Jump to navigation

Table of contents

Page Previous 1 2 Next

Advertisement

Mercury Meltdown Preview

PSP Preview by Tom Bramwell

14 June, 2006

Page 1 of 2. Page 2 ->

Ignition's Studio Manager Edward Bradley has just come back into the room to find me crashing his new game, Mercury Meltdown. Whoops.

"The big myth of the games industry is that it's hard to be a game designer," he says, as we fill a bit of time waiting for the devkit to reboot. "It's easy to be a game designer; it's turning the ideas into products that's the hard part." And when you do make it? "There's no shortage of ideas, just a shortage of time - which is a nice situation to be in."

Unsurprisingly, the conversation's slipped off a ledge into the realms of what was left over from the last game, a UK PSP launch title. And the answer, it turns out, is rather a lot.

"We didn't have the luxury of iterative design on the first one," he says. "It was get it right first time... or die! It was on the emulator until about five months before it was released, and it was on the unfinished libraries until a month before release."

No wonder there were problems then. And there were. Mercury - a game about moving a gelatinous blob of liquid metal around mazes, flicking switches and spray-painting it to move through coloured gates, all the while trying to avoid letting too much metal slice off or fall off the edge of the level - was widely praised but also savaged in places for its punishing difficulty and dodgy camera.

'Mercury Meltdown' Screenshot 1

New mercury states mean Ignition can do lots of previously impossible things with the levels.

For the sequel, things are a bit better organised. There are new ideas, but most importantly Ignition Banbury (formerly Awesome Studios) has been able to sit back and take stock, and the result is a game that isn't just a sequel but, they hope, an even better game than the one the team tried to make in the first place. With it, they aim to maintain Mercury's position as a beloved plaything of the physics-toy-loving hardcore, but open it up too, with party games and more forgiving mechanics. With that, they might finally creep out of the shadow of more popular tilt-based games, like Monkey Ball.

"There's no getting away from the fact that Monkey Ball set the bar that we have to try and beat in the minds of gamers and the press, so comparisons were inevitable," says Bradley. But Mercury's more than rolling a ball around a maze - and the new game accentuates that difference, allowing for mercury that's hardened, like a ball, but also less viscous mercury that's almost a puddle. Something SEGA certainly can't do. "Yep. Let's see them melt their monkeys, eh?"

The first step in reinventing Mercury for Meltdown was to go back and assess what worked and what didn't. There were all sorts of things that needed updating. The vacuum tubes, for example, which sucked you up and spat you out elsewhere in the level. "Functionally identical to a teleporter, 53 times more difficult to QA and set up properly. They added three months to the project, those things. So many artistic and technical challenges." So they're gone.

'Mercury Meltdown' Screenshot 2

As before, you'll need to split into smaller coloured blobs to reach certain areas - something the on-screen chart (top-right) aids immensely.

The camera, meanwhile, hasn't changed dramatically - you still use the PSP face buttons to change orientation, but there's also a free-view mode now so you can scan the level to see what needs doing. Just press Select and you can zoom around with the analog nub, or use the d-pad buttons to flick between objects to see what they do. Not only that, but this time you won't automatically lose when the timer runs out, so if you don't make it in time you can still examine how the level works - and aim for other objectives. Is that going to be enough to sort out people's camera concerns though?

"There was no team on Earth that was going to code a camera that worked with all those levels," Bradley notes about the first game. That's also the key to sorting it out. The camera can't be much better - although it's been recoded so it should do a better job of handling spread-out blobs when you sheer your mercury into pieces - but the levels can be. "Basically, we've designed levels in such a way that they don't cause so many camera problems." Easy fix then.

All of this should help make the game more accessible, and that's a theme throughout- the game's structure is now a lot less punishing too. "Because the difficulty curve was all over the place, people would get stuck because of the linear structure," Bradley observes. In answer to that, you now have multiple levels available at once within each hub. The hubs are laboratories, and each level is a test-tube - you just rotate and pick another one if you get stuck.

'Mercury Meltdown' Screenshot 3

Some levels are fiendish, but the ability to use free-view to explore them will make things simpler.

As before there are eight worlds (labs), with a couple of hidden ones and bonus levels to unlock. And instead of having three distinct objectives, they intermingle - with the test-tube corked when you complete a level with 100 percent of your mercury intact, a sticker attached if you collect all the bonus stars, and a golden cork if you can do both those things and achieve a time limit. To add to the accessibility, you don't have to do them all at once. "We're not actually guaranteeing that all of them are achievable on a single run," in fact. Somewhat by accident, it's a similar approach to puzzly racing game GripShift - and that's no bad thing, given the replay value inherent to that largely unloved little game. Unlocking new labs is a question of filling up an overall mercury tube on the left side of the lab screen, and you don't need to finish all the levels to do that - there are merely bonuses if you do. Similarly there's a bonus test-tube that fills up as you collect stars, and for this you gain access to the party games, of which more later.

On the whole then, it's a game that's been expanded to fit a wider audience, and make them comfortable - there's an optional five-minute tutorial to go through the main aspects, and there's even a colour chart in the top-right of the screen so you can see how the colours mix at a glance. It might sound like a small thing, but it's symptomatic of a broader change.

To Page 2 ->

Advertisement

Are you excited about Mercury Meltdown on PSP?
View Eurogamer readers most anticipated games

Thanks!

Want to comment on this article? Log in, or register!

Comments: 1-19 of 19 in total

Poster
Comment Low-scoring comments hidden. Log in to see them!
smelly
14/06/06 @ 10:34
#1
0
You buried this comment
Comment below viewing threshold
Show
Can anyone recommend a decent psp game which is available right now?

LocoRoco taking ages to appear.. and my psp is gathering dust.
SeesThroughAll
14/06/06 @ 10:37
#2
0
You buried this comment
Comment below viewing threshold
Show
Finished Daxter already?
14/06/06 @ 10:37
#3
0
You buried this comment
Comment below viewing threshold
Show
Loco Roco in 9 days.

Lumines is quite good.
If you haven't got a PS2 Katamari would be a good purchase perhaps?
Xerx3s
14/06/06 @ 11:02
#4
0
You buried this comment
Comment below viewing threshold
Show
;)
Steroyd
14/06/06 @ 11:09
#5
0
You buried this comment
Comment below viewing threshold
Show
Wow PSP is starting to get games which i deem handheld games. :)

Not that i don't want Console esque games on a handheld, it's just... getting spanked by DS handheld games at the moment.
AFX
14/06/06 @ 11:18
#6
0
You buried this comment
Comment below viewing threshold
Show
Hmm, obviously the concept was by Archer Maclean, but has this second one actally got anything to do with him this time round?

Also, this looks like a prime suspect to be released as a downloadable demo meethinks :)
Edited 1 times, most recently on 14/06/06 @ 12:19
El_MUERkO
14/06/06 @ 11:34
#7
0
You buried this comment
Comment below viewing threshold
Show
Any word on the tilt device?
Bezzy
14/06/06 @ 11:41
#8
0
You buried this comment
Comment below viewing threshold
Show
If the only thing they fixed was the endless loading screens, i'd be happy, but these additions sound cool, too.
Trip SkyWay
14/06/06 @ 12:14
#9
0
You buried this comment
Comment below viewing threshold
Show
Nice preview, interesting stuff.
smelly
14/06/06 @ 12:48
#10
0
You buried this comment
Comment below viewing threshold
Show
>Finished Daxter already?

I know it's supposed to be good, but it doesnt appeal.. doesnt seem like a "proper" handheld game to me.

Same goes for burnout.. which again i know is supposed to be good.

I cant see how a 3d platformer like daxter will work with 1 analog stick, I *REALLY* hate the on foot parts of liberty city as i cant control the camera... and feel like i need a 2nd stick for the job.


Mercury 2/LocoRoco look more like the sort of games i'd want to play on the psp.
NoCodeNed2
14/06/06 @ 12:56
#11
0
You buried this comment
Comment below viewing threshold
Show
@Smelly - Everybody's Golf was ludicrously addictive and probably dirt cheap now. FM on PSP has me hooked at the moment - but it's a bit of a life investment.
smelly
14/06/06 @ 13:23
#12
0
You buried this comment
Comment below viewing threshold
Show
Dunno, not really been a golf fan.. but i guess i might be tempted.

FM - deffo not!

I'm after simple fun games, with depth.. hmmm.. guess i'd best just wait for loco.
quedex
14/06/06 @ 14:27
#13
0
You buried this comment
Comment below viewing threshold
Show
"There's divided opinion about the black line round the mercury," Bradley notes, "so the original skin is in there as well."


Yay!!! Now I know we can turn off that cel-shaded shite, I can start getting excited about it again \o/
smelly
14/06/06 @ 14:32
#14
0
You buried this comment
Comment below viewing threshold
Show
what difference does it make if it's cell shaded or not?

Only reason i didnt get this game is the reviews said it's too rock hard and fiddly, not because of a black line!
symmetry
14/06/06 @ 15:05
#15
0
You buried this comment
Comment below viewing threshold
Show
The original is damn hard. It's still sitting unfinished in it's case.

But then again, I haven't finished any of my PSP games...

But then again again, I don't go on holiday that much, so it's cool.
tiddles
14/06/06 @ 16:07
#16
0
You buried this comment
Comment below viewing threshold
Show
Original was fun, but the camera was fiddly - you spent as much time trying to get a good camera view as playing the game (or that's what it felt like). Hard to tell from the preview how much it's been improved... other new features all sound good, though, my interest in this has been re-ignited (geddit)
Cabelo
15/06/06 @ 08:46
#17
0
You buried this comment
Comment below viewing threshold
Show
Smelly, FM?
Arwin
15/06/06 @ 09:15
#18
0
You buried this comment
Comment below viewing threshold
Show
I must say this game is looking mightily good! Glad to hear there's an option to have the blob visible in the old style, as that looked great. :) But this option may be good under lousy visibility ...

@smelly: Daxter is really great. It's setup really well for handheld gaming. You can control the camera using L and R buttons and the game has been designed so that this is all you need when it counts (i.e. when fighting bugs).

When looking for hidden stuff and such you can press the up button to get a first person 'look-around-in-3d' with the analog stick, which works fine too.

Of course, it's virtual lack of load-times also helps - you die, you restart instantly. And you can save at any moment, which adds to portable bliss.

It's really an awesome game, highly tuned for portable gaming.

Also Burnout Legends being on budget and all is something which will find its way to me shortly. What I think makes it particularly suitable to portable gaming is the crash mode games, as these are very short. At least that's what I read ...
Saii
19/06/06 @ 16:54
#19
0
You buried this comment
Comment below viewing threshold
Show
I'll be happy if teh cel-shading can be turned off. Part of the Mercury's charm was that it looked like cool liquid metal. Any coldness in the look is due to the levels.
In fact, the level design was the primary cause for most of the problems.
The camera was fine, but when you had 2-tiered platforms you couldn't see properly.
Its not to say the team did a good job, its just a sign that they didn't get enough time to design the levels.
I'm expecting that this time around they'll have had enough time to playtesting to create levels that can be beaten and then replayed to get crazy high-scores like the Japanese playtesters mentioned.
I remember the different between Super Monkey 1+2 and Katamari Damacy 1+2 and I'm sure this could improve similarly.

The only problem could be if they spend too much time on the newer stuff too refine the gameplay and level design.
And please please please let us have that original skin. Mercury just isn't the same with those black lines.

hmm... I wonder if they could recreate the Sony Bravia advert with this XD

Comments: 1-19 of 19 in total

Want to comment on this article? Log in, or register!

X View gallery