Monster Madness: dead rising on other consoles too?

Posted Apr 19, 2007 at 8:37PM by QJ Staff Listed in: PS3, Wii, Xbox 360, PC Gaming Tags: Artificial Studios, Downloadable Content, Nunchuk, Unreal Engine, Wiimote
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Monster Madness: Battle for Suburbia from Artificial Studios - Image 1In an interview with EuroGamer, Jeremy Stieglitz of Artificial Studios dropped a couple of on-the-horizon bombs of where their crazy top-down shoot-'em-up title is heading for. Monster Madness: Battle for Suburbia is about to comfortably set down its bottom onto the Xbox 360 and PC this May, but have you ever wondered if its zombies will eat its other neighbors (i.e. the PS3 and Wii)?

Well, Stieglitz does show signs of interest for further expansion of the game. Firstly, those who have the 360 and PC versions of the game can expect some downloadable content:

Eurogamer: Do you have more Monster Madness planned for the future, and will we see downloadable extras for the game?

Jeremy Stieglitz: We've really grown attached to the cast and characters of Monster Madness and we would love to take them through other adventures, adding some new friends along the way. Let's just say that the game's multiple endings leave it pretty clear where the zany story will go. We are also planning on adding downloadable character costumes, multiplayer levels and other game enhancing content through Xbox Live.


Yes, we'd definitely want to see more of Carrie and Jennifer. Playing a zombie-fest game as a hot chick has always been our fantasy. Now as for a possible game on other consoles:

Eurogamer: Will we see Monster Madness on PS3 or Wii?

Jeremy Stieglitz: We would love to bring Monster Madness to other platforms. We're definitely looking into possible PS3 and Wii versions, but I can't say anything definite just yet.


Yes, the interest has been expressed for a cross-platform jump. What we do want to point out now is that the game runs on the Unreal Engine 3. Now, let's visualize: UE3 + PS3's Cell Processor, anyone? Hordes of zombies and rotting flesh on high-def, FTW! And hey, getting to play the crazy free-for-all with the prospect of using the Wiimote and Nunchuk ain't that shabby either.

More of the interview behind the Read link below.

 
 
 

Comments [refresh]

by Quixand - 2007-04-19 15:31
» naah

i'm really more interested in Sony being able to keep its exclusives rather than drawing other console's exclusive titles into its fold...



i just think that Sony has better exclusive games and i'd rather see them keep those... i don't really care if PS3 don't get any games from outside as long as they don't lose any... Sony will always have a better library if they can do that.

by Joe - 2007-04-19 16:21
» a

I wonder if the listing on EB games is real. At EB games they have it listed coming out a couple months after the PC and 360 version.



http://www.ebgames.com/product.asp?product%5Fid=270046

by flyinever - 2007-04-19 19:48
» anybody paly eve?

I like EVE on-line. It's vast, and imense. You can do what ever you want in that game. Wanna be a cop, be a cop. wanna smuggle, then do it. so on and so forth.



http://www.funingame.com



I hope this will help you.

by Lurker - 2007-04-20 03:02
» This made me laugh

Now, let's visualize: UE3 + PS3's Cell Processor, anyone?



So we can have frame rate issues? hahaha.



My PS3 is doing was it was designed for, Bluray. Its the cheapest bluray player at the moment, and possible the only future proof player. The PS3 did good as a bluray trojen horse, but its a lack luster game system.



It was designed to push bluray, nothing else. But hyped as a game system, which it clearly lacks in.

by Seoulfood - 2007-04-20 04:42
» hahaha

That's funny, but it's not really the processor's fault that there are framerate issues, it's the developer. When you can make a game like Resistance run solid, or even Ninja Gaiden run at a solid 60FPS AND 1080p, I think that's a testament to what the processor CAN do, but isn't doing a lot.

by Xbox is the best - 2007-04-20 10:14
» Microsoft

Microsoft has the most powerful platform again, after doing a little research sony made an error in their press release when ps3 was first shown back in 2005 claiming over 2 teraflops, the ps3 is less than 6 gigaflops, the 360 is the first game console released to reach 1 teraflop, and the polygon power for the ps3 which sony never released is 333 million polygons per second while 360 as some already know is 500 million polygons per second, with all of that said the ps3 will still produce amazing looking games, for those that want a link there is none, but these are the facts, believe it or not.

by Xbox is the best - 2007-04-20 10:27
» Ps3 GPU Specs

Here are the official RSX specs,

Looks like the RSX does more Shader Operations than the Xenos. The RSX is pretty strong!

----------------------------------------------------

500 MHz G70 based GPU on 90 nm process

300 milllion transistors total

Multi-way programmable parallel floating-point shader pipelines

Independent pixel/vertex shader architecture

24 parallel pixel pipelines

5 shader ALU operations per pipeline per cycle (2 vector4 and 2 scalar (dual/co-issue) and fog ALU)

27 FLOPS per pipeline per cycle

8 parallel vertex pipelines

2 shader ALU operations per pipeline per cycle (1 vector4 and 1 scalar, dual issued)

10 FLOPS per pipeline per cycle

Announced: 74.8 billion shader operations per second theoretical maximum ( ((5 ALU x 24 pixel pipelines) + (2 ALU x 8 vetrex pipelines)) x 550 MHz )

Calculated: 68 billion shader operations per second theoretical maximum ( ((5 ALU x 24 pixel pipelines) + (2 ALU x 8 vetrex pipelines)) x 500 MHz )

Announced: 1.8 TFLOPS (trillion floating point operations per second)

Calculated: 364 GFLOPS ( ((27 FLOPS x 24 pixel pipelines) + (10 FLOPS x 8 vertex pipelines)) x 500 MHz )

8 Render Output units

24 filtered and 32 unfiltered texture samples per clock

Maximum vertex count: 1 billion vertices per second (8 vertex x 500 MHz / 4)

Maximum polygon count: 333.3 million polygons per second (1 billion vertices per second / 3 vertices per tirangle)

Maximum texel fillrate: 12 gigatexel per second fillrate (24 textures x 500 MHz)

Maximum pixel fillrate: 16 gigasamples per second fillrate using 4X multisample anti aliasing (MSAA), or 32 gigasamples using Z-only operation; 4 gigapixels per second without MSAA (8 ROPs x 500 MHz)

Maximum Dot product operations: 33 billion per second

128-bit pixel precision offers rendering of scenes with high dynamic range imaging

128-bit memory bus width to 256-MiB GDDR3 VRAM

Memory clock: 1.3 GHz (650 MHz × 2)

Maximum bandwidth bitrate: 20.8 GB per second

Support for a superset of DirectX 9.0c/API and Shader Model 3.0

S3TC


by Xbox is the best - 2007-04-20 10:35
» alright

alright no link but here are the specs just to backup what I just said.

by 1nf4m0u5 - 2007-04-21 02:15
» last time i checked most powerful doesnt mean best

fanboy much

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