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X-Men Origins: Wolverine

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Uncage hours of additional gameplay with the first downloadable content for X-Men Origins: Wolverine, available now exclusively on XBOX 360 and Playstation 3 videogame systems. Experience the ultimate combat utopia: One complete level, four intense simulators, limitless user-created scenarios - Every move, every enemy, every environmental object.

 

Start with the Custom Combat Arena: Create any combo of enemies from the story. Endless permutations of exciting gameplay await. Then head to the Ladder Challenge Room and withstand wave after wave of increasingly difficult enemies. Next, the Environmental Room - creatively skewer enemies using every object found in the game. In the Dismemberment Room, select body parts on holographic soldiers, hit a button and watch the spectacular results.”
Click here for full details on the long-awaited Weapon X Arena downloadable level for X-Men Origins: Wolverine.

 

Originally posted on June 14, 2009

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Inside Look: Blur Cinematics

Posted by ZenTech Jan 13, 2012

 

We have worked with Blur Studio in the past on the CG cutscenes for X-Men Legends II and Marvel: Ultimate Alliance, so we knew right away we wanted to work with them for the X-Men Origins: Wolverine video game.�

 

When we first started working with Blur 4-5 years ago, we realized pretty quickly they are a passionate bunch - so the best way to work with them is a lot of back and forth. This means instead of writing up full scripts, we just write up partial scripts and let Blur come back with their thoughts. From there, Blur moves onto the storyboard phase - this is really crucial because it’s easier to make major changes at this point.

After we go back and forth on the storyboards, Blur works away and starts to deliver animatics (partially animated, partially modeled movies). These are always very cool to see (and a lot of times very funny). There was one scene for the “Wolverine Quits” cinematic involving Wade Wilson that looked pretty bad. But what’s great about Blur is you know when they deliver final, it will be perfect. And man did they nail it on that whole cinematic – I think it might be one of their best.

There’s another cinematic where it shows Blur knows their comic book characters – Wolverine has to free himself from being chained up and...man, it is not for the lighthearted. I think 99% of people are going to wince when they see it.

There are times when we would disagree on points in the cinematic and get in a pretty intense discussion. But it’s all worth it – and I love Blur for how much they believe in the character and their work.

 

Originally posted on May 16, 2009

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Inside Look: Puzzles

Posted by ZenTech Jan 13, 2012

 

I’m Nathan Peters, the community manager at Raven. You might have seen me on the boards as Weapon 8. By this time you know how badass the team here at Raven has made Wolverine, from the attitude down to his ferocity. But there are points in the game where it will take a little more than adamantium to progress.

 

Some of the puzzles you will encounter are fairly simple. For example, shortly after the adamantium is bonded to Logan’s skeleton and he makes his escape, he finds out that his powers have been suppressed as an insurance policy against him. Now he’s vulnerable, and head-on confrontation will certainly end badly. Logan avoids guards whenever possible, trying to make it to a scientist who wants to help him. He comes across a door and a power cell to turn it on. He gets through, but you realize he needs yet another cell to power a lift in the next room. He’s got two things to power on, but only one cell to work with. The solution is straightforward, but you may find yourself scratching your head for a moment.

One of the more clever puzzles lies within one of the game’s unique levels, and it has multiple stages. The first part requires Wolverine to get to a power cell, which turns on a conveyor mechanism. Once that is going, he needs to find a way through a laser net that disintegrates anything not authorized to pass through. Your reward for getting past the puzzle? Your first fight with a Sentinel prototype.

Throughout the game, Wolverine will encounter small puzzles like these, not only to give you a more varied experience, but they serve to tone down the action for a moment and let your thumbs relax. But before you can say “what’s next?” it will throw you right back into a new challenge where you can do what Wolverine does best.

 

Originally posted on May 13, 2009

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Inside Look: Enemies

Posted by ZenTech Jan 13, 2012

 

Learn more about all the different kinds of enemies you’ll face in the X-Men Origins: Wolverine video game.

 

Hey everyone –, I’m Aaron San Filippo, a game programmer here at Raven Software. I’m going to talk for a minute about the enemies we’ve created for the X-Men Origins: Wolverine video game.

 

Creating Enemies That Can Stand Up To Wolverine

 

 

One of the big initial design challenges for X-Men Origins: Wolverinethe game was this: how do you take a character with razor- sharp claws, and create enemies and fights that are a challenge? Realistically, your standard enemy doesn’t stand a chance.

 

  But then again, we’re talking about the Marvel Uuniverse here.

One of the great things about working within this universe is that we have an incredibly deep pool of characters to borrow from. Tons of varieties of Mutants will attempt to stop you, from teleporters who evade your attacks, to "cloners," who create copies of themselves and try to overtake you by sheer numbers.

Oh, and of course you’ll get a chance to re-create some of the epic showdowns from the movie - Gambit, Sabretooth, Blob, Wraith, etc. And then we went ahead and threw in some extras, like the Sentinel Prototype, a giant Lava Mutant, and the massive Sentinel boss.

 

 

Step 2: Add the Fun

 

 

Once we had the initial ideas for these enemies, we planned out a set of behaviors and fighting styles for each one. The primary goal is for the player to be having a blast, and so for everything that every enemy can do, we always try to give the player an opportunity to do better. You are Wolverine after all!

One example of this is the Sentinel Prototype, who fires a barrage of homing missiles at you. If you time your button presses perfectly, you can deflect them back at him, inflicting massive damage.

This is just one example of a "countermove" that you can execute – - we’ve setup dozens of unique countermoves, so you’re always going to be seeing some new way for enemies to get owned.

That’s not to say you won’t be challenged –- there are definitely moments when you’ll be tested. We tried to give each enemy a unique role, and then combine them with other type of enemies that make each battle feel a little different from the rest. For instance, remember the Teleporter I mentioned earlier? They hate it when you use the Lunge move, and they’ll do everything in their power to stop you. This creates a real challenge when you’re also fighting a 20-foot tall Leviathan where Lunge is your best tool for the job. So don’t expect it to be a walk in the park!

 

 

Seeing Them All Together: The Weapon- X Arena

 

 

Early in development, we set up an "Enemy Test" map where we as developers could manually spawn in any enemy in the game. This allowed us to test the combat for any given enemy over and over again. Fighting enemies in their "natural environment" is awesome, but we always enjoyed being able to throw together combinations of enemies that you wouldn’t ordinarily fight together.

In addition, Jeremy Blumel, our visual FX art lead, setup a "Dismemberment Room" to test the various death animations and… ahem "effects" (use your imagination.). This stuff was all lots of fun to play with, but we hadn’t scheduled time to make it an official game feature.

But when GameStop approached us and asked if we could give them a "little something extra" for pre-order bonuses, we wanted to do more than just an extra costume or an action figure. We knew the combat was the best feature of the game, and so we jumped at the opportunity to take these "behind-the-scenes" features and put them in the hands of players. Between the Dismemberment Room, the Environmental Kill Room, The Ladder Challenge, and The Custom Combat Arenafour rooms, there are hours and hours of extra fun to be had. The last one in particular is my favorite, and probably has some of the toughest fights in the game. I can’t wait to see all your videos on YouTube. smile

 

 

 

 

 

 

Originally posted on May 08, 2009

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Inside Look: Cinematics - Bridge

Posted by ZenTech Jan 13, 2012

 

The Alkali Lake bridge sequence went through much iteration. We really wanted to have a scenario in which Wolverine was really being pursued, with high intensity and lots of FX.

 

It actually started off as a button-press event, with differing camera angles. We tried from the front, the side, various angles, free cam. We ended up trying out a mixture of both. So you start as a side cam, and it transitions to a front cam as you progress… ALL in real-time gameplay. The scene really portrays, and engrains even more… that Wolverine is uber… he is elite… it’s going to take more than a helicopter, missiles, and a collapsing bridge to stop him.

There were a few challenges along the way, though.

At first, the pieces were just objects with no real damage states. Around this time, the guys at Unreal added what’s called “Fracture” to their engine (which is of course what we used to build the game). This makes a dynamic piece of geometry that can be broken piece by piece, even seeing the inside of the broken model. So now, as you dash across the collapsing bridge, pieces of debris and dust surround you, and it makes the situation feel much more intense, as many of you will see!

Another issue was the helicopter. The placeholder model required a lot of tweaking, and it didn’t have a real way to “shoot.” It was around the time of developing this sequence that we decided to implement real helicopter A.I. This AI would follow a determined path, shoot on cue, have sounds etc. In fact, the entirety of the Bridge mission uses this implemented heli A.I.

I think it turned out pretty well. It made setting up the heli much easier. I’m pleased with the end result, and I’m anxious to see what people think of it when it arrives in stores!

 

Originally posted on May 08, 2009

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Inside Look: Sentinels

Posted by ZenTech Jan 13, 2012

 

Hello, Wolverine fans. Read on to learn how the Sentinel boss battle came together over the course of development.

 

From the beginning of the project, we knew we needed to have a huge Sentinel in the game AND have Wolverine take it down. Not only is this a classic Wolverine enemy, but it is an awesome game moment that shows off how badass Wolverine really is. Everyone was super excited and thought this was going to be the greatest boss battle ever. Then we sat down to plan it out and implement it, and we were slapped in the face with the cold, hard reality of how difficult it would be to really do it “right.”

The first hurdle we faced was, “How do we make something THAT big move around in the world and look good?” I won’t go into the technical details here, but there’s a whole slew of issues to overcome involving feet sliding, animations not blending smoothly and AI getting stuck. And of course, every little glitch that can occur is amplified by 1000% when you’re dealing with a 100–foot-tall character versus your normal six-foot-tall dude.

Our first instinct was to solve this problem using tried and true boss mechanics such as having the Sentinel remain in roughly the same place for most of the battle, occasionally stepping out to attack and always returning to his original position, or having the player run around on a higher plane than the boss, thus allowing us to “fake” him walking around like a giant, robotic puppet. We actually tried some of these approaches, but it never felt right. It always felt cheap or like something was lacking. We wanted the player to feel like Wolverine could go “toe-to-toe” with a 100–foot-tall robot. So in the end, that’s what we did. We literally put Wolverine on the ground right next to the Sentinel’s huge feet and gave the Sentinel the freedom to go wherever he chooses and do whatever he feels is necessary to take out Wolverine.

The next issue we had to conquer was, “How would Wolverine take down a Sentinel?” Most of our ideas centered on climbing up the Sentinel using Wolverine’s claws and dismembering him bit by bit as the Sentinel reacted to where you were on him at any given time. Rather than climb the Sentinel, we thought using our patented new “lunge” move would be perfect for hopping quickly around the Sentinel’s body.

Our first pass was an elaborate, timed, and almost puzzle-y sequence of lunges that Wolverine had to perform to get to key points on the Sentinel’s body. In these spots, Wolverine would rip parts off and get the Sentinel to destroy other parts of itself. While this had some really cool moments (like the part where Wolverine literally ripped the robotic baddy’s “eyeball” out before destroying him), most people found it difficult to figure out, and it really took away everything the player had learned up until this point in the game. It forced you to do a contrived series of tasks instead of just having fun doing what you already knew how to do. So, back to the drawing board it was.

The battle you will see in the final game is the culmination of over six dedicated months of work from a team of people. We have little bits of something from every dead-end path and crazy idea that ever came up during this time, and somehow it all comes together to deliver a truly epic moment in the game that I think you’ll really love. I don’t want to give too much away, but let’s just say the battle is drawn out over 100 miles of some of the most intense gameplay you’ll ever see in a game – with a finishing move you won’t forget.

 

Originally posted on May 05, 2009

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See How the TV Ad Was Made

Posted by ZenTech Jan 13, 2012

 

You might have seen the TV ad for X-Men Origins: Wolverine The Video Game over the weekend. Click play below to see exactly how this groundbreaking live-action shoot went down – from stunts and scouting to the director’s vision, check out what went into the spot now!

 

 

Originally posted on May 04, 2009

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Thank You

Posted by ZenTech Jan 13, 2012

I want to pass along the thanks of myself and everyone here on the Raven Wolverine Team to all you guys and girls that have made uncaged.com a great place to post about the game, the movie and comics in general.

 

It’s great seeing so many great debates or wild ideas - and the best part is you dudes keep it a friendly community to visit. We’ve barely had to jump on—you guys have been answering most of the questions for us. smile

This is the proudest I’ve ever been of a game. It’s been awesome seeing so much passion from you guys over the past few months. One of our big goals with each game is to listen to the fans—so we’ve been listening now and will continue to listen. We’d love to make a another Wolverine game and plan on listening to every opinion you have on this game to make the next one even better.

We are going to continue to visit and support the site with as much content and info on the game as we can even after the game release. So stick around and keep on discussing everything Wolverine and more.

You guys rock, thanks again!

Snikt!

Dan

 

Originally posted on May 04, 2009

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The wait is over! The X-Men’s fiercest hero digs his claws into retail stores globally with today’s release of X-Men Origins: Wolverine!!

 

After many months of inside-looks, blogs, chats and exclusive trailers and 3D screenshots, we could not be more excited to FINALLY get the game into YOUR hands. We’ll be on the forums and are eager to hear about your favorite moments and moves – please visit here and let us know your thoughts.

To commemorate the release, we’ve just uncaged the final, exclusive Launch Trailer. Enjoy and thanks again for all your support!

We have more content planned for the weeks to come; for now, go pick up the game and we’ll talk to you on the forums!

 


Developed by Raven Studios, X-Men Origins: Wolverine Uncaged Edition is available on Xbox 360™ video game and entertainment system, PLAYSTATION®3 and Games for Windows.� Also available now are unique versions of the X-Men Origins: Wolverine video game, developed by Amaze and rated “T” (for Teen) by the ESRB, on PlayStation®2 computer entertainment system, PSP® (PlayStation®Portable) system and Wii™ home video game system,  and E10+ on the Nintendo DS™ video game system.

 

Originally posted on May 01, 2009

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DOWNLOAD THE DEMO NOW!!!

Posted by ZenTech Jan 13, 2012

Not only is X-Men Origins: Wolverine now available in-stores, a fully playable demo is now available for free download as well!

 

Download the demo on Xbox 360 in North America and on PlayStation Network in Europe and Australia beginning today, May 1st. The demo will be available on both systems in North America on May 8th, while in Europe and Australia/New Zealand, the demo hits both platforms on May 16th.

Experience firsthand what PlayStation: The Official Magazine called, “The videogame industry’s first true-to-character Wolverine” with a demo containing all the features you’ve been reading about for months - Real-time Regeneration, Rage Attacks, Mutagens, Feral Senses and the Contextual Lunge Combat System await – download the demo now!

 

Originally posted on May 01, 2009

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Mike Majernik from Raven takes us through the Agent Zero helicopter battle

 

When designing the Agent Zero battle, we knew we wanted to have helicopters involved in some way because we’ve done some cool things with them in the past and it just didn’t seem very badass to have Wolverine in a battle against a guy with a sniper rifle.

Previously, Wolverine only interacted with one helicopter, but this time we wanted even more. This posed a slight challenge as to how we would get Wolverine from helicopter to helicopter. Then we had the idea to take our skydiving mechanic and incorporate it into the mix. So between each of the three helicopter sequences, you would leap off in some fashion and it would transition smoothly to a skydiving moment where you’d have to freefall and aim yourself to make your way to the next helicopter below.

Each of the three helicopter sequences is different. The first one involves the player trying to destroy the chopper while an enemy with a shotgun keeps trying to shoot you off the hood of the helicopter. Basically, you’ll use attacks and dodging to complete the sequence.

The second helicopter shows off our deflection mechanic. You’re near the tail of the helicopter and two Grenadiers lean out of the door and start to shoot grenades at you. You have to attack the tail to cut it off while hitting the block button at the right time to deflect the grenades away from you.

The final helicopter has Agent Zero in it, armed with his rifle. This time it utilizes dodging and attacking. You need to avoid his deadly rifle fire and rapidly tap the attack button to hold your claws up in the helicopter blades and bring down the helicopter.

This is just one example of how we have taken our existing gameplay mechanics and incorporated them into a new and awesome experience.

 

Originally posted on April 30, 2009

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See fans’ reactions to the exclusive Wolverine demo we gave at New York Comic-Con!�

 

Fans that attended this year’s New York Comic-Con got more than just Wolverine “foam claws” – they were the first in the world to see the game! Watch the trailer now to see their reactions and prepare for your own… the game releases in just a few more days!

 

Originally posted on April 28, 2009

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Inside Look: Rage

Posted by ZenTech Jan 13, 2012

 

When Wolverine goes into a berserker rage, people get all kinds of messed up…

 

Everyone knows about Wolverine’s claws, regeneration and adamantium skeleton. But one of the really defining characteristics of Wolverine is that he is teetering on the verge of losing it, and it’s been a battle for him to keep a check on it. And when he loses it, it’s nasty. When Wolverine goes into a berserker rage, people get all kinds of messed up.

This was something we felt we had to include to really nail his character, and it also gave us the opportunity to let Wolverine do some truly crazy stuff. On the one hand, making a Wolverine game is like a dream come true because he is the ultimate melee badass. On the other hand, he’s only got claws which are short range and not that versatile. The Lunge feature addressed the short-range issue, and Rage really let us do some attacks that are powerful, cool-looking and serve unique tactical purposes in our gameplay mechanics.

Fairly early on, we had the player building Rage during combat; that was the fairly easy part (though, like everything, it went through some iterations until we got the balance right). And we decided to make the control scheme for using them similar to the powers in the X-Men Legends games and Marvel Ultimate Alliance: hold the right trigger and you’ll see onscreen how each face button maps to a different power.

These Fury attacks (which are powered by Rage), though, took some time to pin down. We wanted to do cool and unique moves, and we also wanted them to let Wolverine attack in ways that his standard attacks didn’t. We tried a lot of different moves, and some just didn’t feel right, so we replaced them. Some showed promise, and we built on them. At some point, we just said “screw it” and went totally nuts with them. We set aside any limitations we had and decided to just make them as powerful and useful as possible. That’s when the moves really started to click. They were overpowered, but they were fun as hell. From there, we were able to balance them out but keep the fun factor.

Each attack has a tactical purpose, and we tried to give the player control over them so they felt engaged in it.



The Claw Spin, for instance, can damage lots of enemies around you for relatively small amounts of damage each, but you can keep tapping the attack button to keep it going and steer yourself so you can make sure you’re hitting the guys you want.

 



The Claw Cyclone does a sequence of radial damages and, likewise, you can aim it and chain it to keep it going and end with a powerful finisher.

 



The Claw Drill is great for taking down a single tough enemy. And Berserk offers both an offensive and defensive advantage for when you’re in trouble and need to turn the tide of battle.

We also made each Fury Attack upgradeable so that it gets more powerful and cooler as the game goes on – another way the player has control over these special moves.

So it took a while to get it right, but these moves were important to us and, in the end, we think they add a lot to the game. Especially with all the polish put into the moves in terms of animation, camerawork and FX, they’re some of the cooler combat moments in a game literally chock-full of cool combat moments.

 

Originally posted on April 28, 2009

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Inside Look: Feral Levels

Posted by ZenTech Jan 13, 2012

 

How many times in the comics and movies have you seen Wolverine take advantage of a situation with his feral senses?

 

Probably too many times to count. Remember in the movie X2: X-Men United, when the Xavier mansion is being raided by soldiers? Then Wolverine hears some guys sneaking around, and before they know what’s what, he’s already leapt out from nowhere and eviscerated them. How badass is that?!

In the X-Men Origins: Wolverine video game, we set out to make the definitive Wolverine game, and his feral senses are a big part of who he is. When you activate Wolverine’s feral senses, we want you to feel like a badass.

If you think about it, feral senses are kind of a strange concept to get across in a video game. How do you show a heightened sense of smell and hearing and make it a meaningful part of gameplay? By making sure that feral senses are useful in multiple situations – that’s how.

It should be something that you’d miss if it got taken away. For example, in the Weapon X facility the enemies fight dirty. They aren’t going to stand around and let you waltz on out of there. They will do anything they can do to stop you. They’ll set traps for you, they’ll lie in wait to ambush you, they will try to blind you with smoke grenades, and some will, foolishly, try to run away from you. Then—bam!—turn on your feral senses and literally see right through their tricks.

There is the one part in Weapon X facility where you’ve managed to get away from the enemy soldiers—or so you think. You enter a big room full of large machines and equipment. Everything is quiet, except for the humming machinery—maybe a little too quiet. Then you hear something. It sounded like a very faint whisper. You look around…nothing—no one is here. Must be hearing things. You move farther into the room. There it is again! You flip on your feral senses and see that you are surrounded by an entire squad of elite soldiers just waiting. Only, they don’t realize that you can see and hear them now. So, before they can spring their trap, you leap into action and the madness begins…

 


 

Originally posted on April 28, 2009

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Raven Sound Designer, Andy Bayliss, talks mini-guns, rocket impact and gunfire.

 

We have several events in the game where attack choppers show up and attempt to take out Wolverine. In some events, the helicopters are relentlessly destroying the environment around you and the focus is escape. Evade rockets, gunfire and the world crumbling down around you as you progress to the next area. In other events, the focus is attack. Wolverine has to lunge or skydive to a helicopter and then find some inventive way to destroy it or dispatch the pilots or soldiers within.

When developing audio for the helicopter combat, I decided to choose one or two elements to focus on in each portion of a given battle. If the chopper is fairly close, we’ll want to hear the power of its mini-guns blasting away at you. On the flip-side, if the helicopter is a bit further away, we instead focus on the impacts of its bullets and rockets. This helps to create a more immediate sense of danger around the player. Lastly, as Wolverine finds himself on the chopper itself, the audio focuses more on battling the pilot and damaging the vehicle. It’s a good way to keep the audio centered around the immediate gameplay and not get overwhelmed by the whirring chop of the helicopter blades. Each chopper fight in the game is different from the last and will definitely keep players on their toes.

 

Originally posted on April 27, 2009

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