Before we even got into the action, though, we were already impressed by how, well ... un-Wii-like the online mode was in both presentation and function. High Voltage has clearly spent a good deal of time pondering what players will want to find when they sit down for a multiplayer game of The Conduit for the first time.
There wasn't a hint of lag but the visuals were clearly not on par with the offline campaign's.
We initiated the game and set it to "friends only," which worked because we could actually see which friends (in this case other stations) were also playing the game, could be invited, etc. For the purpose of our hands-on, everyone playing was simply told to connect with our game. And ... there they were.
The game lobby is basic, showing the upcoming match type, map and weapons set. This can be dictated by the host, randomized or each item can be put to a vote when the match is ready to go. There are also 12 slots representing the 12 total players in an online match. When other players join, their "badges" -- which denote a level between one and 24 -- are shown. The game also supports Wii Speak. It works in the lobby and in-game, where it's used for team chat or conversing with the five nearest players. A speech bubble icon appears next to players using the peripheral and changes to indicate when they're speaking.
The rate of movement felt slower than pretty much every other online FPS we're used to.
The controls also took some adapting to for multiplayer, even though they were mostly the same as in single player. Holding down Z to get a lock on an opponent and display their vitals worked, as did pressing up on the D-pad to pull a quick 180. In the midst of frantic multiplayer, we found some of the defaults weren't to our liking. Thankfully, nearly every command can be remapped from the pause screen.
Next up was team deathmatch (called "Team Reaper" in the game) on a map accurately named "City Streets." According to the match setup screen, this map was smaller -- better suited to 2-6 players. There were 12 of us. It was, as you can probably imagine, a bloodbath. Four of the seven total maps are intended for 8-12 players, the remaining three are "best played with 2-6."
The Conduit multiplayer compared with other games. We found the IR aiming and Nunchuk "throwing" motion was extremely precise as we lobbed grenades through small windows and right in front of moving targets with ease.
It's a big step in the right direction for online games on Wii.
This last match also switched up weapon sets. There are several to choose from, including human, Drudge, explosive, close-quarters, short/long-range and charged. It's also possible to define custom weapon sets for matches from the game's entire arsenal. In addition to Bounty Hunter, we spotted Free For All modes such as Last Man Standing (10-life limit), ASE Ball (whoever holds onto the ASE longest wins) and other score/life limited match types.
There wasn't anything about The Conduit's online multiplayer that really wowed us, but it was definitely fun, solid and well thought out. Will it be enough to pull us away from COD4, Halo 3 or Left 4 Dead? Probably not -- but it's a big step in the right direction for online games on Wii.