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Mercury Meltdown Remix/Revolution (PS2 & Wii)

Angry the Clown

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Following on from the news of Lumines coming to the PS2 it appears Mercury is to make its way from the handheld to the PS2 as well, or more precisely an enhanced version of the PSP’s sequel.


Mercury Meltdown Remix it'll be called, and it sounds like an expanded version of the PSP sequel - in fact, you could probably grasp that from the title.


Like Meltdown PSP, it'll involve manoeuvring a blob of liquid metal around mazes suspended in the air, by tilting them, with your mercury blob going through four varying states - normal, solid, fast and slow.


Unlike the PSP version however, you'll be able to use both analogue sticks for control (perhaps one handles the camera), and there'll be some 200-plus levels thanks to two new "labs" (level hubs).




IGN have some screenshots:


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  • 3 months later...

Since you were all so taken with discussing Mercury?s coming to the PS2 (which has been out since late November I believe), I?ve only just discovered that it is Wii bound as well.


Due out this spring, the Wii version is entitled Mercury Meltdown Revolution. Eurogamer had news about the developer having to drop Gamecube pad support, though it will be compatible with the retro controller. Naturally primary controls will be with the Wii pad itself via tilting movements.


"We've had to drop support for the GameCube controller as it's a very much 'at developers own risk' proposition and we're not masochists!" studio manager Ed Bradley told Eurogamer, in an interview due to be published in the near future.


Originally the game was set to offer control via tilting the Wiimote, but also analogue support through the Wii classic controller and GameCube pad. The Wii classic controller will still be supported.


And there's lots of good news in other areas, with Bradley confirming that the team allocated loads of time to making sure the game offered excellent feedback for its tilt controls - something that's crucially important in a game like Mercury.




I?d appreciate it if someone with moderator privileges could rename the thread to ?Mercury Meltdown Remix/Revolution (PS2 & Wii)?

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For what it’s worth I think his could be terrific on the Wii. CVG played a build of the Wii version recently and it sounds brilliant:


As you can guess, the game uses the Wii Remote to simulate the platform, and your tilting movements are transferred instantly to the on-screen platform.


But where as Monkey Ball has you hold the Remote like a pointer which makes tilting the platform forward rather awkward, Mercury has you hold the remote horizontally with both hands, with the face of the Remote facing upwards.


This immediately feels more comfortable, and with two hands firmly planted on either end of the Remote, you feel like you have a far great degree of control - making small, delicate movements with two hands on the Remote is far easier than with one.


This is, as Ignition has already stated, the way Mercury was meant to be played, and we know why know we've played it. You feel more in touch with what's happening on screen - more in control of the blob.


Delicately edging the blob along small pathways or over moving platforms doesn't feel nearly as stressful as it did with PSP nub control. It's almost like the blob's heavy weight and slow direction changing properties feel more daunting and sporadic on normal controllers than it now does with tilt control.


When you die, it feels like it was totally your fault - YOU applied too much tilt. Whereas with standard control pads, falling almost feels like the blob just wouldn't stop no matter how hard you yanked that damned PSP nub.


The full write up can be found here:


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CVG also have beaten Eurogamer to publishing their own interview with Ed Bradly about the game. Here are a few select pieces from the article:


Do you have any plans to make it compatible with WiiConnect24, say, to make new levels available to players, or any other online features?


Bradley: It can be quite difficult to support this kind of advanced feature early in the life of a new console, so we've left it out in order to get the game out to Wii owners as soon as possible. However, our game engine does support downloadable levels so there's no reason we can't support it in any future versions.


What graphical tweaks, specifically, have been made to the Wii version of Mercury over the PS2 version?


Bradley: We've added bump- and gloss-maps to the trays, improved the lighting, added widescreen and 480p support. Screenshots don't really do justice to these features though - you really have to see the game in motion to appreciate them.


Are there any tweaks/changes other than the obvious control alterations made to the Wii version?


Bradley: We've revisited the content so the Wii version contains different graphics and levels to the previous versions. We've also refined the difficulty curve some more - that's a process that has continued throughout the development of all of the versions.


The full interview reveals a little more, plus a few comments about a possible DS version:


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Say, Angry, Eurogamer have their own hands on preview online:


For a start, you hold the Wiimote with both hands, with the buttons facing the ceiling. Imagine you're holding the plate on both sides. In order to avoid dropping things, you need to move your hands up and down slightly, relative to one another. For this to work, you need appropriate visual feedback. Obviously you get this from a plate, and your brain quickly sends signals to your hands, which adjust. MMR simply does a better job of replicating this than anything else. When your blob starts to slip toward the abyss on-screen, your brain and hands collaborate to articulate an appropriately subtle response, taking their cues from the visual feedback on the TV. Or, to put it another way, it just works. You don't even have to think about it.


The other elements of Mercury control are easily catered for by the buttons, which you'll find are neatly arranged beneath your thumbs. Just like the old days! The d-pad turns the camera 90 degrees. The 1 and 2 buttons zoom it in and out. The trigger button on the underside switches focus between different blobs of mercury. It's still tricky to keep track of multiple parts, and your paranoia about losing control in complex situations sometimes leads to over-adjustment, but the learning curve for settling into the new approach is surprisingly gentle.


More here:


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  • 4 weeks later...

1st of May appears to be the US release date. I think it's meant to retail for $29 but it's up on Amazon for $19.99.




I do wish they'd ship games overseas. Boo to them.

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