http://blogs.sega.com/europe/2010/04/01/conduit-2-qa-with-high-voltage-software/
Describe yourself in three words so our readers/followers/fans know who you are
[Josh Olson] Josh Olson, producer
[David Pellas] Husband, Father, Hardcore-gamer
Please describe Conduit 2 in two words
[DP] Crafted experience
[JO] Whole lotta.
And now describe the game in three words please
[DP] The complete package
[JO] Whole lotta love.
Is there anything about the first Conduit you didn’t like at all?
[DP] Simple level design, online hackers, and the cliffhanger ending.
[JO] Quite a few things – ASE wasn’t well implemented, level design was a bit pedestrian, and we didn’t mix up the core gameplay experience in any meaningful manner. That core experience was fun – but it did get repetitive.
And will this be fixed in Conduit 2? (Hey, don’t read this question before answering the one above – we hate cheaters!)
[DP] Yes, yes, and yes.
[JO] Yes. And we hate cheaters too.
Please tell us something about the multiplayer features of Conduit 2 – we’ve heard they rock. Is this true?
[JO] It is true. They rock. We have bi-weekly company multiplayer sessions – moving forward with the foundation we laid with TC1 was great in that multiplayer worked from Day 1 of development – which has allowed us to iterate and test a lot of new things…as well as shooting our company management in the face. New weapons, maps, and game modes are no-brainers – but we’ve additionally spent a lot of extra attention on making the experience more rewarding and nuanced for players. A class system is in place where you can set distinct weapon load-outs to include suit upgrades (perks). Weapon sets are a thing of the past. We’ve added a sprint button. Teammates can be revived. In addition to the level rank and ELO matchmaking systems, we have an additional currency system that lets you purchase upgrades, be they weapon and suit upgrades, or different armor pieces to customize your character’s look. On the art front, we’ve more fully embraced the sci-fi, and have a lot more variety in our environments. TC1 multiplayer was a lot fun – but a bit basic. We’re changing that with Conduit 2.
[DP] While we are very proud of the online multiplayer action in Conduit 1, we are working very hard to provide a complete multiplayer gaming experience in Conduit 2 by offering more unique gameplay modes, unlockables, perks, character customization, and we are not limiting ourselves to online only any longer. Gamers will be able to compete online and offline via splitscreen and we are very excited about that.
Would you say Conduit 2 will be the best Wii shooter ever?
[JO] Hmmm…smells like a trap. (smiles) We’ll let the fans decide. We learned a lot of great lessons on TC1 and feel we’re avoiding a lot of our missteps in the first title.
[DP] We are polishing and refining the experience from Conduit 1. We have incorporated much of the feedback that we received from Conduit 1 and have listened to what people liked and disliked from our competitors.
Would you say these questions are the best questions ever?
[DP] They certainly are the best questions I have seen in the last 2 hours.
[JO] A close second. You didn’t ask if we have a big-head mode or sasquatches in our game.
Leatherhat on July 6th, 2012 3pm. Vita sales:"3 mil for COD 2 mil for AC. Maybe more. " thehusbo on July 6th, 2012 5pm. Vita sales:"5 mil for COD 2.2 mil for AC."











