Joystiq hands-on: The Conduit online multiplayer
click to enlarge
Wii's biggest FPS of the summer (we'd say year, but Ubisoft has a little something cooking), The Conduit, has, perhaps in keeping with its theme of conspiracy and hidden secrets, only just now been shown with its online multiplayer component virtually complete and ready for the game's June 23 release. We spent an afternoon at Sega America playing through its various maps and modes with other games press and members of the dev team from High Voltage Software.
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.
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.
Gallery: The Conduit (Online Multiplayer)
Choosing the online multiplayer option from the game's main menu immediately connects via Nintendo WFC to servers operated by the console-maker. At this point, players can choose to create a match, find their friends' matches or use the matchmaking system to be either automatically dropped into a game or shown matches that meet their criteria either regional or worldwide. It's pretty much what you'd expect from a modern console FPS, but not necessarily what we've come to expect from Nintendo WFC titles.
There's a main multiplayer menu from which players can customize their online character (kept to simple palette changes of in-game models) but also -- and this was very cool -- their on-screen display using a computer-like drag-and-drop system. Every possible HUD element can be repositioned to the player's liking. We chose to group the weapon, ammo and radar displays down one side of the screen and the score, messages and objectives down the other. It's really a matter of play style, but the fact that the option even exists is great.
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.
With everything explained, set and ready to go, we began our first match from the Team Objective mode. It was capture the flag ... only the "flag" was actually the single-player game's All-Seeing Eye orb. While the match was very much standard fare, it gave us time to warm up and take note of how everything worked and felt. The verdict: overall, quite well. There wasn't a hint of lag (again, we were all in the same room but playing via Nintendo's servers) but, at the same time, the visuals were clearly not on par with the offline campaign's. It also took us a couple of minutes to adapt to the rate of movement, which felt slower than pretty much every other online FPS we're used to. There's no "run" or "sprint," either.
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."
One thing we took away from this match was just how useful the grenades are in 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.
Our final match was easily our favorite. It was in the game's third match category, Free For All. It was called Bounty Hunter and was set up so that, at any given time, one of the 12 players was the hunted and the others the hunters. Points were awarded only for killing the hunted, so it was a mad dash to nail them first. We have to mention at this point that all 12 demo stations bore the name of a different U.S. President. Ours was "Obama," and we seemed to kill "Nixon" a lot.
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.
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.
With everything explained, set and ready to go, we began our first match from the Team Objective mode. It was capture the flag ... only the "flag" was actually the single-player game's All-Seeing Eye orb. While the match was very much standard fare, it gave us time to warm up and take note of how everything worked and felt. The verdict: overall, quite well. There wasn't a hint of lag (again, we were all in the same room but playing via Nintendo's servers) but, at the same time, the visuals were clearly not on par with the offline campaign's. It also took us a couple of minutes to adapt to the rate of movement, which felt slower than pretty much every other online FPS we're used to. There's no "run" or "sprint," either.
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."
One thing we took away from this match was just how useful the grenades are in 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.










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Reader Comments (Page 1 of 3)
Dv8thwonder @ May 6th 2009 8:11AM
gameplay is king and wii fans rejoice come June 23rd!
Cody @ May 6th 2009 10:34AM
"Will it be enough to pull us away from COD4, Halo 3 or Left 4 Dead? Probably not"
I'd say just the simple fact those games don't have the IR pointer control set up like the The Conduit is enough to pull me away from those games. With Killzone 2 and Resistance 2 sitting right there in my living room, I still play MoH: Heroes 2 multiplayer more often.
Insight (Fatass Defense Force) @ May 6th 2009 1:19PM
I can understand playing Conduit more often, it looks to be a pretty decent title and if IR control is your thing...
but MoH H2? That's one of the most piss-poor ports I've ever played.
Insight (Fatass Defense Force) @ May 6th 2009 1:30PM
Oh, and, uh, Cody, what I don't understand is why you feel as though controls make this game better than piles of games that seem to beat it in about every other facet.
JXCgunrunna @ May 6th 2009 1:31PM
what exactly is it a port of? oh thats right its not a port. it was a Wii and PSP game so u cant even say they ported it from the PS2. it was developed for the Wii.
Insight (Fatass Defense Force) @ May 6th 2009 1:40PM
You're right, usually I group WaW and H2 together and sometimes I get the two confused.
H2 is still a pretty lame game with a shallow, extremely unengaging, short, and just plain boooring single player component, and a limited multiplayer component featuring boring, unbalanced maps (with glitches EVERYWHERE) and awful communication options. The controls are great, though, I'll give ya that. Whooo.
Robert @ May 6th 2009 8:15AM
Sounds fair enough.
In fact, the more I look at it, the more it reminds me of Half Life 2: Deathmatch.
Jerk Face @ May 6th 2009 9:25AM
If it's anything like HL2:DM, then it'll be a lot of fun. I love that damned game!
Trevsweb @ May 6th 2009 8:30AM
it better not suck or my wii will go on ebay. last chance.
seriously my wii has collected dust for the last 6 months.
Bowser Rogozhin: Princess Nyah Defence Force @ May 6th 2009 8:43AM
Might as well sell your Wii then. If you don't act now the market for second hand Wii consoles will further depreciate, meaning a smaller return. This game isn't going to save your console from nonplayitis.
Mr Khan @ May 6th 2009 8:55AM
You hear that, Nintendo? You'd best step the hell up!
Foetoid @ May 6th 2009 9:13AM
If you havent been happy with whats on the Wii now, then sell it. I dont have Brawl/Kart or Galaxy and i'm still STOKED with the Wiis lineup and play it every single day. I dont earn enough money nor are there enough hours in the day to play all the Wii games i want, not even close. If you're really that stingy, sell the damn thing, if you want excellent games, buy some good ones. Most people stop playing their Wii cause they stop buying games for it.
Mabui @ May 6th 2009 9:14AM
My Wii collects dust too, same with every other object in my room. I didn't know the PS3 and Xbox 360 had anti-dust plastic shells - that is pretty cool. I mean, my Wii even collects dust when I'm playing it.
Insight (Fatass Defense Force) @ May 6th 2009 1:47PM
SOGEKING
you read 541 yet? this arc is getting better and better.
Insight (Fatass Defense Force) @ May 6th 2009 1:49PM
"I dont have Brawl/Kart or Galaxy"
I don't understand how you could love the Wii so much and yet at the same time not have the two games that really make the Wii worth owning.
Mr Khan @ May 6th 2009 2:27PM
I haven't read any of them, i've just kept up with teh spoilers through a few sites (the one piece wikia and a blogspot site). Mostly i'm following it to see exactly when, and how, the straw hats all get back together. My theory is that since Kuma sent them apart, it'll somehow have to be Kuma that brings them back together
Either that or they start working closely with Dragon, and he somehow gets them back.
Insight (Fatass Defense Force) @ May 6th 2009 3:47PM
First, the spoilers are usually BS. Second, it'll be a while before they're reunited. The only arc that's been even looked at more than once so far is Luffy's, and that's gonna be a while longer since he still needs to escape Impel Down with Croc, Jimbei, and Ivankov AND make it to Marine HQ AND take down whatever Admirals are thrown their way.
Ya might as well start reading or watching. Both the anime and the manga at this point are in really good spots - Luffy just delivered the greatest face-punch of all time (to the Tenryuubito) in the anime, and he's teaming up with Crocodile right now in the manga which is just plain cool.
Feba @ May 6th 2009 8:32AM
interesting. a slower paced online mode could be nice; less twitch based than other FPS.
And what's up with the naming computers after presidents thing? My local library started doing the same thing recently. Is the La Li Lu Le Lo showing themselves so soon?
JXCgunrunna @ May 6th 2009 9:59AM
its "theme" of the game. the whole story is based around a ton of conspiracy theories based around washington DC. the main characters last name is Ford. another character goes by Mr. Adams. on top of that they are secret service and protect the presidents
Feba @ May 6th 2009 11:11AM
I'm not talking about the game, I'm talking about the general practice of it.
Mike @ May 6th 2009 8:41AM
Is there split-screen support? One of the best features of Halo is that you can have 4 players on one console, and they can all go online together.
Highlar @ May 6th 2009 8:43AM
No local multiplayer in Conduit. HVS have said its something possible for a sequel, but not for this game.
ben @ May 6th 2009 8:46AM
If there really is no local multiplayer, I'm baffled as to why. The selling point of the Wii is to have friends over and play together. Not including split-screen is a big mistake.
Bowser Rogozhin: Princess Nyah Defence Force @ May 6th 2009 8:48AM
Haha, you're kidding right. Haven't you heard the news: local play got nixed. It shit the bed, was shown the silver bullet, taken down Burial Grove, checked into the Wooden Waldorf, shovelled six feet under, taken to Sleep City, Cement Lake, Iraq or Afghanistan or Scotland (depending if you're obese).
Babel @ May 6th 2009 12:25PM
Aw man. Local multiplayer is such fun, and would've definitely pushed me to get this...
...Still, maybe when it drops price I'll snaffle it up. I need more Wii games.
mian @ May 6th 2009 1:44PM
>> The selling point of the Wii is to have friends over and play together.
The selling point of The Conduit is that it's not like most of the crap on Wii.
TWiNKiE @ May 6th 2009 1:48PM
They didn't put local multiplayer because it wouldn't have run that well. They already said here that online multiplayer kind of shaved the graphics from offline multiplayer, so just imagine local multiplayer.
It would be cool if you could system link however. That would be awesome.
t_m @ May 7th 2009 5:14AM
split screen Goldeneye was so much fun... especially when everyone had a hangover... wish they had included it.
ben @ May 6th 2009 8:44AM
I'm excited to see that the Wii is finally getting a good online FPS.
The problem is that it's not a great FPS.
The primary market for this game is going to be the hardcore gamers, and unfortunately that market likely already has a 360 or PS3, both of which have ample great FPS titles. With games being 50$ I don't see many of those people ditching COD for a title that offers less, both graphically and in terms of gameplay.
If the casual gaming audience that exclusively owns a Wii somehow picks up on this, it'll be successful, but I don't see that happening.
jONEz @ May 6th 2009 8:51AM
What about the all the people who either don't have a 360 / PS3 or have both?
Personally I don't mind not having split screen. Myself I enjoy an element of stealth in my shooters, which you pretty much throw out the window when you can see what everybody else is doing.
Jason Statham (Aka Vegeta) @ May 6th 2009 9:31AM
" With games being 50$ I don't see many of those people ditching COD for a title that offers less"
So why can't people play both CoD and The Conduit.
Moptimus Slime (Ziggy played Guitar Hero, but not Smash Hits) @ May 6th 2009 9:36AM
yes, because "Casual gamers" is only used to describe people who log onto Club Pogo to play Sweet Tooth at work and not people who only game a few times a week for short bursts
Also, you act as though only "Hardcore gamers" buy COD and HALO. Yet when you compare them to other less mainstream (AKA more hardcore) games, their sales just dominate. Why? Because BOTH "markets" are buying the games
Foetoid @ May 6th 2009 9:57AM
True Moptimus. Then you get hardcore gamers like myself that wouldn't even touch Halo again with a 50 foot pole and don't really care for COD. Dual-analog is about as barbaric as you can get, rediculously inaccurate and unresponsive compared to wiimote/nunchuck and keyboard/mouse, and as for COD, well the single player elements have been fun, but i play more strategy (turn based and RTS) than FPS games anyway (unless we're talking CS:S, Bioshock, Stalker, Crysis and Team Fortress).
Vidikron @ May 6th 2009 10:38AM
" Dual-analog is about as barbaric as you can get, rediculously inaccurate and unresponsive compared to wiimote/nunchuck and keyboard/mouse,"
That's simply false. It's not remotely inaccurate or unresponsive, it's just not as fast. And I'd argue that the Wii is just as difficult to aim properly while being forced to move at the same time because turning and aiming are tied together and you have to find the dead zone again to stop turning. I get that you don't like DA as you're always saying stuff like this, but isn't not even remotely as bad as you make it out to be nor is the Wii as great.
Highlar @ May 6th 2009 1:10PM
@Vidikron: Actually, that's not always the case with wiimote/nunchuck. In some games, namely MoH:H2 and Conduit, you can adjust the dead zone to zero. So the screen moves with the pointer, wherever. No dead zone to return to and center your screen or anything. CoD:WaW isn't quite as good, but it can move down to a pretty small dead zone, too. And MoH and CoD online on the Wii are great fun, because of how accurate and quick and responsive the controls are. They really DO make dual analog feel old when you play one, and then immediately play the other.
Vidikron @ May 6th 2009 2:12PM
Well, I have a Wii, but have not played MoH:H2 as it really doesn't have that great a reputation beyond Wii fanboys. I plan to play Conduit so if it has the same set-up I'll guess I see how I like it then.
But, honestly, beyond even the issue I discussed I have additional issues with the Wii controls. Namely the fact that I'm left handed. So I naturally want to hold the Wimote with my left hand, but that places the aiming and movement controls exactly backwards from how I use DA and KB/M... both of which I use the traditional layouts. It's just a matter of practice, but so far there hasn't really been any shooter on the Wii compelling enough for me to bother getting used to the controls.
Maybe Conduit will change my opinion on the Wii's usefulness for FPS, I'm willing to give the game a shot.
Mr. L @ May 6th 2009 8:46AM
I know fans. And what fans REALLY want to find when they sit down for a multiplayer game of The Conduit is some good, ol' fashion.....GOLDENEYE!
Jay Voorhees @ May 6th 2009 9:16AM
Seriously, that should have been the first "new play control" game that they came out with. The graphics could have stayed the same just bring it to the Wii! That and Duck Hunt.
JXCgunrunna @ May 6th 2009 10:03AM
actally, this game could be a lot like Perfect Dark, which many of us will argue was better than goldeneye
Mr. L @ May 6th 2009 10:41AM
I will actually argue the exact opposite of that statement. I can't stand any of the Perfect Dark games. Especially Zero. Goldeneye is easily superior to PD in every way, shape and form.
JXCgunrunna @ May 6th 2009 10:59AM
hmm... i cant say ur opinion is wrong and mine is right. damn.
i kinda see this like i look at two other classics on the 64. OoT and MM. both great zelda games and while the first two(goldeneye and OoT) brought something new to games, the latter two changed it up, pushed it to make it different but with the same feel. when i play perfect dark, which i do from time to time along with all the great 64 games, i feel like it was an expansion with a new skin. it lets u do cooler things with the guns. the story is more original and there are so many multiplayer options that rare didnt put into goldeneye. its tough to compare 2 near perfect games.
Markez @ May 6th 2009 12:36PM
I personally think that Golden Eye is just almost unplayable nowadays. Perfect Dark on the 64, while remarkably similar, is miles ahead of it.
Randy - How slow is the rate of movement really? I remember ages ago trying to convert my buddies from Perfect Dark over to TimeSplitters 2 and they just couldn't handle the speed... Halo 3 even feels a little slow to me so I dunno if I'd really be interested in something more sluggish than that.
TX2 @ May 6th 2009 12:54PM
Timesplitters was a far more worthy successor to Goldeneye than Perfect dark.
I would love a Wii control Version of that game. EA owns the rights to it now, right? With how much they support the Wii, I'm surprised they haven't gotten a truck load of money to David Doak's house and followed with putting a gun to his head.
Heck just take Future Perfect and have the Call of Duty guys remap the controls for all I care.
JXCgunrunna @ May 6th 2009 1:36PM
Activision owns the 007 rights right now but im not sure if that is retroactive to games that were released years ago. for nintendo, this would seem like a nobrainer.
Highlar @ May 6th 2009 8:47AM
IGN has a preview up also on this (they were there too), and there was only one part of that online multiplayer preview of The Conduit that I found disheartening:
"High Voltage noted that you'll need to have set up friend codes in order to chat with each other, but friends of friends will be able to chat as well – in other words, if you have a friend in your lobby, and he has a friend in the lobby that you haven't friended yet, you can still chat with and hear him if you have WiiSpeak."
Sounds like you can only voice chat with friends, or friends of friends, as it puts it above. That's cooled my hype for Conduit a little. Not a lot, but just a little, for the online component. I thought we'd be able to voice chat with anyone, but I guess not now.
Other than that, the game is sounding outstanding. IGN has a couple of off-screen vids of the multiplayer game, and it looks like a lot of fun.
Mr Khan @ May 6th 2009 8:54AM
Would you really expect them to allow voice chat with randoms? The "friend of a friend" system is the most you could hope for in this case.
Highlar @ May 6th 2009 9:25AM
Yeah, but HVS comments on voice chat up to this point had been kind of vague, so I had been holding out hope. lol... But got shot down. *sigh*
guttertalk @ May 6th 2009 9:41AM
Keep in mind that HVS also made it easier to add players you meet in games to your friends list. So, if you meet someone and want to chat in game, add to your friends list.
Highlar @ May 6th 2009 9:57AM
Does this automatically add them to your friend code list, or do you still have to exchange FC codes, though? That's the question I ask to that. Is there a difference between Conduit friends and FC friends?
JXCgunrunna @ May 6th 2009 10:07AM
Quick question: Have you played Halo? that game is designed for 16 and 17 yearolds and has 12 year old playing it running around screaming all kinds of shit. thats on a system designed for a older demographic than what eveyone says the wii is made for. to me that means we will get even more 12 year olds running around screaming cuss words because more of them own the system