Interviews

August 12, 2009

Ghostfire CEO talks about creating the WiiWare title, Rage of the Gladiator
By Michael Lafferty

“There are a handful of video-games that have come out over the years that we believe are simply awesome. This game has been inspired by the best aspects of some of these games.”

When one turns on a next-gen console and launches the downloadable games area (for the 360, that would be the LIVE marketplace, the PlayStation Network Store for the PS3 and WiiWare for the Nintendo Wii), there are certain preconceptions about the caliber of the games available for sale there.

If you have been paying attention to the titles on LIVE and the PSN, you know that preconceptions are as antiquated as the Commodore 64. The games streaming in as downloads are getting better and better and Ghostfire Games has a real treat in store for Wii fans. Rage of the Gladiator is poised to be a benchmark game.

Rage of the Gladiator Wii screenshots

According to the press release on the game:

“Rage of the Gladiator is a fantasy-based fighting game. You play the role of Gracius, battling for his life in the arena. Your equipment consists of a magical war-hammer and a trusty shield. Wait for the right moment, then dodge, jump, or block your enemy’s attacks. Next, unleash your rage by brutally pounding your enemy with your war-hammer and bashing them with your shield. Each opponent has a unique style and pattern that you need to pay close attention to. Learn to exploit the weakness of each enemy with the proper timing and agility, and you will triumph.”

Ed Roman, Ghostfire’s CEO and producer for Rage of the Gladiator, took time to offer some insight into the game.

Question: How long did it take to develop Rage of the Gladiator?

Ed: We started developing Rage of the Gladiator almost one year ago, as soon as we finished our last game Helix. 

The game is getting close to completion, and we are focusing very hard on polishing the game. We do expect it to be released in the fall, although we’re adopting the Blizzard philosophy and are not shipping the game until its ready.

What sets it apart from other games featured as WiiWare?

Ed: Many other WiiWare games are really fun and well-developed, but they aren’t pushing the boundaries of the Wii from a technical perspective (many are 2D sprite-based games). We felt the system was capable of more and we wanted to really push ourselves to see what we could squeeze into a 40MB WiiWare download. What we managed to include was:

  • Full 3D graphics

  • Realistic animations (bosses that react realistically when you hit them)

  • Character customization via a skill tree

  • Over-the-top finishing moves that demolish your enemies

  • Memorable voice acting

  •  An epic sound track

Rage of the Gladiator Wii screenshots

Tell us a bit about the creative process … as in, how did you determine the type of game you wished to make and how did you adapt that idea to the concept of developing for WiiWare?

Ed: There are a handful of video-games that have come out over the years that we believe are simply awesome. This game has been inspired by the best aspects of some of these games. Specifically, here is our formula:

  • Create a combat system inspired by some of the best ideas from games such as 1980s Punch Out

  • Create a fantasy world with interesting fantasy bosses, and a compelling storyline

  • Inject a combo system inspired by games such as God of War

  • Put in cutscenes inspired by games such as Final Fantasy for demolishing your enemy

  • Give the player a tech-tree inspired by games such as Diablo or World of Warcraft

  • Add-in music inspired from movies such as 300

What special challenges did you face as this game moved along in the development phase?

Ed: The biggest challenge was to fit in all the features we wanted into a 40MB download. We managed to achieve this, but it took quite a lot of effort. Our secret sauce was optimizing and compressing like crazy, and designing from the beginning with tight space in-mind. Luckily we had some experience with our previous game, Helix, so that helped.

Rage of the Gladiator Wii screenshots

How important is the storyline in pulling players through the game? Is the game linear, and if not, how much leeway do players get?

Ed: The story is very compelling – it is a tale of irony, betrayal, and politics. It is linear, and is told through a series of beautifully rendered 2D concept art cut scenes with voice acting to accompany those scenes. Part of the motivation to finish the game is to unveil the full story.

What are your favorite elements of the game and which do you think will intrigue and delight gamers?

Ed: I’d say the top features we like are:

  • The combat system is really enjoyable. It feels tight and precise. Each boss is a mini puzzle” that you need to figure out how to solve. Once you’ve beaten all the bosses, you face them again in Challenge Mode, where they gain completely new powers and are much more difficult.

  • The personalities of the bosses you are fighting are diverse and interesting. The voice acting we can really show off their personalities, and it makes the game a whole lot more fun.

  • There are 14 unique over-the-top finishers that you can do against bosses. Just a couple examples: Imagine summoning a meteor from the skies to demolish your foe, or causing a total solar eclipse that sends a beam of light to fry your opponent to a crisp.

  • Having the choice of how to customize your character via a skill-tree. Depending on your play-style, you can invest skill-points into Offense, Defense, or Magic, or some combination. These unlock powers for your character.

Will Ghostfire Games continue to develop for WiiWare or are you looking to explore other avenues of game development?

Ed: We love developing WiiWare games – Nintendo is a fantastic business partner. We hope to continue developing WiiWare games, while at the same time exploring other avenues as well.

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Rage of the Gladiator (WII)