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Old 05-01-2014, 08:46 AM   #1
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Stealth Inc. 2 Announced as Wii U Exclusive

http://www.ign.com/articles/2014/05/...ii-u-exclusive


“We love Nintendo and we want to give Iwata a hug.”


by Luke Karmali
May 1, 2014


It's the announcement fans of the original have no doubt been longing for: Stealth Inc. 2 is real, and on the way later this year. Given the critical acclaim garnered by the title formerly known as Stealth Bastard, such a reveal is unlikely to cause too many eyebrows to raise. Nope, that'll be achieved by the fact the sequel is a Wii U exclusive.
Curve Studios has decided to bring its sequel to Wii U for a number of reasons, managing director Jason Perkins and design director Jonathan Biddle explained to me, not the least of which is, "We love Nintendo and we want to give Iwata a hug". That's all well and good, of course, but the key things I wanted to know upon sitting down with the duo is how this situation came about and what changes we should expect as a result.

The fact is, Stealth Inc. 2 won't mark Curve's first collaboration with Nintendo: far from it. The companies previously worked together on a series called Fluidity for 3DS and the original Wii that, while not selling particularly well, did manage to receive extremely good reviews. Biddle openly admits that many of the lessons learned while making the puzzler were put into practice on Stealth Inc. Perhaps this explains why, when the game was eventually released, Nintendo was a massive fan and actually asked Curve if a version for Nintendo platforms was possible. At that stage, with everyone working on an edition for Sony consoles, it looked unlikely, so they settled on the next-best thing: a sequel, designed exclusively from the ground up for Wii U and incorporating GamePad-centric features, including a co-operative mode.

We really feel being a bigger part of that smaller selection of titles could be good for us. We will be doing other Wii U games as well.
"

I guess we really wanted to expand what we did the first time," Biddle explains. "One of the things with the original is because the levels are very short and built around this punishing loop, where you make a mistake and get sent back a very short time. They’re very cerebral, but also very precise. If you play too many of those levels in a row then you get burnt out very quickly. You’ll come back later as you enjoy it, but playing too quickly you get frustrated. So what we wanted to do was smooth that out a bit so you have the same gameplay but you’re able to have some downtime.

"What we’re doing with the sequel is still having that test chamber-based gameplay, but we’re pulling back. A clone will escape from the test into the facility at large, and then we’ll have a Metroid-structured game that sits in front of the test chambers.

So you’ll explore the facility with a classic Metroidvania structure using abilities, getting to different areas and enemies in the exploration structure, but it’ll be more leisurely paced as regards the test chambers that you find and then enter in order to rescue the clones from within. There’s this dual-layer of gameplay so there’ll be intense tasks to do when you want, but also you can pull back and explore when you want to do more relaxed things. You’re not up against the clock any more so, if you can’t figure it, go off and leave it."





In terms of how the game will be organised as regards this new structure, Biddle explains that it'll centre on the new and improved role played by gadgets. The team weren't really happy with the role they played in the first game, largely due to the fact that the whole thing was completed in three months. Now, with more time and a clearer vision from the outset, the hope is to integrate gadgets to encourage both varied gameplay, and a means through which to keep the exploratory section of the game expanding.

There’s this dual-layer of gameplay so there’ll be intense tasks to do when you want, but also you can pull back and explore when you want to do more relaxed things.

"What we wanted to do this time was weave the equipment more fully into the game, to make it more of an integral part," he says. "Now we have the idea that the facility is testing lots of different gadgets. The first game was the goggles, but different areas test different things.

In the first part of the game you’ll explore where the goggles are made and do tests based on them. Then you move onto a new section and explore another bit of equipment. Complete those tasks and beat the boss, you’ll unlock that bit of equipment to use in the exploration area. And so on and so forth to build power and access new places."

Curve wouldn't be drawn on what the new gadgets will be, but anyone hoping for jetpacks or grappling hooks should apparently think again. The team wanted to move outside of the traditional stealth-staples, and claim the devices they've got are unique and without widespread parallels. Alongside offering fun, the hope is the varied areas and gameplay will keep things feeling fresh, and again prevent the burn out they say people experienced with the original.

Despite all this, some are going to think Curve is absolutely mad for getting back into bed with Nintendo. Why opt to back what many consider to be a losing horse? The reason is two-fold, at least according to Perkins. On the one hand, positive past experiences mean Curve wants to help out Nintendo and is genuinely intrigued by the challenge and possibilities offered by the GamePad. The other reason is one of pragmatism.

“Whenever a Wii U game gets announced, people clamber all over it," Perkins admits. "We really feel being a bigger part of that smaller selection of titles could be good for us. We will be doing other Wii U games as well. To really, properly give Iwata a hug. We’re not nervous. It’s a good decision for us."

It seems, then, that Stealth Inc. 2 could be the start of something beautiful between Curve and Nintendo. Of course, there's always the sneaking suspicion that the title could be a timed-exclusive rather than a full one. When I put such a suggestion to the duo, the lack of flat-out denial is telling.

"We're just talking about Wii U today," Biddle says with a smirk, before Perkins adds, "We'll see how it goes." Indeed, we will but, in the meantime, the forecast for Wii U owners is looking a little brighter.
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Old 05-01-2014, 08:48 AM   #2
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http://www.gamespot.com/articles/the.../1100-6419285/


"The good thing about releasing on Nintendo is, you're not competing with a lot of other people," Curve Studios' Marketing Manager Rob Clarke told Gamespot. "Even as an indie publisher we always fight with AAA for space on the storefront. With Nintendo, we know they're gonna support us. We also know that we're not having to compete with, say, Watch Dogs for example."

"Yes, there'll be [Mario Kart 8]. But because Nintendo plans its first games out so well, and they have so much control over first-party stuff, we know where we fit into its plans. It's a different experience to working with Sony, but hopefully it'll pay off."

Stealth Inc 2 sees players return to PTi Industries, but this time with full run of the facility rather than just its test chambers. New equipment is promised, as well as co-operative play via the Wii U GamePad.

With all the doom and gloom surrounding the Wii U, and with many third-party publishers pulling support for the platform, an exclusive Wii U release is a risky move, or at least one that potentially limits Stealth Inc 2's audience.

"You get a bigger share of [the Wii U's] smaller audience", game director Jonathan Biddle told GameSpot. "There are less games being released on Wii U, so we'll get more time in the spotlight."

"We're kind of relishing the idea of being on Wii U. Us being exclusive to Wii U is gonna be news, people are gonna talk about it. No one's gonna miss this fact. That's what we're hoping will make up the difference. It's also good to be on the platform that's got all these unique features. We're gonna be supporting the gamepad, and it's nice to stretch your design muscles a bit harder."

The original Stealth Inc: A Clone in the Dark was released on PlayStation 3 in July of last year, with the PC version making its retail debut as Stealth Bastard Deluxe in 2011. For more on the game, check out GameSpot's review.
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Old 05-01-2014, 09:40 AM   #3
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It's creating quite a bit of controversy for just an indie title. That's exactly what they wanted.
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Old 05-01-2014, 11:54 AM   #4
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neat I guess, but the first wasn't something I enjoyed
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Old 05-01-2014, 12:49 PM   #5
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Wonder why they didn't keep the Stealth Bastard Deluxe title.
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