? Well RE is still a classic, right? But in this day an age it's highly disappointing. Thankfully you don't have to put up with it too long because the game's single player is short. If you simply charged through it you could probably beat it in 3-4 hours. I collected everything the game had and my game clock still didn't break nine hours. The developers must have realized this because they put in some of the multiplayer levels as bonus worlds you can go into in single player and pick up more items, but again, I completed all of those within the said nine hours. Maybe the new focus on the art direction and level design meant less time to develop the game, but it felt like there should have been at least one more full level on there. I'd actually theorize that they planned to do that as well since near the end of the game you're swept off into a jungle level that is short and pointless and taken from the multipalyer, but would have made a fine opening into one last concluding level. Thank goodness then for the game's multiplayer, which is about as robust as you can get on the Wii. If it's in your favorite modern FPS's mutliplayer it's most likely in Conduit 2's as well -- plus you actually get split screen. You've got a full profile; a store to pimp out your armor and character's in; a wide array of selections for your loadouts; perks that you can purchase with points that you earn in the single player or multiplayer world; levels designed around different tactics and character abilities. You can, believe it or not, even talk with your friends over a headset while you shoot each other. The creative weapons for the game also mean that shooting each other can be a lot more fun than in a game with strictly realistic weapons. You probably won't find the depth of strategy you do in other top-tier FPS's multiplayer, but for me that actually makes it more fun to play. Yes, friend codes are present here too, but the game also has a system called "Rivals" which allows you to select people you've played with previously online and would like to play with again. When someone is your rival you'll be alerted to the ability to play with them again if it ever happens and you don't need a Friend Code. Of course you can't interact with them as deeply as you can with a friend, but it's a great end around to being able to quickly add someone without a bunch of friend code swapping. There's a plethora of multiplayer game modes as well ranging from the standard shoot everyone you see until they're all dead to a Mario Kart inspired Balloon Battle. I may sound like I'm gushing on the game a bit so let's do a reality check right here. In comparison to most top-tier FPS Conduit 2 is flawed in many ways. While I've championed its improved graphics and gameplay it still feels overall like it's one step behind the best FPSs out there. It's fun to play, has some awesome multiplayer and is a massive step forward from the first game in terms of design and philosophy. If you enjoyed the first game you won't be upset playing or owning this game, but has the Conduit series graduated into a top tier shooter? Not yet.
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I've spent the past week playing through the short, but inevitably sweet single player campaign of the sequel to one of the most talked about games last year. I then spent some time playing through its new multiplayer modes a...

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During GDC I had the chance to speak with Eric Stoll, game designer at High Voltage Software, the developer's upcoming year. They seem to be hitting many angles with from digital downloads like Animales De La Muerte, first-p...

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Animales de la Muerte rises from the grave for XBLA, PSN


Mar 12
// Nick Chester
Yet another downloadable title ditches the WiiWare platform for the (apparently) cozier confines of the Xbox Live Marketplace and PlayStation Network. This time it's High Voltages crazy-looking top-down shooter, Animales de l...
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High Voltage: The Grinder is still alive


Mar 11
// Jim Sterling
High Voltage Software has declared that its long-forgotten shooter, The Grinder, is still alive and waiting for a publisher. If you can't remember what it is, it's a first-person shooter for the Wii that is also a third-perso...
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Conduit 2 trailer shows off the multiplayer


Feb 28
// Jim Sterling
Oh look, it's a multiplayer trailer for Conduit 2! This video gives you a taste of the twelve-person online combat, not to mention the four-player splitscreen mode. This is definitely looking like the best online first-perso...
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High Voltage: 3DS more powerful than Wii


Feb 09
// Jim Sterling
Conduit 2 developer High Voltage has praised the 3DS' technical power, claiming it to be more mighty than the Wii. I'm not sure if being more powerful than the Wii is something one can be proud of, but alright. "In some ways,...
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High Voltage: Preposterous to demand games sell a million


Feb 08
// Jim Sterling
Conduit and The Grinder developer High Voltage has criticized the prevailing attitude that videogames need to sell over a million in order to be considered a success, calling such a believe "preposterous" and declaring that t...
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Conduit developer making Kinect title for 2K


Feb 04
// Nick Chester
High Voltage Software, developer of the upcoming Wii shooter Conduit 2, is already working with Microsoft's motion camera, Kinect. Chief Creative Officer Eric Nofsinger revealed the project to Eurogamer, although details are ...

Preview: Conduit 2

Feb 03 // Neranjan 'Venom' Bissoon
From what I've played, Conduit 2 is an improvement from the original in perhaps every way possible. High Voltage listened -- everything that fans asked to be improved was improved. The shooter features more weapons, both classic and Wii Motion Plus support, upgraded audio support, a better in-game achievement system, and a more mature version of the developer's impressive Quantum 3 engine. Having the chance to play the multiplayer mode, I can attest that High Voltage is trying to establish this as the premiere FPS on Nintendo's console. Conduit 2 trumps its predecessor by now featuring splitscreen and cooperative play, 12 multiplayer maps and a whopping 14 multiplayer modes. Having attended a community event run by SEGA, I walked away quite impressed by the robust suite of multiplayer options shown. I was also able to check out the campaign mode for Conduit 2, which also has also seen many improvements. It now features a longer campaign, with 16 missions, whereas the original only had nine. I just got to check out a small portion of the campaign, but from what I experienced, I'm impressed with the work that's been done. Conduit 2 has more locations, more enemies, epic boss battles, and more buried secrets.  It's clear that High Voltage has put some time and effort into making this game superior in all ways to its predecessor. Add the fact it's on a console that is not known for its high quality first-person shooters, and I'm certainly looking forward to seeing what the final version of this game will be like. Eric also disclosed some info on the possibility of the Conduit franchise appearing on another platform. I can only reveal so much, but make sure to watch the video to get some more details on Conduit 2 and future High Voltage projects. Oh, and for the hell of it, I am giving away a signed The Conduit concept art book to my favorite Conduit 2 related comment on this post. Good luck!
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High Voltage's upcoming first-person shooter for the Wii is looming on the horizon, and we at Destructoid got some early, exclusive coverage. Eric Nofsinger, the Chief Creative Officer of High Voltage Software, allowed us some hands-on time with this highly-anticipated Wii title, and revealed some new details about Conduit 2, as well as some other "secret projects."

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Animales de la Muerte esta muerto para WiiWare?


Jan 30
// Jonathan Holmes
I'm posting this for two reasons. For one, I totally forgot about Animals de la Muerte. Seeing this post over on GoNintendo reminded me of its existence, and I'm happy for that. Secondly, I think it's worth noting the sad tre...
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Conduit 2 delayed to April, but have some screens


Jan 28
// Jim Sterling
SEGA has announced that its upcoming online Wii shooter, Conduit 2, is getting a modest delay. Originally slated for March, the game will now hit North America on April 19, with the European version arriving April 22.  T...
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Live show: Chill Bros play Conduit 2 pre-release @ 3PST


Jan 26
// Pico Mause
We have very exciting news! Destructoid Chill Bros have the exclusive pre-release, two months early for Conduit 2, one of Destructoid's most anticipated games for the Nintendo Wii in 2011. We will be playing the game live wit...
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New Conduit 2 trailer is packing heat


Jan 18
// Jonathan Holmes
I get the sense that a lot of people are skeptical about Conduit 2. First, it's a Wii game, which is already enough to upset some people. Second, the original Conduit received a lot of pre-release hype, but failed to live up...
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Watch a Conduit 2 trailer if you like


Jan 14
// Jim Sterling
The Conduit 2 is coming to the Wii on February 15 and I'm somewhat looking forward to it. The original game was alright in that really sneery meaning of the word, so I'm eager to see what improvements have been made. The tra...

Impressions of Conduit 2

Oct 26 // Jonathan Holmes
  The guys at High Voltage talk a lot of sh*t about The Conduit. At one point during my recent hands-on with the game, I actually told Eric Nosfinger (Chief Creative Officer on The Conduit  and Conduit 2 ) that it sounds like I enjoyed his old game more than he did. Due to a mysterious technical failure with our recording equipment, I can't give you an exact quote on his response, but I'm pretty sure it was something along the lines of "Of course I don't hate The Conduit, but it's not the game I wanted it to be. Not even close." The Conduit wasn't the game I wanted it to be either. I really like parts of it. Its controls, its weapons, and its They Live-style storyline are all great. From there though, it just seemed like High Voltage ran out of time and/or money. Some of the selling points that are pretty much standard in the modern Sci-Fi FPS (huge bosses, in-your-face storytelling, large battlefields) were largely missing, while a lot of the other things that game could do well (enemy variety, advanced texture mapping, voice-acting) it only pulled off some of the time. All of that seems to be fixed with Conduit 2. It may go on to be known as the Evil Dead 2 of videogames, as it feels like both a sequel and a remake of the original at the same time.  As soon as you boot up the game, you're treated to a big budget CGI recreation of the last moments of the original Conduit, giving us the climactic ending that the first game should have had. Then you're dumped onto an oil rig; a cooler looking, more exciting battlefield than just about any place in the original game. That would have been enough for me, but right after that, a giant, laser breathing sea serpent popped up and started destroying everything. This is a boss fight; a real boss fight against a force many times larger than the player, with an old-fashioned health bar an everything. These are the blockbuster videogame moments that I waited for the entire time I was playing Conduit 1. Almost like an apology, Conduit 2 gave me all of that right away. Less than ten minutes in, and I could already tell that Conduit 2 wont be just a sequel. It's a reparation. The game has so many additions and improvements, it's hard to even know where to begin. Just looking at my notes on is overwhelming. First off, High Voltage actually rewrote the way that the Wii outputs sound in order to make the Conduit 2 sound better than any other Wii title. Then there's the little style tweaks, like the additon of the ever popular "healing factor" health regeneration and universal ammo systems found in many of today's FPSs. Then there's the previously reported, but still awesome, news that the game will addition of Wii Motion Plus and Classic Controller support. Then there's the plan for headset support; a first for a Wii game. Also, the enemies A.I. has been re-written to include multiple new attack and defense maneuvers, there are over 100 different death screams for fallen enemies, there is an entirely new set of voice actors; the list goes on and on. I wanted to spit those little details out before they got swallowed up by Conduit 2's bigger changes and upgrades. For instance, the game's whole structure has changed. There is now a central hub where you select your missions, create new weapons, and interact with non-playable characters. Mr Ford (the game's protagonist) is no longer alone in his battle against the secret society of aliens and ex-presidents that are trying to take over the world. Now he's got a home base, in the middle of Atlantis no less. That's where he gets help from an attractive, armor clad super model-looking lady who also wants to keep us safe from aliens and politicians. When Hamza Aziz first saw her, he let out an audible "Whoa…", a sound that the HD loving Halo fanatic rarely makes when checking out a Wii game. Thanks to the hub zone, we now have the option for non-linear progression. Sometimes you can choose what mission you want to take on next (Mega Man style), while other times you're given the option to back-track to previous levels. Returning to old places may open up new areas, weapons, and missions. High Voltage is planning on piling on tons of additional content beyond the approximately 12 hour long campaign mode. This isn't just to give you more bang for your buck. High Voltage's real goal with this feature, and the game in general, is to make the world of the Conduit feel like a, real, tangible place. In the real world, there is never just one "mission" or just one problem to solve. The same goes for Conduit 2. No matter the situation, there's always options. This time, those options will take you all over the world. In my play-through, I got to see a level that takes place in China (complete with creepy alien statues that come to life) that introductory level (with the gigantic, laser breathing sea monster and destructible environments), and Washington D.C. stage (which has become a war zone between aliens and humans, with you caught in the middle). I'm told that's just a fraction of the new areas that the game has in store. There are also plenty of new enemies and weapons. One new gun (of alien origin) allows you to shoot some sort of disgusting, airborne alien insects at rapid speeds. Hit someone (or something) with a bug, and that plants a tracer into their body. From there, you can shoot bugs from around corners, crouched under cover, wherever you want, and they'll home into whatever unlucky thing has that tracer planted in it's body. It's an evil, malicious way to take out an opponent, and it's really fun. In order to get this new weapon, you have to snag it from the cold, dead hands of an alien. I didn't catch the name of this particular extra terrestrial, but I do recall that he had the face of a giant spider, and the confidence of a T-1000. I managed to take him out, but only because he was battling some humans at the same time. Of course, after he was down, the humans turned their sights onto me. It was a good thing that I had just picked up a new gun that shoots giant, ravenous alien horseflies. Those poor bastards didn't know what hit (and then ate) them. Beneath all of these new features and experiences is an air of unpredictability and mystery. That feeling was present in the first game as well, but it feels much more intense and complete this time around. The ties to real life history have been intensified, the stakes have gotten higher, and the depth of the conspiracies at work is on a scale that wasn't this clear in the first game. The creators of Conduit 2 know things. There is a reason why they included real life transmissions from The Conet Project in the original game. I wish I could tell you those reasons, but they'd just scramble me if I tried. There is so much more that I'd like to say about Conduit 2, but I've got to bring this to a close. Rest assured, there is more to come. High Voltage collected a notebook full of suggestions from their fans at PAX 2010, and they're planning on implementing as many of those suggestions as they can before the game comes out early next year. My suggestion was that they add a 8 bit or 16 bit version of Conduit 2 in the game to unlockable bonus, maybe at an in-game arcade or something. With the addition of huge bosses (complete with life meters), a hub world, and other traits common in classic gaming, it just seemed to fit. High Voltage didn't promise anything, but they didn't say no either. That seems to be the High Voltage way. These guys are 100% focused on making their fans happy. I can't wait to see how that turns out for them, and for us.
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Things are happening with the Conduit 2. Unfortunately, I can't tell you what I mean by that. All I can tell you is, if you do your homework and play your cards right, you could see something; something big. Depending on ...

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Conduit 2 delayed until 2011, getting new control options


Sep 02
// Nick Chester
Bad news for Wii owners and first-person shooter fans -- High Voltage's sequel Conduit 2 has been pushed out of this year and in to 2011. The game will now see release in the first quarter of next year. The good news is that ...

Review: Tournament of Legends

Jul 04 // Jim Sterling
Tournament of Legends (Wii)Developer: High VoltagePublisher: SegaReleased: July 6, 2010 MSRP: $29.95 I stopped playing fighting games after the 16-bit era, mostly because they had outpaced me by miles. I could no longer perform the increasingly intricate combos, I paid no heed to L-cancels and hit boxes, and eventually I just became terrible at any one-on-one fighter that appeared. It's no fault of the genre, I lay the blame entirely on my own lack of ability and willingness to learn. Of course, it means I get to miss out on a lot of cool fighting games. Tournament of Legends takes us back to a more humble age, when games could be shamelessly silly, characters were allowed to look or sound stupid, and fighting games didn't require ten-hour long button combos in order to be considered enjoyable. High Voltage's Wii fighter is nonsensical, pointless and simple, and that's what I really appreciate about it.  The premise involves twisted quasi-mythological characters beating the crap out of each other so that they can fight Thanatos, the God of Death. You have Marcus, the arrogant gladiator, Narcia, the Gorgon, and Jupiter, the golem who thinks he's a God, among other equally asinine warriors. Each character is one of three classes -- Strong, Rugged or Lithe. Strongs are slow but powerful, Lithes are weak but fast, and Ruggeds are in the middle. It's all fairly elementary stuff.  Characters can be customized with the weapons of any other character they defeat, and can also equip enchantments that bestow special abilities when activated during battle. Vampire, for example, replenishes health with each attack, while Lethal does extra damage and Shock randomly removes an opponent's health.  The combat itself has been designed entirely for the Wii in a 3D combat arena. Obviously, this means that things are somewhat stripped down, but again that is something I really appreciate. Basic attacks are performed by swinging the remote or the nunchuck, while block-breaking strong attacks require players to hold down Z while swinging. Weak projectiles can be thrown with C, and characters can block with B. In addition, each character has four special moves, three unique to their character, one unique to their weapon. These attacks draw from a refillable power meter, and are performed by holding the A button while pushing the nunchuck stick up, down, left or right. Every attack is absorbed by four pieces of armor that protect the arms, head and body of each character. The armor sustains damage with each hit absorbed and eventually comes off. It's rather cool to see the armor littering the ground after each match, especially when some of that armor involves entire robotic heads.  Of course, it wouldn't be a Wii game without some token waggling, and Tournament of Legends provides. When a character is knocked out, they have a chance to regain their strength and keep fighting up to two times, while the current victor can restore their powers. The downed player must shake the remote and nunchuck up and down to refill their health, while the one left standing performs QTE-style prompts to regain their powers. In addition, various mythological beasts can randomly attack the combatants during a match, requiring QTE motions in order to avoid taking extra damage.  If a round of combat goes on too long, each opponent must restore health and armor in a minigame before fighting again. Rotating the nunchuck restores the health and waving the remote up and down fixes armor. While a nice idea, it does get in the way of the fighting and AI opponents seem to get an unfair advantage, licking their wounds at a far greater pace.  On the normal difficulty, Tournament of Legends isn't the toughest game around, and players will likely only feel a hint of challenge when facing their obligatory recolored selves and Thanatos. Tournament of Legends is a fighting game anyone can play, and while elitist hardcore fighter fans will doubtless be turned off by this, I personally think High Voltage did a commendable job in making such an accessible title that works really quite well on the Wii.  Of course, there are problems, the major one being that Tournament of Legends often doesn't feel responsive enough. Dodging, blocking, attacking and especially the QTEs can sometimes feel too sluggish, and this is especially frustrating against AI opponents who don't seem to suffer the same problems. The game manages to remain fun in spite of this irritation, but it's an irritation nonetheless and one that can sometimes cost precious character health.  Tournament of Legends isn't the prettiest Wii game, nor is it the most deep and engaging. What it is, however, is a good little fighter that makes good use of the console's interface and truly brings back the feeling of playing a fighting game in the nineties. It's no Eternal Champions, but it's easy to get into and provides just the right amount of innocent, unpretentious fun. For under thirty bucks, that ain't too bad! Score: 7.5 -- Good (7s are solid games that definitely have an audience. Might lack replay value, could be too short or there are some hard-to-ignore faults, but the experience is fun.)
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You remember back in the nineties when we had the fighting game boom? Dozens of "me too" titles with increasingly silly premises, all vying for a piece of the one-on-one fighter pie. Rise of the Robots, Primal Rage, Eternal C...

E3 10: Preview: Conduit 2

Jun 16 // Dale North
Later, in a separate demo section, we eventually made our way outside, and on deck where we fought an epic boss battle with a massive water beast. We were almost too busy manning turrets and to notice the lovely stormy water effects off the side of the ship. While we expect that we'll get a better sense of story later, the improved technology in Conduit 2 was immediately noticeable. Aiming is much more smooth, and the movement control is much more tight.  The feeling that this sequel is a better experience is apparent from the very first movements of your Wii Remote and Nunchuck. Some of this improvement is thanks to the included Wii Motion Plus support, which provides better tracking and pointer control. Also improved are the visuals, which now come from a beefed up engine. We were told that this engine provides better geometry and higher quality texture maps. The combined result of all of this is a better looking, smoother-playing Conduit.  There's plenty of new weaponry to play with in this sequel. Several weapons that came from alien technology  were mentioned, including one called Shield Gun. This gun sucks up all fired projectiles into one little ball and then throws them back into an enemy. A larger gun lets you use a remote control to view and aim from it while being in another place, behind cover. There will be over 20 weapons in the final version, we're told.  As with any FPS, multiplayer is an important component, and High Voltage knows this. The previous game had some issues with security, but they assure us that the code has been tightened up. Of course, there's going to be up to 12-player online modes, but you can also go at it GoldenEye style with four-player split screen! High Voltage told us that a new multiplayer mode called Team Invasion will be featured in Conduit 2. Anywhere from two to four players can go at it together, online or locally, working through missions cooperatively. They're also bringing back full Wii Speak support for online chat.  So many people said that they enjoyed Conduit, but were hoping for a bit more. Judging from High Voltage's work on the sequel, it seems like they knew that. It also seems like they listened to some of the concerns we had from the first game. While we only played one stage, it already feels safe to say that if you liked Conduit, you're going to find much more to like with Conduit 2. We expect to see even more polish added to the game between now and its release, which is scheduled for fall of this year.
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The first Conduit game gave Wii gamers exactly what they were waiting for with a solid, point-to-shoot FPS. High Voltage's game fit the bill nicely, but both the developers and gamers knew that there was so much more that cou...

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Conduit 2 to support MotionPlus


Jun 11
// Conrad Zimmerman
SEGA shot us over some information about Conduit 2. Specifically, information on whether the first-person shooter would incorporate Wii MotionPlus controls. In the event you were wondering, Conduit 2 will support Wii MotionPl...
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The Conduit 2 is called Conduit 2


Apr 10
// Jim Sterling
We've all been calling it The Conduit 2, but apparently we're damn wrong. "The" isn't cool anymore, and anybody who uses it is a big square. From now on, High Voltage's sequel to The Conduit is shedding the formalities and wi...
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First screens for The Conduit 2 draw near!


Mar 31
// Jim Sterling
High Voltage's The Conduit 2 was revealed only yesterday, but the first bunch of screens have appeared online, giving us a taste of what's in store for fans of the Wii shooter.  As expected, the game is already looking g...
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The Grinder will remain an FPS on Wii


Mar 31
// Jim Sterling
High Voltage's The Grinder is weird. On the Xbox 360, PS3 and PC, it will be a top-down action game inspired by Hunter: The Reckoning. On Wii, it will remain the concept it originally started life as -- a co-op FPS inspi...

The Conduit 2 confirmed

Mar 30 // Jim Sterling
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High Voltage's not-totally-successful Wii shooter The Conduit is getting sequel, as confirmed by Nintendo Power. While specific gameplay details were not shared, the magazine still managed eight pages of content on the thing,...

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Tournament of Legends gets new vid, cheap price and delay


Mar 24
// Jim Sterling
High Voltage's Tournament of Legends has been pretty quiet since it was announced, but there is a bunch of new stuff for Wii fans to gawp at like rudderless guppies, including a new video, box art, and a sweet little price p...

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