Yeah, yeah. I'm starting to notice a pattern too when it comes to games I'd love to commit myself to that I know I have no business committing myself to in the first place. Namely, they're all obnoxious as hell luck-ridden pain in the ass games to actually speed run, to the point of driving me to a state of mind that could be best described as murderous rage.
Anyway, MadWorld was released all of several days ago for the Wii and beaten... not so long after that. My first playthrough ended up only clocking in about four and a half hours, which most likely could've been under four if I didn't insist on spending so much time in Little Asian Town before moving on to Mad Castle.
That number as far as I'm aware doesn't appear to count menu or cutscene time - But I could be wrong and I'll be double checking shortly to confirm this.
//Small edit: Toying around with the timer, it appears that Power Struggles (Mad World's version of the QTE) do -NOT- take away time from the Time Limit listed in the pause menu. I didn't get to the end of the stage to confirm this 100% as the game locked up on me somewhere around a genocide on the Turbinator, but eh.
This is a good thing for runners, since although Power Struggles don't do nearly as much damage given how long the animations go on for, Gang Leaders and Bosses are almost always vulnerable immediately afterwards for some quick Chainsaw/Weapon blows (And there's no penalty either for ending up getting caught in an annoying to avoid (Albeit still very beneficial) Power Struggles such as Little Eddie's, who likes to snatch the player at random). This may also mean that animations such as stabbing a sign post into someone's skull, the animation on the Man Garbage Dumpsters or the much longer, multi-hit murder animations such as slamming someone against a Rose Bush will not penalize the runner, so there's really -nothing- stopping the player from going all out with decent route planning and consistent strategies for getting the high points.
On a similar note, Blood Watch Challenges also don't seem to affect the pause menu time limit either, which means they're... pretty much mandatory as they're essentially free points, unless again the Total Stage time that appears at the end of the mission is NOT the same as the time limit. Either which way, I hate to be the bastard who has to figure out how to work the Moneyshot Challenges to get high scores consistently.
I'll confirm it tomorrow, as of now, I'm going to bed.
//End of Edit.
Progress in any given stage is driven by the amount of points you earn which get modifiers depending on how long you can draw out someone's suffering before you ultimately kill them, along with how many other poor bastards you can take out at the same time to really boost your score further (Ideally also suffering). As you reach different score milestones, new weapons, health power ups, distractions, death traps, Blood Watch Challenges (Always good for points, though in a speed run may prove unnecessary) and ultimately the stage's boss become available to you. Tackle him and you're on to the next stage.
So in the context of a speed run, this essentially turns into having a strategy and a route that would result in the most kills in the shortest amount of time using the environmental hazards and items you can find along the way to get the most bang for your buck, which is definitely why we would need some decent discussion going on here if there's going to be anything of decent quality to come out for this game.
So, first off... I suppose I should be asking - Is there anywhere here who also has some experience with the title to start trying to piece something together for this?
Anyway, MadWorld was released all of several days ago for the Wii and beaten... not so long after that. My first playthrough ended up only clocking in about four and a half hours, which most likely could've been under four if I didn't insist on spending so much time in Little Asian Town before moving on to Mad Castle.
That number as far as I'm aware doesn't appear to count menu or cutscene time - But I could be wrong and I'll be double checking shortly to confirm this.
//Small edit: Toying around with the timer, it appears that Power Struggles (Mad World's version of the QTE) do -NOT- take away time from the Time Limit listed in the pause menu. I didn't get to the end of the stage to confirm this 100% as the game locked up on me somewhere around a genocide on the Turbinator, but eh.
This is a good thing for runners, since although Power Struggles don't do nearly as much damage given how long the animations go on for, Gang Leaders and Bosses are almost always vulnerable immediately afterwards for some quick Chainsaw/Weapon blows (And there's no penalty either for ending up getting caught in an annoying to avoid (Albeit still very beneficial) Power Struggles such as Little Eddie's, who likes to snatch the player at random). This may also mean that animations such as stabbing a sign post into someone's skull, the animation on the Man Garbage Dumpsters or the much longer, multi-hit murder animations such as slamming someone against a Rose Bush will not penalize the runner, so there's really -nothing- stopping the player from going all out with decent route planning and consistent strategies for getting the high points.
On a similar note, Blood Watch Challenges also don't seem to affect the pause menu time limit either, which means they're... pretty much mandatory as they're essentially free points, unless again the Total Stage time that appears at the end of the mission is NOT the same as the time limit. Either which way, I hate to be the bastard who has to figure out how to work the Moneyshot Challenges to get high scores consistently.
I'll confirm it tomorrow, as of now, I'm going to bed.
//End of Edit.
Progress in any given stage is driven by the amount of points you earn which get modifiers depending on how long you can draw out someone's suffering before you ultimately kill them, along with how many other poor bastards you can take out at the same time to really boost your score further (Ideally also suffering). As you reach different score milestones, new weapons, health power ups, distractions, death traps, Blood Watch Challenges (Always good for points, though in a speed run may prove unnecessary) and ultimately the stage's boss become available to you. Tackle him and you're on to the next stage.
So in the context of a speed run, this essentially turns into having a strategy and a route that would result in the most kills in the shortest amount of time using the environmental hazards and items you can find along the way to get the most bang for your buck, which is definitely why we would need some decent discussion going on here if there's going to be anything of decent quality to come out for this game.
So, first off... I suppose I should be asking - Is there anywhere here who also has some experience with the title to start trying to piece something together for this?
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