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* DoingItForTheArt: ''VideoGame/TheConduit'' started development without a publisher (meaning they had nobody to actually sell the game to stores yet) because Creator/HighVoltageSoftware were sick of what they felt was other developers ignoring the UsefulNotes/{{Wii}} in favor of other home consoles, despite the Wii's overwhelming popularity across all demographics. From the interviews and the extensive soliciting of ideas and feedback, it's clear they were thrilled to finally get to do it for the art.
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* RefittedForSequel: Unlockable concept art for the game reveals that one level set on an oil rig was planned to be in the game, but ended up being the first level of the sequel instead.
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* RefittedForSequel: Unlockable concept art ConceptArt for the game reveals that one level set on an oil rig was planned to be in the game, but ended up being the first level of the sequel instead.
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!!Administrivia/SpoilersOff. You've been warned!
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* LukeIAmYourFather: Meta-example [[CastingGag in the casting]]: British actor Mark Sheppard voices Michael Ford, and his dad, Morgan Sheppard, voices the BigBad...John Adams.
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YMMV
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* FanNickname: [=TCon=] is the abbreviation for the game on [=GameFAQs=].
** Quarter Ring of Death - A glitch in the multiplayer mode where a quarter ring shows up in the middle of the screen when you enter the match, and you can't move. You have to either wait for the match to end, or restart your Wii to get off that screen.
** Quarter Ring of Death - A glitch in the multiplayer mode where a quarter ring shows up in the middle of the screen when you enter the match, and you can't move. You have to either wait for the match to end, or restart your Wii to get off that screen.
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No longer Trivia. See X Source Cleanup.
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** FailedASpotCheck
** FailedASpotCheck
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* RefittedForSequel: Unlockable concept art for the game reveals that one level set on an oil rig was planned to be in the game, but ended up being the first level of the sequel instead.
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* RefittedForSequel: Unlockable concept art for the game reveals that one level set on an oil rig was planned to be in the game, but ended up being the first level of the sequel instead.instead.
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* TheOtherDarrin: The first game took a CelebrityVoiceActor approach, with Creator/WMorganSheppard as John Adams, his son Mark Sheppard as Michael Ford, and Creator/KevinSorbo as Prometheus. The sequel re-casts all the characters with video game voice actors, most notably Duke Nukem's Creator/JonStJohn as Michael Ford.
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** Quarter Ring of Death - A glitch in the multiplayer mode where a quarter ring shows up in the middle of the screen when you enter the match, and you can't move. You have to either wait for the match to end, or restart your Wii to get off that screen.
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** Quarter Ring of Death - A glitch in the multiplayer mode where a quarter ring shows up in the middle of the screen when you enter the match, and you can't move. You have to either wait for the match to end, or restart your Wii to get off that screen.screen.
* RefittedForSequel: Unlockable concept art for the game reveals that one level set on an oil rig was planned to be in the game, but ended up being the first level of the sequel instead.
* RefittedForSequel: Unlockable concept art for the game reveals that one level set on an oil rig was planned to be in the game, but ended up being the first level of the sequel instead.
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Some edits.
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* DoingItForTheArt: ''VideoGame/TheConduit'' started development without a publisher (meaning they had nobody to actually sell the game to stores yet) because High Voltage Software were sick of what they felt was other developers ignoring the UsefulNotes/{{Wii}} in favor of other home consoles, despite the Wii's overwhelming popularity across all demographics. From the interviews and the extensive soliciting of ideas and feedback, it's clear they were thrilled to finally get to do it for the art.
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* DoingItForTheArt: ''VideoGame/TheConduit'' started development without a publisher (meaning they had nobody to actually sell the game to stores yet) because High Voltage Software Creator/HighVoltageSoftware were sick of what they felt was other developers ignoring the UsefulNotes/{{Wii}} in favor of other home consoles, despite the Wii's overwhelming popularity across all demographics. From the interviews and the extensive soliciting of ideas and feedback, it's clear they were thrilled to finally get to do it for the art.
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* DoingItForTheArt: ''TheConduit'' started development without a publisher (meaning they had nobody to actually sell the game to stores yet) because High Voltage Software were sick of what they felt was other developers ignoring the UsefulNotes/{{Wii}} in favor of other home consoles, despite the Wii's overwhelming popularity across all demographics. From the interviews and the extensive soliciting of ideas and feedback, it's clear they were thrilled to finally get to do it for the art.
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* DoingItForTheArt: ''TheConduit'' ''VideoGame/TheConduit'' started development without a publisher (meaning they had nobody to actually sell the game to stores yet) because High Voltage Software were sick of what they felt was other developers ignoring the UsefulNotes/{{Wii}} in favor of other home consoles, despite the Wii's overwhelming popularity across all demographics. From the interviews and the extensive soliciting of ideas and feedback, it's clear they were thrilled to finally get to do it for the art.
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None
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* DoingItForTheArt: ''TheConduit'' started development without a publisher (meaning they had nobody to actually sell the game to stores yet) because High Voltage Software were sick of what they felt was other developers ignoring the UsefulNotes/{{Wii}} in favor of other home consoles, despite the Wii's overwhelming popularity across all demographics. From the interviews and the extensive soliciting of ideas and feedback, it's clear they were thrilled to finally get to do it for the art.
to:
* DoingItForTheArt: ''TheConduit'' started development without a publisher (meaning they had nobody to actually sell the game to stores yet) because High Voltage Software were sick of what they felt was other developers ignoring the UsefulNotes/{{Wii}} in favor of other home consoles, despite the Wii's overwhelming popularity across all demographics. From the interviews and the extensive soliciting of ideas and feedback, it's clear they were thrilled to finally get to do it for the art.art.
* FanNickname: [=TCon=] is the abbreviation for the game on [=GameFAQs=].
** Quarter Ring of Death - A glitch in the multiplayer mode where a quarter ring shows up in the middle of the screen when you enter the match, and you can't move. You have to either wait for the match to end, or restart your Wii to get off that screen.
* FanNickname: [=TCon=] is the abbreviation for the game on [=GameFAQs=].
** Quarter Ring of Death - A glitch in the multiplayer mode where a quarter ring shows up in the middle of the screen when you enter the match, and you can't move. You have to either wait for the match to end, or restart your Wii to get off that screen.
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None
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* DoingItForTheArt: ''TheConduit'' started development without a publisher (meaning they had nobody to actually sell the game to stores yet) because High Voltage Software were sick of what they felt was other developers ignoring the {{Wii}} in favor of other home consoles, despite the Wii's overwhelming popularity across all demographics. From the interviews and the extensive soliciting of ideas and feedback, it's clear they were thrilled to finally get to do it for the art.
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* DoingItForTheArt: ''TheConduit'' started development without a publisher (meaning they had nobody to actually sell the game to stores yet) because High Voltage Software were sick of what they felt was other developers ignoring the {{Wii}} UsefulNotes/{{Wii}} in favor of other home consoles, despite the Wii's overwhelming popularity across all demographics. From the interviews and the extensive soliciting of ideas and feedback, it's clear they were thrilled to finally get to do it for the art.
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* DoingItForTheArt: ''TheConduit'' started development without a publisher (meaning they had nobody to actually sell the game to stores yet) because High Voltage Software were sick of what they felt was other developers ignoring the {{Wii}} in favor of other home consoles, despite the Wii's overwhelming popularity across all demographics. From the interviews and the extensive soliciting of ideas and feedback, it's clear they were thrilled to finally get to do it for the art.