The Conduit 2: The long road back

High Voltage on finding an audience for a Wii FPS.

When High Voltage Software first showed off its self-funded FPS The Conduit back in 2008, both core game-starved Wii owners and press intrigued by how a low-profile tie-in factory was eeking such impressive visuals from Nintendo's humble console immediately sat up and took notice.

Sniffing an opportunity, SEGA swooped in to publish, while the developers continued to talk up a storm, raising expectations to levels that the finished game couldn't hope to match. Duly, the release date rolled around and reviews made for ugly reading.

Now, chewed up and spat out by the hype machine it so knowingly fueled, High Voltage is back, quietly talking up a bigger, bolder, better sequel. Eurogamer sat down with senior producer Kevin Sheller and producer Keith Hladik to discuss making amends for past mistakes, growing up in public and finding a receptive FPS audience on the Wii.

Eurogamer: Before The Conduit, High Voltage mainly focused on ports and licensed titles. How did you make the step up to creating your own IP?

Kevin Sheller: It's something we'd wanted to do for a long time. We watched as, over the years, publishers became successful with us doing their licensed titles for them. And we liked it too – we learned a lot, we got to understand game development.

We delivered time and time again with all those titles – on time and on budget. We were always trying to stretch our wings. It was like, "Man, if we could just have a little bit more time or this perfect licence then we could really do something great." And we came really close when we worked on Hunter: The Reckoning because we had a cool licence to work with and a great publisher [Interplay]. We were excited about being able to do something good there – and we were able to. It was like, "Yes, we can do this". So when the opportunity came for us to do our own thing, we had to take that.

We decided the real success, the real excitement, everything we want do as a company – that is in making original titles. Yes, we did get investment help and then started on The Conduit.

The first Conduit left gamers on a massive cliffhanger.

Eurogamer: Was it a steep learning curve?

Kevin Sheller: Well, there's certainly a difference. When you're working with licensed titles, all the characters have already been pre-drawn for you. The story is already well known, we know all their personalities, we know everything about the world we're working in. It's all there for you. All we had to do was to convert that into a videogame.

When you're starting with a completely clean state it's a different situation. Now we get to create that. So there are certainly some disagreements and some direction changes because you go, "Yeah, I think that's good," and then you start to work with it and then you go, "Well wait a minute, it's maybe not going to work in this situation." So there was some learning involved.

But when you have a couple of games to do it in – like Conduit 1 and Conduit 2 – now we have an opportunity where we learned quite a bit from the first game and we figured out what worked and what didn't.

Eurogamer: Was it hard to get specialist press, and gamers, to take you seriously?

Keith Hladik: As an outsider, I saw Eric [Nofsinger, chief creative officer] and Matt [Corso, art director] go over to E3 and they won people over with their enthusiasm for this game. It was pretty easy for people to latch on to their enthusiasm for the Wii and for making a mature title for the platform. We were ushering in a new era of higher quality games people who only had a Wii didn't have before.

Kevin Sheller: We made some bold statements when we started off. We said, "People aren't taking advantage of the Wii's power – we're going to." We said, "People aren't respecting the fans of the Wii with serious games – we're going to." That really woke some people up. People started to get excited about it and the fans got into it. And the media wants to go where the fans are, so the media said, "Okay, let's see what this is all about."

Eurogamer: The review scores came in and no doubt they were a bit lower than you hoped. Was there a lot of deflation in the office?

Keith Hladik: We were pleased with the first announcement of the sales. I don't recall exactly, but it was about 100,000 for the first few weeks. Coming from where we were at – we're an independent studio and this is our first IP – we had pretty decent sales and the reviews were fair.

I don't recall anyone being down. We already knew we were going to make a sequel, so the fallout from that was we were determined to make the sequel way better than the first one.

Kevin Sheller: I'm not going to make a comparison to Grand Theft Auto... but okay, I'm going to make a slight comparison to Grand Theft Auto. The first two GTA games, nobody knows anything about them, right? Grand Theft Auto 1? Nobody even said that word. They never said two either. It wasn't until Grand Theft Auto 3 that people really got excited about what they were doing.

We look at the first Conduit as our learning experience, our foundation work – and we'll see where we go from there.

Eurogamer: How do you think it would have played out if Eric and Matt hadn't gone to E3 and set the hype train in motion? If you'd just quietly got on with it instead?

Kevin Sheller: It's hard to imagine. What happened is what happened, y'know? It worked for us in that we secured publisher assistance, because we generated a lot of excitement. We had a lot of offers from many different parties. So that gave us an opportunity. If we'd been quiet about it I don't think we would have been able to publish it.

And most of the time publishers want every SKU imaginable. They want the PS3 and the 360 and the Wii and so on and so forth, because if they're going to make that investment they're going to want to see a big return. It would have been a really hard sell to go out and say, "We're going to make this awesome thing for Wii only." They'd have been like, "Hmm, yeah, sure you are."

Eurogamer: Obviously the original didn't exactly sell millions of copies. How did you get the sequel green-lit? Was it locked in before the first game was even out?

Kevin Sheller: It was always a two-game contract.

Eurogamer: Take us through the things that the sequel is doing that the original didn't. What are the key improvements?

Kevin Sheller: Let's break it down, because man, there's so much. If you start off with single-player obviously it's a longer gameplay experience. We have a much richer story, cinematics, characters that you're going to see and interact with that we didn't have in the first game. The boss battles are huge.

Keith Hladik: The first game was mainly set in Washington DC, but this one is set in China, Siberia, DC, in the middle of the ocean, and some other locations we can't talk about right now. And we have a lot more weapons. You can take more weapons into each level, you can pick which weapons to take into each level.

Then there's multiplayer. The big thing, there is split-screen. A lot of people wanted it in the first game but we just didn't have time. So that was one of the first things we worked on. And there's also split-screen co-op in the Invasion mode where one to four people can fight wave after wave of enemies.

There are over a dozen maps. Some are returning from the first game but they're mainly all new. There are all the weapons from the first game and around six or so new ones.

Kevin Sheller: And the ones from the original are all upgraded and improved.

Keith Hladik: There are suit upgrades too that can, say, make you run faster or do more damage with certain weapons. We also allow voice chat with rivals now so you can befriend random people online you play against using the Headbanger headset.

Eurogamer: Clearly you're doing you're best to make sure it's a superior game, but is that enough? You've got the continued reluctance of Wii owners to buy into third-party games, dwindling enthusiasm for the console in general, not to mention gamers who might feel burned by the original.

Kevin Sheller: One of the things you already called out in one of your earlier questions is we hyped up the first game quite a bit. We've done the opposite with this one. We've been subtle about it. Here's what we're doing, tell us what you think. I'm hoping it will have that surprise element.

Keith Hladik: And we're hoping word of mouth can play its part. If you remember in the nineties when GoldenEye first came out, I didn't hear about it. People were talking in school and I was like, "Maybe I should get that game". So that's one thing I'm personally hoping picks up.

Eurogamer: Third-party Wii titles continue to under perform – Red Steel 2, Dead Space, even Epic Mickey. Is there a big enough market there to turn a profit?

Kevin Sheller: The install base is large – we all know that. Though we also talk about the demographics of that install base. It is difficult to know for sure, but certainly by all the feedback we see – on many sites we're in the top five "games you're excited about" lists - we can only hope that the audience is out there and they're excited about it.

Eurogamer: Who do you see as your key demographic? Who is the typical Conduit player?

Kevin Sheller: It's that 10 to 18 age range, for sure. But because there's so much customisation and so many gameplay elements familiar to folks on the HD consoles, I expect the demographic is a little wider this time.

Are we looking to pull in gamers from HD consoles? If we can, absolutely. If anyone wants to have crazy sci-fi weapons and a fun online experience with a control scheme where you actually have precise control over where you're shooting, rather than trying to get there with the thumbstick, then I think you might be pretty excited about it.

Eurogamer: You've got some ambitious ideas for the game and want to make as deep an experience as possible. A lot of people will be looking on and asking why you're bothering to do this on the Wii, rather than on the PS3 or Xbox 360?

Kevin Sheller: There's a bunch of different reasons. One of those is we have this foundation we put together on the Wii, so to just go, "Well, this is secondary, so let's just go and work on these other platforms," I think is an insult to Wii gamers. We have generated that fan base and they are excited about it. They're clamouring for something like this, so it's awesome to be able to provide that.

Keith Hladik: When we started making the first one, the competition on the Wii for these sorts of games was nil. Whereas on Xbox 360 you've got the Call of Duties, Halo – the competition is fierce. So we were striking while the iron was hot.

Kevin Sheller: And obviously we're not the only guys who believe the Wii is worth doing something like this for. There are the GoldenEye guys too, for example.

More on The Conduit 2

Eurogamer: Is there stuff that you want to do with the franchise but are held back by the limitations of the tech or by cost issues?

Keith Hladik: We would have loved to do DLC maps. That's one of the things fans call about all the time. They always talk about a party system – that's one thing we've looked at but couldn't physically do.

Kevin Sheller: Going sky-high crazy, it would be awesome to do the full campaign in multiplayer. That's quite the undertaking. That's a whole new way to look at things.

Keith Hladik: Online co-op!

Kevin Sheller: Yeah right!

Eurogamer: Regarding online, there were hacking and exploits going on with the first game. How are you managing that for the sequel?

Keith Hladik: Of the exploits that people found and did YouTube clips of, we fixed those. As for the hacking stuff, I obviously can't divulge exactly what we've done but our network guys have spent hours making sure it's fairly hack-proof. Fighting hackers is always a losing battle – every game suffers from that – but we're doing our best to thwart them.

Kevin Sheller: And then there will be downloadable patches, which we couldn't do in the first game. Now we can see what people are doing, make modifications and if you want to play online you'll have to download the patch.

Eurogamer: What else does High Voltage have going on at the minute? Is The Grinder still a going concern?

Kevin Sheller: Yeah, we probably can't talk a heck of a lot about that right now. I wouldn't feel comfortable.

Eurogamer: But you've got more original IPs in the works?

Kevin Sheller: Absolutely. Oh yeah, lots of things.

Comments (19) Latest comment 1 year ago

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  • wizlon #1 1 year ago

    I enjoyed the first one and if the second improves on that formula then i'm in.
  • AcidSnake #2 1 year ago

    They still sound slightly arrogant...

    The thing that most put me off the first was actually the packaging...That B-Movie sci-fi guy on the front...

    If they manage to make it decent enough I might pick it up...
  • JeroenZM #3 1 year ago

    They sound well-grounded in reality, the hype train for the first game never bothered me. It was their first original IP, what did you expect?
  • sonicyoda #4 1 year ago

    I think their heads are a little in the clouds. Don't get me wrong, I want people to respect the Wii as a serious games console and there's every possibility that Conduit 2 will deliver, but I'm not convinced a more introvert advertising technique is going to win them over the audience that they're aiming at. To me that just sounds like SEGA aren't as willing to put as high an advertising budget into this game.
  • DFawkes #5 1 year ago

    I'm not sure I agree with that GTA analogy, I talked about it, my friends all talked about it, and we all really enjoyed it because it was a fantastic game. The gaming press seems to like it at the time too.

    The Conduit had pretty solid foundations, with technology that tried to push the Wii, but the art direction generally didn't back it up. Thankfully I think this globetrotting sequel will fix that with it's lovely varied environments.

    Indeed, it certainly sounds like they're taking criticism on board, so I'm quite optimistic that I'll be saying it's quite good, without feeling I should add "for a Wii game".
  • Sid-Nice #6 1 year ago

    I can remember the hype that was created with "White Men Can't Jump" on the Atari Jaguar which was also a High Voltage game. High Voltage also developed Vid Grid for the Jaguar (which I loved) I was very interested in The Conduit but was put off after reading several negative reviews.

    The Conduit is still on my ‘bargain bin list’ hopefully I’ll pick it up in time before the release of the sequel. If The Conduit 2 is worth a punt then the original game will familiarise me with the controls.
  • BonzoBanana #7 1 year ago

    I'm a fps addict. About 90% of the games I play are fps and mainly the single player experience as I like a scripted story and exploring. I think the wii controllers add something to the fps genre but sadly the weak power of the wii takes a lot away too compared to ps3, 360 and even the original xbox.

    I played the conduit from beginning to end and to say it was uninspired would be an understatement. It totally lacked imagination was really stolen ideas poorly implemented. The graphics engine did look brilliant at times for wii but often also looked terrible at other times. I'm expecting the Conduit 2 to be a poor game because High Voltage have taught me they have little imagination or inspiration. I hope to be pleasently surprised. Probably though will be mainly monotonous gameplay against enemies that lack any sort of strategy or intelligence. So you will probably just get swamped by them constantly to increase difficulty.

    I know people that upgraded from wii to 360/ps3 because of the conduit. They took in the hype then realised the game was awful and thought that was all the wii was capable of.
  • Der_tolle_Emil #8 1 year ago

    I'm sure they can deliver a much better game with the second one. It's like they said in the interview: Coming up with your own IP is difficult because nobody has any experience with the characters. If you later on run into situations that simply don't work then you are in trouble. The first one clearly suffered in this area: It seemed generic and uninspired - clearly the 'safe' route to take.

    Hopefully the sequel will be better. The technology was there and I guess with all the experience gained they will be able to put it to much better use this time around.
  • Mr_Bogus #9 1 year ago

  • FenderMaster #10 1 year ago

    this is what i read:

    "Our first game wasn't great, but we hyped it, and sold it to a starved hardcore Wii audience, hoping they'd buy it for lack of a better option"

    "we knew our first game was nothing special, but it's cool, it's a learning experience, we had a two game contract anyway, so fuck it"

    "we are creatively bankrupt, one of the challenges in creating our own IP was having to come up with ideas, characters and story"

    "we are targeting the 10-18 demographic for our 15's rated game"

    "bigger, longer campaign, bigger bosses, split screen mp!"

    "we hope this game will sell by word of mouth in schoolyards like GoldenEye did in 1997, but in spaceyear 2010 with internet scrutiny"

    good luck HVS, maybe you'll surprise everyone and pull off a cracking game, but i don't think you can compete with the big boys, sometimes smaller devs come to the table with great concepts, charm, and innovative new ideas, but HVS isn't that kind of studio...
  • zeldasdad #11 1 year ago

    First of all my enthusiasm for the Wii has not dwindled and if you look at the sales figures they will also provide evidence that this is rubbish, secondly perhaps Wii owners wouldn't be so reluctant to buy 3rd party games if so many of them weren't complete cack and thirdly nobody heard of the first two GTA games? Seriously !


  • djed #12 1 year ago

    I don't think their goldeneye allusions are too far off, Nintendo is a gateway drug.
  • Pwnsweet #13 1 year ago

    What the sequel needs to have to succeed:

    1. 60fps
    2. Real guns
    3. No aliens
    4. A method to eliminate the ability to play from USB loader
    5. Lots of set-pieces
  • LostOverThere #14 1 year ago

    Registered just to say this. While obviously I want HVS to make the best game possible, I'm inclined to pick Conduit 2 up regardless of its reception just to support the developers. They seem to genuinely want to make the greatest game possible, and I think that's just fantastic.
  • FenderMaster #15 1 year ago

    ^^

    you must be pretty loaded if you can afford to drop £40 on a mediocre game just to encourage third part support for a system that probably only has one more good year left in it.
  • TonyHarrison #16 1 year ago

    There's a lot of nonsense here. I doubt HVS will find the FPS market on the Wii with their games if The Conduit is anything to go by as it was utter trash, but that does not mean that there are no FPS fans on the Wii. Goldeneye came out about a month ago and it's already outsold The Conduit's pitiful lifetime sales for starters, and the Call of Duty games always get by that ultra important million landmark (even the two year late port of MW sold well over a million).

    One of the other cited failures, Epic Mickey, has already outsold The Conduit as well, in just 3 weeks. Just because the UK didn't go out on mass to buy it, it doesn't mean it's not doing well elsewhere after all. All in all I'd say there's been a bit of lazy relying on outdated clichés here EG, which I normally expect from lesser sites.
    Edited by TonyHarrison at 17/12/10 @ 19:26
  • English43 #17 1 year ago

    The first game introduced me to on-line multiplayer - that's where it really shone for me (a complete newb!). I've since signed up for Steam through my Imac and have been introduced to more advanced game designs such as CSS, Team Fortress 2, Left For Dead 2 and Half Life 2 which certainly put the original into perspective. Still, I had a blast and often found myself having that "one more game" in the early hours of the morning.

    Another thing that has since been put into perspective for me is just how goddamn great FPS controls work on the Wii. Obviously I play mouse and keyboard on my Imac and have become quite accurate for a relative newb, but the PC standard pails in comparison to the ridiculously comfortable and accurate set-up I can achieve with the customizable controls of the Conduit. It makes me laugh when I hear about auto lock-on features on the 360 and PS3, how pathetic - don't players want to actually feel like they have some skill? In my opinion the Wii has the best FPS controls of this generation, even surpassing PC, and If HVS can deliver more depth and variation in this sequel (and a few less hackers would be nice, please let them patch the game Nintendo - that is kind of the point of having a console that can connect to the internet) I will be very, very excited indeed. See you all on-line...
    Edited by English43 at 18/12/10 @ 00:29
  • Dan234 #18 1 year ago

    Goldeneye 007 shows how it should be done. Perhaps they should just get on and do it, release it, and we'll see how it compares.
  • robson_wii #19 1 year ago

    Player reviews of the first installment seem to be positive (solid 4 out of 5) so for £10 I will see if it lives up to the hype. Will check out part 2 if I enjoy part 1.