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MadWorld

MadWorld[a] is a beat 'em up hack and slash video game developed by PlatinumGames, published by Sega, produced by Atsushi Inaba, and directed by Shigenori Nishikawa. It was released worldwide for the Wii in March 2009, and in Japan in February 2010. Although a commercial failure, MadWorld received generally positive reviews from critics. A spiritual successor, Anarchy Reigns, was released in 2012 for the Xbox 360 and PlayStation 3.

MadWorld
Developer(s)PlatinumGames
Publisher(s)Sega
Director(s)Shigenori Nishikawa
Producer(s)Atsushi Inaba
Designer(s)
Programmer(s)Masumi Tarukado
Artist(s)Yusuke Kan
Writer(s)
Composer(s)Naoto Tanaka
Platform(s)Wii
Release
Genre(s)Beat 'em up, hack and slash
Mode(s)Single-player, multiplayer

Gameplay edit

 
Jack impales a foe on a "rose bush", a wall of spikes. The game's graphics were inspired by, and have been compared to, Frank Miller's Sin City.

MadWorld is divided into several levels representing different parts of Jefferson Island that have been converted into sets for the game show DeathWatch. The player progresses through these levels in a linear fashion during the first playthrough, but can revisit any completed level to attempt to score more points or take on a harder challenge.

Most levels are open environments, allowing the player to explore them freely, although some sections of the level may require the player to earn a number of points before it will be accessible. A few levels feature motorcycle-based combat where the main character, Jack, is assaulted by foes as they race down a track or in a small arena. The player is challenged to beat the level's boss within a time limit, but in order to activate the boss fight, the player must accumulate enough points by defeating regular foes on the level. There are other challenges, bonuses, or mini-bosses that become active after the player accumulates enough points. A common feature of each of these levels is the "Bloodbath Challenge", a time-limited minigame that rewards the player for completing a specific type of activity with additional points. For example, the player may need to attempt to swing a bat at foes to knock them into a giant dartboard to score points, or to ensure foes are trapped in front of a speeding train. Outside of these challenges, the player is awarded points for every defeat of a foe. The number of points for beating foes increases by increasing the foe's power or using more unusual methods of winning. For example, while the player could throw an enemy on a wall, the player will earn significantly more points if they had previously forced a tire around the enemy.[6]

The player controls Jack from a third-person perspective using the Wii Remote and Nunchuk attachment for attacks and movement, respectively.[7] MadWorld does not make use of the Wii Remote's infrared sensor, as its developers found it unnecessary to pinpoint movements on the screen in order to attack.[8] When certain special attacks are possible, the player is prompted to press a button or move the controllers in a specific fashion to complete the action. In boss fights, the player must trigger special finishing moves that engage their foe in a series of quick time events in order to weaken, dismember attached weapons or defeat the boss, called Power Struggles. These are possible against certain normal enemies.

The game features extreme, over-the-top violence, but designer Shigenori Nishikawa intends it to be seen in a comical light despite the dark tone of the game.[9] For example, in a minigame called "Man Darts", players must hit enemies onto a giant dart board with a baseball bat to score points.[10] Because of the intended level of violence PlatinumGames was unsure of whether or not the game would ultimately be released in Japan, stating, "In certain markets there are a lot of limitations on the amount of violence you can show, so we definitely have the Western market much more in mind."[11]

MadWorld features highly stylized graphics that use a limited color palette of high contrast black and white with red, partially inspired by Frank Miller's Sin City graphic novels.[9]

Plot edit

Three days before the game's event, the fictional Varrigan City became a target for a group of terrorists called "The Organizers", who severed the island city's transportation and communication ties with the rest of the world. They released a virus onto its population that would kill them in less than a day. However, the Organizers informed the populace that any person that killed another would receive the vaccine.

The city was quickly transformed into the stage of a recurring game show called DeathWatch, with announcers Howard "Buckshot" Holmes (Greg Proops) and former DeathWatch fighter Kreese Kreeley (John DiMaggio).[12] The remaining citizens of Varrigan City and new hopeful ones become the show's contestants, hoping to become the top-ranked fighter in the game and win a large cash prize.

Jack Cayman (Steve Blum), a man with a chainsaw attached to his prosthetic arm, enters the games and manages to gain sponsorship from "Agent XIII" (Jim Ward). The game's organizers, led by Noa (Dwight Schultz), know Jack's motive is more than just to win, and learn that Jack works with someone on the outside. They come to learn that Jack was a former marine, police officer, and rogue agent, but now seems intent on a mission. Noa surmises that Jack is after Naomi Ann Boris (Kate Higgins), the mayor's daughter working in the city. While they plan to kill Jack, they realize he became an audience favorite, with many sponsors and viewers betting on his success.

Meanwhile, Jack meets Leo Fallmont (Danny Cooksey), a hospital doctor who was unwittingly trapped in the city but managed to obtain the vaccine. After telling Leo to stay low, Jack continues the mission. When Jack finds Naomi, he learns that she is the one watching the games and not getting in crisis. Jack leaves and continues to solve the case about the city's abnormal situation.

Meanwhile, the Organizers realize Jack as the reigning champ, who quit the games by signing on to the Chasers. As Jack nears the last battle against the reigning-feigning champ, the Black Baron (Reno Wilson), Agent XIII reveals himself to be Lord Gesser, an influential figure in politics and knows that the DeathWatch games were created to cause the attack, but admits that this particular incarnation of the games is solely driven by someone's greed, and passes on the name of Springvale to Jack and the Agency, which quickly recognizes the name as a pharmaceutical company and that they were the silent hand that had built (in anticipation of DeathWatch) much of the sets for the games as soon as the Organizers had released the virus.

After defeating the Black Baron at the end of the games, Jack blames Noa, who is shot and killed by Leo. After dealing with the armed forces, Jack disables the communication link with the Chasers and interrogates Leo. Leo tells Jack that his father was the president of Springvale Pharmaceuticals, who created both the virus and the vaccine, and was planning to use the televised DeathWatch event to show the effect of the virus as to blackmail anyone to pay for the vaccine under the outbreak. Leo admits that the company went bankrupt in the last presidential election and saw this route as the easiest way to recoup their losses. He is also at the games to be close to the action, fascinated by sports. Jack throws Leo off the tower to his death.

While the announcers complain about the irrelevance, Jack leaves Varrigan City.

Development edit

MadWorld was created by PlatinumGames, a studio founded by former members of Capcom's Clover Studio, in their attempt to make a game that would be "fun and attractive" for the Wii, but that would also have a high level of violence that would make it unique for the system.[13][14] The game was produced by Atsushi Inaba, who had previously produced Viewtiful Joe, and directed by Shigenori Nishikawa, one of the designers of Resident Evil 4.[14] The developers chose violence as the main theme of the title, but experimented with a variety of cartoon-like art styles to alleviate the violent content with a sense of humor, ultimately deciding upon a black-and-white aesthetic with splashes of red for blood.[13][15] Inaba and Nishikawa acknowledged the influence of Frank Miller's Sin City in the work, but also noted they borrowed from both Western and Japanese comic book styles to create a unique style.[13][14][15] Comic-book style text and sound effects are also used in the game.[14] The main character, Jack, was designed to be "big and tough" rather than traditionally heroic, with an appearance that suggests he "has been worn down by the world."[14]

MadWorld was developed primarily for a Western audience, and the team extensively analyzed American pop culture in search of material that was so extreme and unrealistic it produced a comedic effect. Inaba played a variety of games, such as Manhunt 2, to see how they portrayed serious violence and to avoid making those same choices with MadWorld. Nishikawa chose to focus entirely on combat, omitting extraneous puzzle-solving or collection elements, with the goal of making the game easy to play in short sessions. The game's motion controls were designed to be as intuitive as possible, with Inaba reflecting that "we've come to believe the Wii controller is actually more intuitive and more relevant for action games." An emphasis was placed on earning high scores, while "Bloodbath Challenge" minigames were used to incorporate additional variety into the game's design.[14]

The game was developed using Softimage for creation of the game's art, and a custom engine built to handle the art aesthetic and limitations of the Wii's memory. The game's sets are completely modeled with complex lighting features, but only normal maps are used to draw the game, avoiding the high-processing costs of light maps or layered textures.[13] This allowed the game's artists to have finer control of visibility and color balance in the game.[13] Though the developers attempted to add reflection mapping into the game, they found it did not fit well with the comic-book style and dropped it.[13] Explosions and other effects, normally created in other games using particle effects to achieve a factor of realism, were modeled with particles in MadWorld, but using specially-designed images to retain the comic book style.[13]

To overcome the lighting issues, the main character of Jack was modeled with two different textures, one used when he was in a bright area, and second used in dark areas that highlighted the main lines of the character's face.[13] Jack and other principal characters from the game were redesigned with the black-and-white features adjusted numerous times to make sure they did not simply blend into the background as the lesser enemies in the game.[13] Other characters were drawn and modeled to be as destructible as possible, with numerous versions of each character having missing limbs or other bodily harm. These were put together in 2000-frame animations that were then motion-captured; movement from one animation to another was blended out with the use of Hermite interpolation.[13] Blood spurts from each of the methods that Jack could use to kill a foe were each uniquely modeled to capture the appropriate trajectory for the type of injury, and often increasing the realistic amount of blood in order to make it stand out in the world.[13] The spatters of blood on the walls, floor, and other characters was modeled within the game using a collision detection system and a complex system for how the blood would interact with Jack's clothing.[13] Early builds of the game resulted in disorientation and eye strain due to the lack of colors. To avoid this, the developers limited the amount of on-screen movement and adjusted the game's textures to include more gradual changes from black to white.[13] While some of MadWorld relies on the Havok engine for modeling physical interactions in the game, the developers found they had to resort to their own programs to capture some of the reactions and behaviors of the enemies for many of the unique killing methods.[13]

Comparisons have been drawn between the game and Inaba's last project, God Hand, a comedy beat 'em up for the PlayStation 2. However, Inaba claims that while God Hand was developed for "hardcore" gamers, MadWorld is "a lot easier to pick up."[15] The game's use of over-the-top violence was intentional to add humor to it.[15]

The game's story was written by Yasumi Matsuno, famous for his design in the Ogre Battle series and a number of Square Enix titles. Matsuno was given two opposing guidelines to writing the scenario.[16] While the development team ruled that violence should acceptable in the game's world, Inaba expressed his desire for violence to be "denied in the end" due to current views of violence in the video game industry. Matsuno combined the ideas for MadWorld's DeathWatch gameshow environment: violence is both accepted and required within the show, but not outside of it.[16]

Proops and DiMaggio, who had previously worked together on animated films such as Asterix and the Vikings and Kaena: The Prophecy, were both contacted by the voice cast director Jack Fletcher to play the parts of the announcers for the North American and European release. While most of their lines were already scripted, the two were able to ad-lib during recording, with some lines being retained in the final game.[17]

Soundtrack edit

The music for the game was composed by Naoto Tanaka, PlatinumGames' in-house composer, along with four different local artists—Ox, Doujah Raze, Sick YG, and Bandy Leggz. Tanaka wanted to "write in American style music and tried to avoid a true Japanese style".[18] At the request of Inaba, the music styles included hip hop and rock, taking inspirations from the mashup album Collision Course from Linkin Park and Jay-Z.[18] Tanaka created the backtracks first using Cubase SX and ACID, then gave these, along with the general theme of the level associated with the music, to the artists for them to add lyrics and other performances. Tanaka received feedback from the American branch of PlatinumGames to refine the music to get the Western style down. Music was then assigned for the various stages and boss battles, requiring some revision of the existing works to make the music more apt for that stage of the game.[18] A total of 50 minutes of music was created for the game, and a soundtrack of the game's music was released along with the game in the United Kingdom and Australia.[18] The soundtrack was released in North America on June 30, 2009, by Sumthing Distribution.[19]

No.TitleArtistLength
1."Get It Up"Ox2:47
2."Come With It"Doujah Raze2:35
3."Survival"S.O.U.L. Purpose2:30
4."Body That"Ox2:36
5."Mad World"Optimus2:24
6."Ain't That Funny"Sick YG2:17
7."Lets Go!"Ox2:39
8."Death & Honor"Wordsmith2:30
9."Crazy"Doujah Raze2:34
10."Deathwatch"Doujah Raze2:32
11."Crimson Rain"Ox2:44
12."You Don't Know Me"Bandy Leggz2:22
13."Move"Ox2:40
14."It's A Mad World"Sick YG2:29
15."Bang"Ox2:26
16."Ride!!"Ox2:49
17."Breathe"Ox2:33
18."Look Pimpin!"Sick YG2:38
19."So Cold"Ox2:32
20."Soul"Ox3:49
Total length:52:26

Controversy edit

On August 19, 2008, Sega announced that MadWorld would not be released in Germany.[20] Despite the fact that Australia is also known for strict video game classification, the game was released there unedited, with an MA15+ rating for "strong bloody violence and strong coarse language".[21][22]

In a preview, Eurogamer commented: "It's difficult to understand why there's so much controversy surrounding MadWorld when the violence is so very Tom and Jerry... It really is hard to be offended... because it's just so ridiculous."[23]

On March 10, the National Institute on Media and the Family issued a press release expressing its disappointment in Nintendo for allowing MadWorld to be released on the Wii.[24]

Reception edit

MadWorld has received positive reviews from critics. In its April 2009 issue, Nintendo Power gave MadWorld a 9/10 rating. IGN gave the game a 9/10, praising the style, gameplay, and music, but criticizing the camera and short length, though it mentions that the hard difficulty level lengthens the game and increases the challenge considerably.[45]

About.com felt the game was more flash than substance, giving it a 3/5 and stating: "Divorced of its unique graphics and over-the-top presentation, this is actually a rather mediocre beat-em-up."[46] Game Informer disagreed, praising the deep combat system and arguing: "for an amateur to become a talented executioner, you'll have to lash out creatively, prolonging your victim's death through multiple phases of pain. MadWorld runs the gamut in violence, taking an encyclopedic approach to its variety in kills. Some of the bloodletting will make you squirm uncomfortably."[32] IGN opined: "MadWorld does not place emphasis on style over gameplay...there's plenty of fun, smart mechanics to back up the overwhelmingly slick look and sound of the title."[45] 1Up.com praised the motion controls stating, "The immersive combat (aided by shockingly-fun Wii Remote and Nunchuk controls) would not have been as enjoyable if played on a traditional gamepad."[27]

Sales edit

Sean Ratcliffe, Vice President of Marketing for Sega of America stated that, in terms of sales, "the first set of data for Madworld is very encouraging".[47] The game sold around 66,000 copies in its first month of release in North America, according to The NPD Group.[48] These sales numbers have been used by market research firm OTX Research to justify their assertion that hype and marketing do not translate into sales figures; MadWorld, while commanding the "highest level of unique interest" based on user input at IGN, ranks 41st in OTX's sales metric for all Wii titles.[49] Sales of the game have reached 123,000 units in North America as of August 2009.[50] MadWorld fared much poorer in Japan, where it debuted at number 33 on Japanese sales charts and only selling around 3,000 units during its release week.[51]

Legacy edit

Despite low sales for both MadWorld and The House of the Dead: Overkill, Sega stated that it would continue to explore mature games for the Wii, according to Gary Dunn, a director at Sega Europe, noting that such games have a long tail in sales as such games become more discounted.[52] On January 4, 2010, it was announced that Sega would not publish any future M-rated video games for the Wii.[53] However, PlatinumGames announced a few days later that they would like to do a sequel to MadWorld,[54] which ended up as Anarchy Reigns, a 3D fighting game for PlayStation 3 and Xbox 360 that was released in 2012 in Japan and 2013 in western territories.[55][56][57]

In a 2019 interview, Inaba called MadWorld one of the most enjoyable projects he had worked on.[58][59] On March 10, 2020, PlatinumGames celebrated MadWorld's 11th anniversary with new artwork of Jack created by lead character designer Masaki Yamanaka.[60][61]

Notes edit

  1. ^ Japanese: マッドワールド, Hepburn: Maddo Wārudo

References edit

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  61. ^ @platinumgames (March 10, 2020). "March 10 is the anniversary of MadWorld's original release! Eleven years ago today, we left Nintendo Wii systems across North America black, white and red all over. Masaki Yamanaka, MadWorld's lead character designer, marks the occasion with this new artwork of Jack! #MadWorld" (Tweet). from the original on March 10, 2020 – via Twitter.

External links edit

madworld, other, uses, world, disambiguation, beat, hack, slash, video, game, developed, platinumgames, published, sega, produced, atsushi, inaba, directed, shigenori, nishikawa, released, worldwide, march, 2009, japan, february, 2010, although, commercial, fa. For other uses see Mad World disambiguation MadWorld a is a beat em up hack and slash video game developed by PlatinumGames published by Sega produced by Atsushi Inaba and directed by Shigenori Nishikawa It was released worldwide for the Wii in March 2009 and in Japan in February 2010 Although a commercial failure MadWorld received generally positive reviews from critics A spiritual successor Anarchy Reigns was released in 2012 for the Xbox 360 and PlayStation 3 MadWorldDeveloper s PlatinumGamesPublisher s SegaJP Spike 4 Director s Shigenori NishikawaProducer s Atsushi InabaDesigner s Tokuro Fujiwara 5 Eiro ShirahamaHirono SatoTakahisa TauraProgrammer s Masumi TarukadoArtist s Yusuke KanWriter s Yasumi MatsunoJean Pierre KellamsKen PontacWarren GraffComposer s Naoto TanakaPlatform s WiiReleaseNA March 10 2009 2 EU March 20 2009 1 AU March 26 2009 3 JP February 10 2010 4 Genre s Beat em up hack and slashMode s Single player multiplayer Contents 1 Gameplay 2 Plot 3 Development 3 1 Soundtrack 4 Controversy 5 Reception 5 1 Sales 6 Legacy 7 Notes 8 References 9 External linksGameplay edit nbsp Jack impales a foe on a rose bush a wall of spikes The game s graphics were inspired by and have been compared to Frank Miller s Sin City MadWorld is divided into several levels representing different parts of Jefferson Island that have been converted into sets for the game show DeathWatch The player progresses through these levels in a linear fashion during the first playthrough but can revisit any completed level to attempt to score more points or take on a harder challenge Most levels are open environments allowing the player to explore them freely although some sections of the level may require the player to earn a number of points before it will be accessible A few levels feature motorcycle based combat where the main character Jack is assaulted by foes as they race down a track or in a small arena The player is challenged to beat the level s boss within a time limit but in order to activate the boss fight the player must accumulate enough points by defeating regular foes on the level There are other challenges bonuses or mini bosses that become active after the player accumulates enough points A common feature of each of these levels is the Bloodbath Challenge a time limited minigame that rewards the player for completing a specific type of activity with additional points For example the player may need to attempt to swing a bat at foes to knock them into a giant dartboard to score points or to ensure foes are trapped in front of a speeding train Outside of these challenges the player is awarded points for every defeat of a foe The number of points for beating foes increases by increasing the foe s power or using more unusual methods of winning For example while the player could throw an enemy on a wall the player will earn significantly more points if they had previously forced a tire around the enemy 6 The player controls Jack from a third person perspective using the Wii Remote and Nunchuk attachment for attacks and movement respectively 7 MadWorld does not make use of the Wii Remote s infrared sensor as its developers found it unnecessary to pinpoint movements on the screen in order to attack 8 When certain special attacks are possible the player is prompted to press a button or move the controllers in a specific fashion to complete the action In boss fights the player must trigger special finishing moves that engage their foe in a series of quick time events in order to weaken dismember attached weapons or defeat the boss called Power Struggles These are possible against certain normal enemies The game features extreme over the top violence but designer Shigenori Nishikawa intends it to be seen in a comical light despite the dark tone of the game 9 For example in a minigame called Man Darts players must hit enemies onto a giant dart board with a baseball bat to score points 10 Because of the intended level of violence PlatinumGames was unsure of whether or not the game would ultimately be released in Japan stating In certain markets there are a lot of limitations on the amount of violence you can show so we definitely have the Western market much more in mind 11 MadWorld features highly stylized graphics that use a limited color palette of high contrast black and white with red partially inspired by Frank Miller s Sin City graphic novels 9 Plot editThree days before the game s event the fictional Varrigan City became a target for a group of terrorists called The Organizers who severed the island city s transportation and communication ties with the rest of the world They released a virus onto its population that would kill them in less than a day However the Organizers informed the populace that any person that killed another would receive the vaccine The city was quickly transformed into the stage of a recurring game show called DeathWatch with announcers Howard Buckshot Holmes Greg Proops and former DeathWatch fighter Kreese Kreeley John DiMaggio 12 The remaining citizens of Varrigan City and new hopeful ones become the show s contestants hoping to become the top ranked fighter in the game and win a large cash prize Jack Cayman Steve Blum a man with a chainsaw attached to his prosthetic arm enters the games and manages to gain sponsorship from Agent XIII Jim Ward The game s organizers led by Noa Dwight Schultz know Jack s motive is more than just to win and learn that Jack works with someone on the outside They come to learn that Jack was a former marine police officer and rogue agent but now seems intent on a mission Noa surmises that Jack is after Naomi Ann Boris Kate Higgins the mayor s daughter working in the city While they plan to kill Jack they realize he became an audience favorite with many sponsors and viewers betting on his success Meanwhile Jack meets Leo Fallmont Danny Cooksey a hospital doctor who was unwittingly trapped in the city but managed to obtain the vaccine After telling Leo to stay low Jack continues the mission When Jack finds Naomi he learns that she is the one watching the games and not getting in crisis Jack leaves and continues to solve the case about the city s abnormal situation Meanwhile the Organizers realize Jack as the reigning champ who quit the games by signing on to the Chasers As Jack nears the last battle against the reigning feigning champ the Black Baron Reno Wilson Agent XIII reveals himself to be Lord Gesser an influential figure in politics and knows that the DeathWatch games were created to cause the attack but admits that this particular incarnation of the games is solely driven by someone s greed and passes on the name of Springvale to Jack and the Agency which quickly recognizes the name as a pharmaceutical company and that they were the silent hand that had built in anticipation of DeathWatch much of the sets for the games as soon as the Organizers had released the virus After defeating the Black Baron at the end of the games Jack blames Noa who is shot and killed by Leo After dealing with the armed forces Jack disables the communication link with the Chasers and interrogates Leo Leo tells Jack that his father was the president of Springvale Pharmaceuticals who created both the virus and the vaccine and was planning to use the televised DeathWatch event to show the effect of the virus as to blackmail anyone to pay for the vaccine under the outbreak Leo admits that the company went bankrupt in the last presidential election and saw this route as the easiest way to recoup their losses He is also at the games to be close to the action fascinated by sports Jack throws Leo off the tower to his death While the announcers complain about the irrelevance Jack leaves Varrigan City Development editMadWorld was created by PlatinumGames a studio founded by former members of Capcom s Clover Studio in their attempt to make a game that would be fun and attractive for the Wii but that would also have a high level of violence that would make it unique for the system 13 14 The game was produced by Atsushi Inaba who had previously produced Viewtiful Joe and directed by Shigenori Nishikawa one of the designers of Resident Evil 4 14 The developers chose violence as the main theme of the title but experimented with a variety of cartoon like art styles to alleviate the violent content with a sense of humor ultimately deciding upon a black and white aesthetic with splashes of red for blood 13 15 Inaba and Nishikawa acknowledged the influence of Frank Miller s Sin City in the work but also noted they borrowed from both Western and Japanese comic book styles to create a unique style 13 14 15 Comic book style text and sound effects are also used in the game 14 The main character Jack was designed to be big and tough rather than traditionally heroic with an appearance that suggests he has been worn down by the world 14 MadWorld was developed primarily for a Western audience and the team extensively analyzed American pop culture in search of material that was so extreme and unrealistic it produced a comedic effect Inaba played a variety of games such as Manhunt 2 to see how they portrayed serious violence and to avoid making those same choices with MadWorld Nishikawa chose to focus entirely on combat omitting extraneous puzzle solving or collection elements with the goal of making the game easy to play in short sessions The game s motion controls were designed to be as intuitive as possible with Inaba reflecting that we ve come to believe the Wii controller is actually more intuitive and more relevant for action games An emphasis was placed on earning high scores while Bloodbath Challenge minigames were used to incorporate additional variety into the game s design 14 The game was developed using Softimage for creation of the game s art and a custom engine built to handle the art aesthetic and limitations of the Wii s memory The game s sets are completely modeled with complex lighting features but only normal maps are used to draw the game avoiding the high processing costs of light maps or layered textures 13 This allowed the game s artists to have finer control of visibility and color balance in the game 13 Though the developers attempted to add reflection mapping into the game they found it did not fit well with the comic book style and dropped it 13 Explosions and other effects normally created in other games using particle effects to achieve a factor of realism were modeled with particles in MadWorld but using specially designed images to retain the comic book style 13 To overcome the lighting issues the main character of Jack was modeled with two different textures one used when he was in a bright area and second used in dark areas that highlighted the main lines of the character s face 13 Jack and other principal characters from the game were redesigned with the black and white features adjusted numerous times to make sure they did not simply blend into the background as the lesser enemies in the game 13 Other characters were drawn and modeled to be as destructible as possible with numerous versions of each character having missing limbs or other bodily harm These were put together in 2000 frame animations that were then motion captured movement from one animation to another was blended out with the use of Hermite interpolation 13 Blood spurts from each of the methods that Jack could use to kill a foe were each uniquely modeled to capture the appropriate trajectory for the type of injury and often increasing the realistic amount of blood in order to make it stand out in the world 13 The spatters of blood on the walls floor and other characters was modeled within the game using a collision detection system and a complex system for how the blood would interact with Jack s clothing 13 Early builds of the game resulted in disorientation and eye strain due to the lack of colors To avoid this the developers limited the amount of on screen movement and adjusted the game s textures to include more gradual changes from black to white 13 While some of MadWorld relies on the Havok engine for modeling physical interactions in the game the developers found they had to resort to their own programs to capture some of the reactions and behaviors of the enemies for many of the unique killing methods 13 Comparisons have been drawn between the game and Inaba s last project God Hand a comedy beat em up for the PlayStation 2 However Inaba claims that while God Hand was developed for hardcore gamers MadWorld is a lot easier to pick up 15 The game s use of over the top violence was intentional to add humor to it 15 The game s story was written by Yasumi Matsuno famous for his design in the Ogre Battle series and a number of Square Enix titles Matsuno was given two opposing guidelines to writing the scenario 16 While the development team ruled that violence should acceptable in the game s world Inaba expressed his desire for violence to be denied in the end due to current views of violence in the video game industry Matsuno combined the ideas for MadWorld s DeathWatch gameshow environment violence is both accepted and required within the show but not outside of it 16 Proops and DiMaggio who had previously worked together on animated films such as Asterix and the Vikings and Kaena The Prophecy were both contacted by the voice cast director Jack Fletcher to play the parts of the announcers for the North American and European release While most of their lines were already scripted the two were able to ad lib during recording with some lines being retained in the final game 17 Soundtrack edit The music for the game was composed by Naoto Tanaka PlatinumGames in house composer along with four different local artists Ox Doujah Raze Sick YG and Bandy Leggz Tanaka wanted to write in American style music and tried to avoid a true Japanese style 18 At the request of Inaba the music styles included hip hop and rock taking inspirations from the mashup album Collision Course from Linkin Park and Jay Z 18 Tanaka created the backtracks first using Cubase SX and ACID then gave these along with the general theme of the level associated with the music to the artists for them to add lyrics and other performances Tanaka received feedback from the American branch of PlatinumGames to refine the music to get the Western style down Music was then assigned for the various stages and boss battles requiring some revision of the existing works to make the music more apt for that stage of the game 18 A total of 50 minutes of music was created for the game and a soundtrack of the game s music was released along with the game in the United Kingdom and Australia 18 The soundtrack was released in North America on June 30 2009 by Sumthing Distribution 19 No TitleArtistLength1 Get It Up Ox2 472 Come With It Doujah Raze2 353 Survival S O U L Purpose2 304 Body That Ox2 365 Mad World Optimus2 246 Ain t That Funny Sick YG2 177 Lets Go Ox2 398 Death amp Honor Wordsmith2 309 Crazy Doujah Raze2 3410 Deathwatch Doujah Raze2 3211 Crimson Rain Ox2 4412 You Don t Know Me Bandy Leggz2 2213 Move Ox2 4014 It s A Mad World Sick YG2 2915 Bang Ox2 2616 Ride Ox2 4917 Breathe Ox2 3318 Look Pimpin Sick YG2 3819 So Cold Ox2 3220 Soul Ox3 49Total length 52 26Controversy editOn August 19 2008 Sega announced that MadWorld would not be released in Germany 20 Despite the fact that Australia is also known for strict video game classification the game was released there unedited with an MA15 rating for strong bloody violence and strong coarse language 21 22 In a preview Eurogamer commented It s difficult to understand why there s so much controversy surrounding MadWorld when the violence is so very Tom and Jerry It really is hard to be offended because it s just so ridiculous 23 On March 10 the National Institute on Media and the Family issued a press release expressing its disappointment in Nintendo for allowing MadWorld to be released on the Wii 24 Reception editReceptionAggregate scoresAggregatorScoreGameRankings83 07 25 Metacritic81 100 26 Review scoresPublicationScore1Up comA 27 Computer and Video Games8 10 28 Edge6 10 29 Eurogamer7 10 30 Famitsu31 40 31 Game Informer9 10 32 GamePro nbsp nbsp nbsp nbsp nbsp 33 GameSpot7 5 10 34 GameSpy nbsp nbsp nbsp nbsp nbsp 35 GamesRadar nbsp nbsp nbsp nbsp nbsp 36 GameTrailers8 5 10 37 Hyper9 10 38 IGN9 10 39 Nintendo Life9 10 40 Nintendo Power9 10 41 Nintendo World Report9 10 44 Official Nintendo Magazine85 42 X Play nbsp nbsp nbsp nbsp nbsp 43 MadWorld has received positive reviews from critics In its April 2009 issue Nintendo Power gave MadWorld a 9 10 rating IGN gave the game a 9 10 praising the style gameplay and music but criticizing the camera and short length though it mentions that the hard difficulty level lengthens the game and increases the challenge considerably 45 About com felt the game was more flash than substance giving it a 3 5 and stating Divorced of its unique graphics and over the top presentation this is actually a rather mediocre beat em up 46 Game Informer disagreed praising the deep combat system and arguing for an amateur to become a talented executioner you ll have to lash out creatively prolonging your victim s death through multiple phases of pain MadWorld runs the gamut in violence taking an encyclopedic approach to its variety in kills Some of the bloodletting will make you squirm uncomfortably 32 IGN opined MadWorld does not place emphasis on style over gameplay there s plenty of fun smart mechanics to back up the overwhelmingly slick look and sound of the title 45 1Up com praised the motion controls stating The immersive combat aided by shockingly fun Wii Remote and Nunchuk controls would not have been as enjoyable if played on a traditional gamepad 27 Sales edit Sean Ratcliffe Vice President of Marketing for Sega of America stated that in terms of sales the first set of data for Madworld is very encouraging 47 The game sold around 66 000 copies in its first month of release in North America according to The NPD Group 48 These sales numbers have been used by market research firm OTX Research to justify their assertion that hype and marketing do not translate into sales figures MadWorld while commanding the highest level of unique interest based on user input at IGN ranks 41st in OTX s sales metric for all Wii titles 49 Sales of the game have reached 123 000 units in North America as of August 2009 50 MadWorld fared much poorer in Japan where it debuted at number 33 on Japanese sales charts and only selling around 3 000 units during its release week 51 Legacy editDespite low sales for both MadWorld and The House of the Dead Overkill Sega stated that it would continue to explore mature games for the Wii according to Gary Dunn a director at Sega Europe noting that such games have a long tail in sales as such games become more discounted 52 On January 4 2010 it was announced that Sega would not publish any future M rated video games for the Wii 53 However PlatinumGames announced a few days later that they would like to do a sequel to MadWorld 54 which ended up as Anarchy Reigns a 3D fighting game for PlayStation 3 and Xbox 360 that was released in 2012 in Japan and 2013 in western territories 55 56 57 In a 2019 interview Inaba called MadWorld one of the most enjoyable projects he had worked on 58 59 On March 10 2020 PlatinumGames celebrated MadWorld s 11th anniversary with new artwork of Jack created by lead character designer Masaki Yamanaka 60 61 Notes edit Japanese マッドワールド Hepburn Maddo WarudoReferences edit Wilcox Jon February 19 2009 MadWorld UK Release Revealed News Total Video Games Archived from the original on December 19 2011 Retrieved August 12 2010 MadWorld Ships To Retailers Press release San Francisco CA Sega March 10 2009 Archived from the original on September 9 2018 Retrieved August 12 2010 Wildgoose David March 9 2009 WIN MadWorld Wii Prize Packs Kotaku Archived from the original on May 7 2009 Retrieved August 12 2010 a b Spencer October 30 2009 MadWorld Chainsaws Into Japan In February 2010 Siliconera com Archived from the original on November 2 2009 Retrieved September 11 2009 MadWorld Metacritic Archived from the original on February 24 2017 Retrieved February 12 2017 Thompson Clive April 6 2009 MadWorld Is Black and White and Awesome All Over Wired Archived from the original on April 8 2009 Retrieved April 6 2009 Kennedy Sam May 15 2008 Previews MadWorld 1UP com Archived from the original on March 18 2009 Retrieved May 16 2008 Razak Matthew May 15 2008 Updated First details on Wii s MADWORLD That VideoGame Blog Archived from the original on October 10 2008 Retrieved October 29 2008 a b Casamassina Matt May 15 2008 Eyes on Mad World IGN Archived from the original on May 17 2008 Retrieved May 15 2008 Crecente Brian May 15 2008 Madworld A Fun Romp Through Dismemberment Kotaku Archived from the original on May 16 2008 Retrieved May 15 2008 Leone Matt May 15 2008 PlatinumGames Unveils Four Sega Titles 1UP com Archived from the original on November 6 2012 Retrieved May 15 2008 Morgenstern Alexis January 30 2009 MadWorld TV DeathWatch Trailer From SEGA video Archived from the original on April 4 2009 Retrieved January 30 2009 a b c d e f g h i j k l m n McEachern Martin June 2009 It s a Mad Mad Mad MadWorld Vol 32 no 6 Computer Graphics World a b c d e f Thomason Steve August 2008 It s a Mad World After All Nintendo Power Vol 21 no 231 Future Publishing pp 32 37 a b c d Driftwood September 20 2008 Interview Atsushi Inaba Gamersyde com Archived from the original on October 26 2008 Retrieved April 4 2009 a b Matsuno Yasumi March 4 2009 MadWorld Narrativity IGN com Archived from the original on March 11 2009 Retrieved April 4 2009 Casamassina Matt February 19 2009 MadWorld Month The Commentators IGN Archived from the original on February 23 2009 Retrieved March 20 2009 a b c d Napolitano Jayson May 12 2009 Pimptacular Interview With MadWorld Composer Naoto Tanaka Original Sound Vision Archived from the original on June 13 2010 Retrieved May 13 2009 MADWORLD Soundtrack hits the US TOMORROW Sega June 29 2009 Archived from the original on March 22 2010 Retrieved July 2 2009 House of the Dead Overkill and MadWorld banned from Germany Nintendo Everything August 19 2008 Archived from the original on March 5 2012 Retrieved February 8 2009 SEGA planning to bring MadWorld to Australia What are you waiting for GoNintendo October 7 2008 Archived from the original on December 11 2008 Retrieved February 8 2009 Patrick Kolan IGN AU MadWorld Gets AU Classification Wii News at IGN Wii ign com Archived from the original on January 22 2009 Retrieved May 7 2012 MacDonald Keza September 19 2008 MadWorld Preview Eurogamer p 1 Retrieved February 8 2009 NIMF Disappointed with Nintendo IGN March 10 2009 Archived from the original on March 15 2009 Retrieved March 10 2009 MadWorld for Wii Reviews GameRankings com August 9 2009 Archived from the original on August 3 2009 Retrieved August 9 2009 MadWorld for Wii Reviews Ratings Credits and More at Metacritic Metacritic com March 10 2009 Archived from the original on May 12 2012 Retrieved May 7 2012 a b Ellis David MadWorld Review for Wii from 1UP com Archived from the original on October 6 2012 Retrieved May 7 2012 Robinson Andy March 10 2009 Wii Review MadWorld ComputerAndVideoGames com Archived from the original on May 1 2014 Retrieved May 7 2012 Edge May 2009 p 93 Parkin Simon March 10 2009 MadWorld Review Eurogamer net Archived from the original on May 15 2012 Retrieved May 7 2012 Famitsu review scores Nintendo Everything February 2 2010 Archived from the original on June 19 2015 Retrieved May 7 2012 a b Jajuka Madworld Nintendo Wii www GameInformer com Archived from the original on August 29 2012 Retrieved May 7 2012 Patrick Shaw GamePro online 16 04 09 Sega MadWorld reviews Games Consoles PC World Australia Pcworld idg com au Archived from the original on April 18 2009 Retrieved May 7 2012 a href Template Cite web html title Template Cite web cite web a CS1 maint numeric names authors list link Kevin VanOrd MadWorld Review GameSpot com www gamespot com Archived from the original on March 1 2013 Retrieved March 4 2013 GameSpy MadWorld Page 1 Wii gamespy com Archived from the original on April 11 2012 Retrieved May 7 2012 MadWorld GamesRadar March 10 2009 Retrieved May 7 2012 MadWorld Video Game Review Video Clip Game Trailers amp Videos GameTrailers com March 11 2009 Archived from the original on January 17 2012 Retrieved May 7 2012 Madworld Hyper Magazine Review you ll be having an almost criminal amount of fun VGReleases com Retrieved May 7 2012 Matt Casamassina MadWorld Review Wii Review at IGN IGN Archived from the original on April 11 2012 Retrieved May 7 2012 MadWorld for Wii review March 23 2009 Archived from the original on March 26 2009 Retrieved March 23 2009 Nintendo Power Apr 2009 p 82 Wii Review MadWorld Official Nintendo Magazine Archived from the original on October 10 2014 Retrieved May 7 2012 Manuel Rob March 10 2009 MadWorld Review for Wii G4tv Archived from the original on June 29 2017 Retrieved May 7 2012 MadWorld Wii Review Nintendo World Report Archived from the original on October 27 2017 Retrieved March 24 2009 a b Casamassina Matt March 9 2008 MadWorld Review IGN p 1 Retrieved March 9 2009 Herold Charles MadWorld Game Review About com Archived from the original on April 19 2009 Retrieved September 14 2009 Gaudiosi John April 6 2009 Sega shows off next big Olympics game targets Wii and DSi VentureBeat Archived from the original on April 23 2016 Retrieved April 7 2009 Graff Kris April 17 2009 Wii s M Rated Madworld Sells 66 000 in the U S Gamasutra Archived from the original on April 19 2009 Retrieved April 17 2009 Gilbert Ben April 29 2009 MadWorld places relationship between online hype and actual sales in doubt Joystiq Archived from the original on May 2 2009 Retrieved April 29 2009 Matthews Matt September 14 2009 Analysis Where Now For M Rated Wii Games Gamasutra Archived from the original on September 22 2009 Retrieved September 14 2009 Ishaan February 21 2010 This Week In Sales Zangeki no Reginleiv Is In For A Dynamic Price Slash Siliconera Archived from the original on November 9 2010 Retrieved August 12 2010 Martin Matt June 30 2009 Sega It s not game over for mature Wii titles GamesIndustry biz Archived from the original on July 19 2009 Retrieved July 2 2009 Sega Unlikely To Pursue More M Rated Games For Wii Archived from the original on January 29 2010 Retrieved January 31 2010 East Thomas January 11 2010 Madworld 2 coming to Wii Official Nintendo Magazine Future plc Archived from the original on January 15 2010 Retrieved February 27 2020 Parkin Simon January 26 2011 Max Anarchy Extends Platinum Games Relationship With Sega Gamasutra Archived from the original on March 4 2016 Retrieved January 26 2011 Purchase Robert January 27 2011 Max Anarchy is Anarchy Reigns in Europe Eurogamer Archived from the original on January 30 2011 Retrieved January 27 2011 Anarchy Reigns Video Game Japanese Baron Character Trailer Video Clip Game Trailers amp Videos GameTrailers com March 3 2011 Archived from the original on February 28 2012 Retrieved May 7 2012 PlatinumGames studio head reflects on MadWorld and The Wonderful 101 Nintendo Everything December 15 2019 Archived from the original on January 4 2020 Retrieved March 22 2020 Lucas Victor December 11 2019 Behind the Scenes at PlatinumGames Electric Playground Network via YouTube PlatinumGames celebrates MadWorld s 11th anniversary with new art Nintendo Everything March 10 2020 Archived from the original on March 22 2020 Retrieved March 22 2020 platinumgames March 10 2020 March 10 is the anniversary of MadWorld s original release Eleven years ago today we left Nintendo Wii systems across North America black white and red all over Masaki Yamanaka MadWorld s lead character designer marks the occasion with this new artwork of Jack MadWorld Tweet Archived from the original on March 10 2020 via Twitter External links editOfficial North American website Official European website Retrieved from https en wikipedia org w index php title MadWorld amp oldid 1183036370, wikipedia, wiki, book, books, library,

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