House of the Dead: Overkill - Out Now.

Anything to do with games at all.
Sarge

PostRe: The House of the Dead: Overkill (Wii) New Trailer pg4
by Sarge » Thu Nov 20, 2008 6:57 pm

House of the Dead: Overkill Collectors Edition Revealed

SEGA Europe Ltd. today announced the red hot Collector’s Edition for The House of the Dead: OVERKILL™ for release in PAL territories. This premium edition of The House of the Dead: OVERKILL arrives encased in an exclusive collector’s slipcase and is accompanied by an exclusive graphic novel. It will only be available through selected retailers as a pre-order bonus.

“Prelude to an OVERKILL” tells the fateful stories of Agent Washington and Varla Gunns, on the night before the violent and shocking events of the game. Illustrated by Steve Copter, of dissident punk band ‘Black Mekon’ (http://www.myspace.com/blackmekon), this specially-commissioned comic is only available in The House of the Dead: OVERKILL Collector’s Edition.

The House of the Dead: OVERKILL puts players in the shoes of Special Agent G and Detective Washington. Whilst mowing down waves of infected blood-thirsty zombies in a last-ditch effort to survive Bayou City, gamers uncover the horrific truth behind the origins of the House of the Dead.

The House of the Dead: OVERKILL will be released in February 2009, exclusively for the Nintendo Wii™

For more information about the game, please visit http://www.sega.co.uk


Image
ImageImage
Image

User avatar
Hero of Canton
Member
Joined in 2008
Location: GRcade
Contact:

PostRe: The House of the Dead: Overkill - Collector's Edition pg5
by Hero of Canton » Thu Nov 20, 2008 7:36 pm

Oar. Sum.

DML wrote:F'NARR!
User avatar
still
Member
Joined in 2008

PostRe: The House of the Dead: Overkill (Wii) New Trailer pg4
by still » Thu Nov 20, 2008 7:50 pm

Sarge wrote:House of the Dead: Overkill Collectors Edition Revealed

SEGA Europe Ltd. today announced the red hot Collector’s Edition for The House of the Dead: OVERKILL™ for release in PAL territories. This premium edition of The House of the Dead: OVERKILL arrives encased in an exclusive collector’s slipcase and is accompanied by an exclusive graphic novel. It will only be available through selected retailers as a pre-order bonus.

“Prelude to an OVERKILL” tells the fateful stories of Agent Washington and Varla Gunns, on the night before the violent and shocking events of the game. Illustrated by Steve Copter, of dissident punk band ‘Black Mekon’ (http://www.myspace.com/blackmekon), this specially-commissioned comic is only available in The House of the Dead: OVERKILL Collector’s Edition.

The House of the Dead: OVERKILL puts players in the shoes of Special Agent G and Detective Washington. Whilst mowing down waves of infected blood-thirsty zombies in a last-ditch effort to survive Bayou City, gamers uncover the horrific truth behind the origins of the House of the Dead.

The House of the Dead: OVERKILL will be released in February 2009, exclusively for the Nintendo Wii™

For more information about the game, please visit http://www.sega.co.uk


Image
ImageImage
Image


Brilliant ! - I'll take two !

Sarge

PostRe: The House of the Dead: Overkill - Collector's Edition pg5
by Sarge » Thu Dec 18, 2008 8:00 pm

1UP Preview

Hey look -- a House of the Dead game not being developed in Japan. That's different, as is the approach behind House of the Dead: Overkill. We recently checked in with Steve Pritchard, development director at developer Headstrong, and Sega producer Omar Woodley to find out more about motion controls, the possibility of vehicles, and an unlockable you get for playing "gangsta style."

1UP: In what ways did you guys design Overkill differently than you would have for an arcade game because you were making it for Wii?

Omar Woodley: We were able to push the envelope a lot more with the content of the game. Since it wasn't going to be up for public play at your local arcade where any seven- or eight-year old could play it, we went straight for the, dare I say, "Overkill" of content and excessive gore, cursing, and storyline. We gave ourselves more liberties in achieving a hardcore M rating.

1UP: What's an example of something in Overkill that you wouldn't have been able to include in an arcade House of the Dead?

OW: Some arcades are in more controlled environments but you have to be responsible for what's flashing up on screen when anyone could be walking past, so it makes sense that games in arcades are toned down in the amount of specific gore they show. With the title being a home version, we can be much more over the top in entertaining our audience. Another example would be the language used in Overkill. We use a large amount of curse words to convey the title's style and particular brand of humor. Not everyone is going to find that funny, though quite rightly it's not something you expect to overhear in an arcade.

1UP: Do you think Headstrong being a European studio makes the game different from previous games in the series in any tangible way?

SP: In terms of overall style, yes, very definitely. What we set out to do was to create something very culturally Western, specifically a riff on grindhouse, exploitation, cheap, and shocking cinema. That's not to say that Japan doesn't have its equivalent, but there's something we found particularly joyous about making that connection between schlock Western horror and classic House of the Dead gameplay. I also hope that Headstrong as a studio itself makes a real contribution to the series. Our team is at the cutting edge of development on Wii. Some of the effects we use in Overkill look cool and sound simple -- like motion blur -- but are very challenging to pull off on the hardware.

1UP: Did Sega issue any specific rules up-front about what has to be in a House of the Dead game and what you were free to change?

SP: In terms of actual content, they wanted to check in on the story, but there was very little changed when it came to the final game. House of the Dead is arguably the finest light gun series in gaming, so they wanted to check that the physical gameplay mechanics were up to scratch and had that HOTD feel, but otherwise we were allowed tremendous freedom in execution, style, and story and plot elements.

1UP: Will there be many motion-controlled actions or minigames that pop-up in the middle of the story mode -- melee attacks, context-sensitive moves, etc. -- or will the gameplay be straight pointing and shooting?

OW: It is a shooter, but we have thrown in some fiendish adversaries that you will have to fight off with some context [specific] moves.

1UP: What kinds of motion-sensitive moves will be in the game -- shaking the controller, rotating it in a circle, swinging melee weapons...?

OW: Certain enemies will get too close for comfort. If they grab you, you'll have to follow the on-screen prompts to hammer them in the face and shake them off. Although they will occasionally get the drop on you, often you'll see certain mobs like the Fury scrambling towards you and you'll get a window of opportunity to take them out before they reach you. However, I know of a couple of testers who love the head smacking animations so much that they let themselves get caught every time.

1UP: Will there be any vehicles or chase scenes in the game?

OW: Well, really, the whole game is one big chase scene as our heroes pursue Papa Caesar across Bayou City and the surrounding area, but let's just say you'll make inventive use of an ice-cream van at one point, too.

1UP: Can you explain how the game's upgrade system works, and what kinds of items players will be able to purchase?

OW: We have tried to keep things basic and straightforward...really just letting the player jump in and not worry too much about specs -- basically, the bigger the better. You will have an assortment of handguns, shotguns and automatic rifles that you can upgrade, increase damage and clip sizes, etc.

1UP: Given that this is a prequel, will we see any characters or bosses from other HOTD games?

OW: G obviously goes on to enjoy a fruitful career with AMS, so he's the main link with the rest of the series. Whatever happens to him in Overkill clearly changes his outlook on life though, because as you'll see, he starts off with a slightly different character compared to the one you're familiar with. Everything else is, pretty much, original to Overkill, but there are plenty of in-jokes in the scenes, the soundtrack, and the VO, and little hints here and there that fans of the series will hopefully get a real kick out of noticing.

1UP: Can you give us one fact or bit of trivia that no one knows about the game?

OW: There's a big number of extras in the game that unlock when you achieve certain goals and stats in the story mode, one of which only unlocks when you've capped 50 zombies "gangsta style." Aiming a Wii Remote sideways is harder than you'd think, but it does make you 50 percent more f***ing awesome.


http://www.1up.com/do/previewPage?cId=3171918

User avatar
still
Member
Joined in 2008

PostRe: The House of the Dead: Overkill - Collector's Edition pg5
by still » Thu Dec 18, 2008 8:02 pm

Do








want.

User avatar
Pred
Member
Joined in 2008

PostRe: The House of the Dead: Overkill - Collector's Edition pg5
by Pred » Thu Dec 18, 2008 8:39 pm

The Collector's Edition looks great. I don't normally buy them but I'll definitely make an exception for that one!

User avatar
Oxx
Member
Joined in 2008
Location: Worcestershire

PostRe: The House of the Dead: Overkill - Collector's Edition pg5
by Oxx » Thu Dec 18, 2008 8:41 pm

Is this the first Wii game to receive a Collector's Edition?

User avatar
Sirus
Member
Joined in 2008
Location: The fine line between stupid and clever.

PostRe: The House of the Dead: Overkill - Collector's Edition pg5
by Sirus » Thu Dec 18, 2008 11:10 pm

When this comes out I'll be getting me a couple of these.

Image

http://www.amazon.co.uk/Wii-Perfect-Sho ... 557&sr=8-2

Looks sweet and handles well too. Might pick up HOTD 2+3 as well...

User avatar
Dalagonash
Member
Joined in 2008
Location: Manchester
Contact:

PostRe: The House of the Dead: Overkill - Collector's Edition pg5
by Dalagonash » Fri Dec 19, 2008 12:45 am

When this is released I think I will have a little splurge on Wii lightgun games as I've missed HOTD 2+3 and Ghost Squad...

Image
I totally do this thing called StreetPass UK and it's real good like.
HSH28
Member
Joined in 2008

PostRe: The House of the Dead: Overkill - Collector's Edition pg5
by HSH28 » Fri Dec 19, 2008 12:57 am

SiRuS wrote:When this comes out I'll be getting me a couple of these.

Image

http://www.amazon.co.uk/Wii-Perfect-Sho ... 557&sr=8-2

Looks sweet and handles well too. Might pick up HOTD 2+3 as well...


Well...you know except for the fact they don't actually work...yeah perfect... :fp:

I would be excited about this game, but for the fact its been proved 3 or 4 times over that lightgun games don't work on Wii.

User avatar
Mafro
Moderator
Joined in 2008
AKA: based
Contact:

PostRe: The House of the Dead: Overkill - Collector's Edition pg5
by Mafro » Fri Dec 19, 2008 1:07 am

Oh my.

Fisher wrote:shyguy64 did you sell weed in animal crossing new horizons today.

Twitter
User avatar
Neph
Member
Joined in 2008

PostRe: The House of the Dead: Overkill - Collector's Edition pg5
by Neph » Fri Dec 19, 2008 1:41 am

HSH28 wrote:
SiRuS wrote:When this comes out I'll be getting me a couple of these.

Image

http://www.amazon.co.uk/Wii-Perfect-Sho ... 557&sr=8-2

Looks sweet and handles well too. Might pick up HOTD 2+3 as well...


Well...you know except for the fact they don't actually work...yeah perfect... :fp:

I would be excited about this game, but for the fact its been proved 3 or 4 times over that lightgun games don't work on Wii.


Yet again wrong :roll: :roll:

If you have played any light gun games on Wii you would infact know they work very well so please don't spout your gooseberry fool thank you.

User avatar
Hero of Canton
Member
Joined in 2008
Location: GRcade
Contact:

PostRe: The House of the Dead: Overkill - Collector's Edition pg5
by Hero of Canton » Fri Dec 19, 2008 7:39 am

HSH28 wrote:I would be excited about this game, but for the fact its been proved 3 or 4 times over that lightgun games don't work on Wii.


Sometimes I'm so close to putting you on the foes list.

DML wrote:F'NARR!
User avatar
Tragic Magic
Member
Joined in 2008
Location: Leicester
Contact:

PostRe: The House of the Dead: Overkill - Collector's Edition pg5
by Tragic Magic » Fri Dec 19, 2008 8:25 am

How much are those gun grips and are they any good? I wanted to get an official Nintendo one but they're out of stock everywhere.

EDIT - Got one, new with Link's Crossbow Training for £15. That's a good price right? Should make Ghost Squad and Umbrella Chronicles more fun anyway. :mrgreen:

User avatar
Hero of Canton
Member
Joined in 2008
Location: GRcade
Contact:

PostRe: The House of the Dead: Overkill - Collector's Edition pg5
by Hero of Canton » Fri Dec 19, 2008 9:33 am

I really like LCT. It's flawed, sure, but it's a fun little high-score challenge.

DML wrote:F'NARR!
User avatar
Pred
Member
Joined in 2008

PostRe: The House of the Dead: Overkill - Collector's Edition pg5
by Pred » Fri Dec 19, 2008 11:14 am

Dalagorinch wrote:When this is released I think I will have a little splurge on Wii lightgun games as I've missed HOTD 2+3 and Ghost Squad...


I still haven't bought both of those games either, despite wanting to buy them for quite a while now. They're both under £15 each now so I'll definitely try to buy them soon. Having both of those should keep me going until this is released in February.

For those who have one, or an alternative: is the Zapper, or something like the one posted above, worth buying? I probably wouldn't mind using the Wii remote on its own but I was just wondering if they're any good or not.

User avatar
Sirus
Member
Joined in 2008
Location: The fine line between stupid and clever.

PostRe: The House of the Dead: Overkill - Collector's Edition pg5
by Sirus » Fri Dec 19, 2008 3:53 pm

Sled wrote:
Dalagorinch wrote:When this is released I think I will have a little splurge on Wii lightgun games as I've missed HOTD 2+3 and Ghost Squad...


I still haven't bought both of those games either, despite wanting to buy them for quite a while now. They're both under £15 each now so I'll definitely try to buy them soon. Having both of those should keep me going until this is released in February.

For those who have one, or an alternative: is the Zapper, or something like the one posted above, worth buying? I probably wouldn't mind using the Wii remote on its own but I was just wondering if they're any good or not.


Personally I find grips like the Wii zapper a bit awkward to use, since I'm not used to the trigger being so far down the grip. If you want that real arcade feel to the games (and I do) then the Perfect Shot is pretty much the best you're going to get. Be warned though, it does have a slot at the base of the grip that you can plug the nunchuck into, but It's pretty awkward to use it like this, so if you want to use the nunchuck as well you might be better off with the zapper.

Here's a nice video review of some of the different shells if you're still undecided.

http://www.youtube.com/watch?v=Gd2ucfid5UQ

User avatar
Mafro
Moderator
Joined in 2008
AKA: based
Contact:

PostRe: The House of the Dead: Overkill - Collector's Edition pg5
by Mafro » Sat Dec 20, 2008 12:08 pm

The collector's edition appears to be a GAME exclusive.

Fisher wrote:shyguy64 did you sell weed in animal crossing new horizons today.

Twitter
Sarge

PostRe: The House of the Dead: Overkill - Collector's Edition pg5
by Sarge » Sun Dec 21, 2008 10:59 am

IGN - Hands On

The House of the Dead: Overkill has been billed as "The hardcore you've been waiting for" since its first unveiling just a few months ago. As we've said before though, we knew something was cooking with the House of the Dead series long before 2&3 were released as a port to Wii, so our anticipation for this balls-out blast-fest has been building for quite some time now.

On the more personal side of things, I've been a lightgun fan since the start of the genre, having played my way through every SEGA offering across every possible platform; specifically Dreamcast, when I didn't get it straight from the arcade tap. So when a new House of the Dead title makes its way around it's serious business. After about seven hours with the latest previous build of Overkill, taking periodical stops to go back and push through HOTD2 and 3 for a little refresh, I can say that Overkill is certainly a different breed from its predecessors, but it also packs one hell of a punch.

The builds we're playing on now are still very much "work in progress" mode all around. Buttons don't always work when in the interface, glitches riddle the game and often freeze or momentarily halt progress as we blast through a little two-player co-op or duel wield mode, and random issues are still being ironed out. Not a problem, and as long as everyone reading this is clear that these issues are here, and that we're going to carry on (much like we do with most preview builds) that the blatant issues we see will be fixed – that's just the nature of game development – you should have a good feeling of what Overkill offers House of the Dead newcomers and veterans alike by the end of my little rant here.

For starters though, I need to mention the interface and presentation, and the sheer amount of "awesomeicity" (the state of being awesome) that comes with it. With the entire game taking on a grind house feel to it, Overkill is one of the first games on Wii that I've played that doesn't instantly feel like a Wii game. What do I mean? The attention to its style and design, the flow from screen to screen during interface areas, the fact that every asset feels design specifically to put payers in the mood of the game; it's all in here. Cheesy rock music plays in the background while players use IR to select options and modes via gigantic character cut-outs seemingly pulled directly from campy horror/grit cinema, various selections in the game have you grabbing knobs with the IR and then twisting the Wii-mote as if you're actually turning a dial, and the backdrops give the same feeling as the already shown off box backgrounds and character designs. If it could have been on a poster of Attack of the Giant "Insert Normally Small Creature Here" 4, it has a place in Overkill.

Before I hop into the levels that I'm allowed to chit-chat about though, there are a few other notes that should be made on interface and options. SEGA has already announced that there will be alternate playthroughs in the game, as well as some party-like multiplayer modes to check out, and those are already being teased in this build with "Coming Soon" logos over the selection option. Outside of that, duel wield mode is available right before stage select, and allows you to actually select any other gun you've got unlocked for your second hand, knowing to have only one score and health bar up top in the game HUD. Being a huge fan of duel wield (I went crazy with duel Wii-mote videos in Ghost Squad when we got the game last year), I'm extremely pleased to see that a full-on mode made the cut.

Also included is the IR Calibration mode, taken from House of the Dead 2 & 3, and it works pretty well, if not for the general lack of forgiving space in Wii's own cursor technology. You still need to stand far enough away so that you can point around the screen without having the Wii itself lose the IR on the top, bottom, left, or right of the screen, but once you go into calibration mode, it is possible to play through the game with the cursor off; the way light gun games were meant to be played. As long as you don't move around after calibration, and are using a top-mounted gun shell (such as the Nyko Perfect Shot, or similar "Wii-mote on top" pistol shells) it feels pretty similar to what you get in arcades.


SEGA is also fine with me dropping some info on the gun store, which has some serious potential for Overkill. Before heading out on a mission, each player can select two weapons from the list of unlocked guns. After each mission, based on health, multiplier status, and a few other aspects you'll be awarded cash, which can be used to buy and upgrade new weapons. The list we have in our build (we'd assume it's the full set, with maybe one more uber-gun for completing every mode or something) is the default Magnum, the Hand Cannon, Pump Shotgun, Semi Auto Shotgun, Machine Pistol (looks like a Scorpion, or "Klob" from Goldeneye) and an Assault Rifle that resembles the new XM8, a newer, actually US combat rifle replacement contender, fan-favorite for military shooter fans.

All of these guns can be upgraded to reduce recoil, up fire rate, make the clip size bigger, up the damage, and down the reload time. At its default level, the Magnum does some decent damage – maybe an ideal gun for children, perhaps? – but in its fully-upgraded state it can back some serious limb-blasting power. The auto shotty alone has the ability to blast off limbs with every shot, and in its upgraded state will leave zombies strewn about in a delightfully-chunky paste. The rifle, on the other hand, packs a serious punch when pushed to the limit, as it's pretty common to cut the undead off at the knees before the torso has a chance to hit the ground. This can be done when duel wielding as well (or co-op shots placed directly on the knees with magnums), but when a single player with a single gun can basically cut a line of zombies in half with enough skill, you've got my money right then and there.

As for the levels, SEGA has cleared three levels for discussion so far, and those include Papa's Palace of Pain (the original hands-on level Matt did), Ballistic Trauma, which is set in a zombie-infested hospital, and the first carnival level ever shown in our early, early hands-on with the game, "Carny." Each of the three levels bring something fresh to the game, but since we've already had a chance to talk about Papa's Palace of Pain, I'll keep that one short.

In Papa's Palace of Pain, you've got a few basic "save the civilian" areas at the beginning of the level, teamed with some classic Resident Evil-inspired mansion crawling. There are a few key areas that are pretty interesting, having a balcony snipe area where you can blast the undead from a distance with your equipped guns, a main hall with a droppable chandelier for surprise zombie "crushification" (the state of crushing), and lots of close-quarters combat with rushing zombies, complete with under-the-desk rolling and some sweet through-window-action. Things are still a little dark in each of these levels, but that's something already being tweaked on internal builds. Since this is an earlier level, most of the gunwork used will be magnum shots, and while you'll see the occasional arm bust off or headshot, things are pretty tame. Random shots will break windows or knock pictures off the walls (no shooting out lights though), but if I had only taken the first level for a spin I would have been pissed that there wasn't more limb-busting action. The first HOTD games had it, but to get to the real grit of the game you'll either need to have perfect aim on elbows and knees (not arms and legs; literally the joints of the zombies) to knock them off from the get-go.

Ballistic Trauma is the next level in the bunch, which marries all the regular pop-in designs and hallway work from the original level with a bit more zombie mobility. Players rush through hallways blasting away at zombie nurses, clearing off operating tables occupied by stirring undead, and eventually crashing through windows to get out to a rooftop where a helicopter is seen crashing to the ground. In a previous build we had, that's where the demo would end, but the latest update had us rushing over to the chopper and blasting flaming zombies, and eventually working our way back inside to do battle with a creepy screaming zombie-lady in what looks like a solitary confinement room. All the while zombies are crashing in through windows and breaking down doors during Ballistic Trauma, and while the game isn't as quick in pace, firing, or reload overall as say, House of the Dead 2, the pace picks up by the second level considerably.


And then there's Carny. Carny is by far our favorite area so far, despite the fact that it's extremely dark and still in a visually rougher state than the other levels. A haunted carnival is the perfect place for a zombie infestation, and Carny delivers from what we've played so far, having the undead lumbering through game stands or rocking out to a music stage also inhabited by the infected. The initial trailer from the game shows a ride breaking apart and crashing in front of players, and that's here too, actually breaking through an area of the level that you'll then move around and continue on your way from.

There's also a section where you get on a cheap carnival rollercoaster (one of the "Mr. Toad's Wild Ride" ones that are basically built inside a barn), and drive around in pathetic little circles while running over undead and blowing the hell out of flammable hanging skeletons. The amount of gore chunks in this area is practically arousing, as long as that doesn't sound strange and demented to anyone.

Carny has a few other great moments too. Later in the level zombie football players come crashing through the grandstands, and the lumbering fatties – now impervious to head shots due to their newly-acquired headgear – proceed to rush agent G and Washington. The best way to take them out is to rock a few well-placed shots to their chests, but cut them down at the legs and they'll come crawling towards you head-first, now almost completely protected by their helmets. The whole level ends with a fight against a two-faced mutant man from the carnival's freak show. After eating a zombie's head off, he reveals that he's got a tiny man growing out of his chest and stomach (Similar to Kuato from Total Recall). We shot that tiny man in the face with lots of bullets. Classic.

That's three out of the seven areas – assuming there isn't an eighth mystery finale –and already Overkill is looking to be shaping up quite nicely. When stacked against it's competition, Overkill has a similar, moody style just like Umbrella Chronicles does, though the IR tracking is better (still not quite as smooth as Ghost Squad) than Capcom's offering. You won't find branching paths, and it is odd as such a fan of classic House of the Dead to be playing a slightly slower, inherently different take on SEGA's series, but I'm having a blast with Overkill so far, and with the team still plugging away it can only get better. Hopefully the game stays as fresh and fun in the next levels as it has in these first three, and the level of polish has to be there to really make this one a must-have title. It's violent, bloody, and filled with inappropriate language; I'm pretty sure I just heard Miyamoto's head explode.

That's all I've got for the latest hands-on with the game, but before you head off I think it's appropriate to give this over-the-top game a quick over-the-top critic quote. Here it goes. "Overkill is the most hard-hitting, gun-toting, zombie-punching shooter on Wii. So hardcore, it will tear your face off."


New Gameplay Footage

ER of the Damned

Zombie Clowns

User avatar
Mafro
Moderator
Joined in 2008
AKA: based
Contact:

PostRe: The House of the Dead: Overkill - Collector's Edition pg5
by Mafro » Sun Dec 21, 2008 12:10 pm


Fisher wrote:shyguy64 did you sell weed in animal crossing new horizons today.

Twitter

Return to “Games”

Who is online

Users browsing this forum: ITSMILNER, kazanova_Frankenstein, Monkey Man, Poser, Xeno and 338 guests