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Difference between revisions of "Disaster: Day of Crisis"

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==Development==
 
==Development==
''Disaster: Day of Crisis'' was originally announced by Nintendo at E3 2006.<ref>[http://www.ign.com/articles/2006/05/10/e3-2006-eyes-on-distaster-day-of-crisis E3 2006:  Eyes-on:  Distaster: Day of Crisis]. IGN (May 9, 2006). Retrieved May 29, 2017.</ref> While little information about the game was released in the following months, Nintendo of America's Beth Llewellyn confirmed at E3 2007 that ''Disaster'' was still in development.<ref>[http://www.gamezone.com/originals/e3-2007-nintendo-of-america-interview-with-beth-llewellyn E3 2007: Nintendo of America Interview with Beth Llewellyn]. GameZone (July 13, 2007). Retrieved March 29, 2017.</ref><ref>[http://www.engadget.com/2007/07/19/project-h-a-m-m-e-r-development-in-doubt-still/ Project H.A.M.M.E.R. development in doubt (still)]. Engadget (July 19, 2007). Retrieved March 29, 2017.</ref>
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''Disaster: Day of Crisis'' was originally announced by Nintendo at E3 2006.<ref>[http://www.ign.com/articles/2006/05/10/e3-2006-eyes-on-distaster-day-of-crisis E3 2006:  Eyes-on:  Distaster: Day of Crisis]. IGN (May 9, 2006). Retrieved May 29, 2017.</ref> While little information about the game was released in the following months, Nintendo of America's Beth Llewellyn confirmed at E3 2007 that ''Disaster'' was still in development.<ref>[http://www.gamezone.com/originals/e3-2007-nintendo-of-america-interview-with-beth-llewellyn E3 2007: Nintendo of America Interview with Beth Llewellyn]. GameZone (July 13, 2007). Retrieved March 29, 2017.</ref><ref>[http://www.engadget.com/2007/07/19/project-h-a-m-m-e-r-development-in-doubt-still/ Project H.A.M.M.E.R. development in doubt (still)]. Engadget (July 19, 2007). Retrieved March 29, 2017.</ref> ''Disaster: Day of Crisis'' was intended to be released around the launch of the Wii; development on the game took longer than anticipated as it was the first core action game to be developed by Monolith Soft when the studio was more accustomed to creating RPGs, and because it took the team longer than expected for the developers to fully understand the Wii's hardware capabilities.<ref name="IA XBC"/><ref name="Cubed"/> The team working on the game was "slightly larger than that of 'Baten Kaitos' games."<ref name="Cubed"/>
  
 
While the concept for the game was largely based on the {{wp|disaster film}} genre, it was not based on any particular movie, instead taking elements from several different films.<ref name="Cubed"/> The overall goal of development was to create a game with "a cinematic power that had not been seen before."<ref name="IA XBC">[http://iwataasks.nintendo.com/interviews/#/wii/xenoblade/2/0 Iwata Asks : Xenoblade Chronicles : Seeing it Through to the End]. Nintendo. Retrieved September 9, 2017.</ref> The ultimate priority with the gameplay was to keep the pace high, similar to an actual disaster movie.<ref name="Cubed"/> To take advantage of the [[Wii Remote]]'s unique capabilities, the developers implemented several different play styles so as to allow players to "play with the various aspects of a disaster" with various context-sensitive actions.<ref name="Cubed"/> Multiplayer or [[Nintendo Wi-Fi Connection]] features were not implemented as Monolith Soft felt they did not fit the theme of the game, designing the game exclusively as a single-player experience.<ref name="Cubed"/>
 
While the concept for the game was largely based on the {{wp|disaster film}} genre, it was not based on any particular movie, instead taking elements from several different films.<ref name="Cubed"/> The overall goal of development was to create a game with "a cinematic power that had not been seen before."<ref name="IA XBC">[http://iwataasks.nintendo.com/interviews/#/wii/xenoblade/2/0 Iwata Asks : Xenoblade Chronicles : Seeing it Through to the End]. Nintendo. Retrieved September 9, 2017.</ref> The ultimate priority with the gameplay was to keep the pace high, similar to an actual disaster movie.<ref name="Cubed"/> To take advantage of the [[Wii Remote]]'s unique capabilities, the developers implemented several different play styles so as to allow players to "play with the various aspects of a disaster" with various context-sensitive actions.<ref name="Cubed"/> Multiplayer or [[Nintendo Wi-Fi Connection]] features were not implemented as Monolith Soft felt they did not fit the theme of the game, designing the game exclusively as a single-player experience.<ref name="Cubed"/>
 
According to Hitoshi Yamagami of Nintendo, ''Disaster: Day of Crisis'' was intended to be released around the launch of the Wii. Because it was the first core action game to be developed by Monolith Soft when the studio was more accustomed to creating RPGs, development took longer than originally anticipated.<ref name="IA XBC"/>
 
 
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According to IGN's Nintendo Voice Chat, Reggie Fils-Aimé stated in an interview at a Nintendo media briefing that ''Disaster: Day of Crisis'' was not worth $50, calling its voice work "laughable".<ref name="Reggie"/><ref>[http://www.ign.com/articles/2008/10/13/nintendo-voice-chat-podcast-episode-26 Nintendo Voice Chat Podcast, Episode 26]. IGN (October 13, 2008). Retrieved March 29, 2017.</ref>
 
According to IGN's Nintendo Voice Chat, Reggie Fils-Aimé stated in an interview at a Nintendo media briefing that ''Disaster: Day of Crisis'' was not worth $50, calling its voice work "laughable".<ref name="Reggie"/><ref>[http://www.ign.com/articles/2008/10/13/nintendo-voice-chat-podcast-episode-26 Nintendo Voice Chat Podcast, Episode 26]. IGN (October 13, 2008). Retrieved March 29, 2017.</ref>
  
''Disaster: Day of Crisis'' was the tenth best-selling game on its first week of sales in Japan, with 14,310 copies sold.<ref>[http://kotaku.com/5059237/disaster-day-of-crisis-debuts-appropriately-in-japan 'Disaster: Day Of Crisis' Debuts Appropriately In Japan]. Kotaku (October 6, 2008). Retrieved March 29, 2017.</ref>
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''Disaster: Day of Crisis'' was the tenth best-selling game on its first week of sales in Japan, with 14,310 copies sold.<ref>[http://kotaku.com/5059237/disaster-day-of-crisis-debuts-appropriately-in-japan 'Disaster: Day Of Crisis' Debuts Appropriately In Japan]. Kotaku (October 6, 2008). Retrieved March 29, 2017.</ref> Hitoshi Yagami of Nintendo would state that the game sold lower than expected.<ref name="Cubed"/>
 
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Latest revision as of 20:48, 15 January 2018

Disaster: Day of Crisis
ディザスターデイオブクライシス
Disaster Day of Crisis.jpg
European box art.
Developer(s): Monolith Soft
Publisher(s): Nintendo
Platform: Wii
Category: Action
Players: 1
Predecessor: N/A
Successor: N/A
Release dates
Japan: September 25, 2008
Europe: October 24, 2008
Australia: November 13, 2008
Ratings
CERO: C
PEGI: 16+
ACB: M

Disaster: Day of Crisis is an action game themed around natural disasters, developed by Monolith Soft for the Wii and released in 2008. Initially unveiled at E3 2006, the game was never released in North America; according to Reggie Fils-Aimé, the game's performance in Europe would determine whether or not Nintendo would see fit to release the game in North America.[1][2]

In an interview with staff from Monolith Soft and Nintendo, director Keiichi Ono stated that a sequel had been conceptualized, but that actual development depended on sales of the first game.[3]

Story

During a routine rescue mission around Mount Aguilas by the International Rescue Team, the dormant volcano suddenly erupts. Member Steve Hewitt gives his antique compass to fellow member Raymond Bryce, telling him to give it to his sister Lisa in case he doesn't make it. As they are escaping, Steve sacrifices himself so that Ray can live, knowing that only one of them would survive.

One year later, Ray has retired and has not confronted Lisa. However, he is suddenly told to meet with the Blue Ridge City FBI division. He meets with Agent Olson, who tells him that the former military organization SURGE has stolen nuclear weapons and kidnapped a pair of scientists (one of them being Lisa), and is threatening to detonate if the US government does not comply with their demands within 24 hours. Ray accepts the mission due to Lisa's involvement, and takes on SURGE in a variety of locations while avoiding and combating the effects of natural disasters.

Gameplay

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Development

Disaster: Day of Crisis was originally announced by Nintendo at E3 2006.[4] While little information about the game was released in the following months, Nintendo of America's Beth Llewellyn confirmed at E3 2007 that Disaster was still in development.[5][6] Disaster: Day of Crisis was intended to be released around the launch of the Wii; development on the game took longer than anticipated as it was the first core action game to be developed by Monolith Soft when the studio was more accustomed to creating RPGs, and because it took the team longer than expected for the developers to fully understand the Wii's hardware capabilities.[7][3] The team working on the game was "slightly larger than that of 'Baten Kaitos' games."[3]

While the concept for the game was largely based on the disaster film genre, it was not based on any particular movie, instead taking elements from several different films.[3] The overall goal of development was to create a game with "a cinematic power that had not been seen before."[7] The ultimate priority with the gameplay was to keep the pace high, similar to an actual disaster movie.[3] To take advantage of the Wii Remote's unique capabilities, the developers implemented several different play styles so as to allow players to "play with the various aspects of a disaster" with various context-sensitive actions.[3] Multiplayer or Nintendo Wi-Fi Connection features were not implemented as Monolith Soft felt they did not fit the theme of the game, designing the game exclusively as a single-player experience.[3]

Reception

Aggregate scores
Metacritic 69
GameRankings 70.53%
Reviews
Famitsu 34/40[8]
Official Nintendo Magazine 82%[9]
IGN 8/10
Eurogamer 6/10
GameSpot 5.5/10

Disaster: Day of Crisis received mixed critical reception, aimed primarily at the game's presentation and numerous gameplay styles. Famitsu rated the game a 34/40 (8/8/9/9). Official Nintendo Magazine rated the game 82%, primarily criticizing the enemy AI but overall stating that "Day Of Crisis is a fun - if rather basic - adventure game."[9] Matt Wales of IGN gave the game an 8 out of 10, stating that, "despite its rough edges, there's an incredibly unique, hugely visceral experience to be had with Day of Crisis," though also claiming that "some people will absolutely detest Disaster: Day of Crisis." Eurogamer's John Walker stated that "the frenzy of different genres is only confusing, not letting any one element shine," overall giving the game a 6 out of 10. Randolph Ramsay of GameSpot gave Disaster a 5.5 out of 10, criticizing the gameplay by stating that, "Practically every Wii Remote-waggling gimmick dreamed up for the Wii (so far) has been thrown into the mix, resulting in a game that's unfocused and scatterbrained," and overall stating that, "It's fun in parts, but as a whole, Disaster is no earth-shattering experience."

According to IGN's Nintendo Voice Chat, Reggie Fils-Aimé stated in an interview at a Nintendo media briefing that Disaster: Day of Crisis was not worth $50, calling its voice work "laughable".[2][10]

Disaster: Day of Crisis was the tenth best-selling game on its first week of sales in Japan, with 14,310 copies sold.[11] Hitoshi Yagami of Nintendo would state that the game sold lower than expected.[3]

Technical details

Technical Details
Media

Wii Game Disc

Input / compatible controllers

Wii Remote + Nunchuk

External links

Niwalogo.png
Disaster: Day of Crisis on other NIWA Wikis:
StrategyWiki logo.png
StrategyWiki


References

  1. Reggie on Disaster: Day of Crisis For America. Nintendo-x2 (November 3, 2008). Retrieved March 29, 2017.
  2. 2.0 2.1 Disaster: Day of Crisis is not worth $50, Reggie says. GamePro (October 31, 2008). Archived July 1, 2011. Retrieved March 29, 2017.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 Interview | Monolith & Nintendo Talk Disaster: Day of Crisis Wii. Cubed3 (November 27, 2008). Retrieved March 29, 2017.
  4. E3 2006: Eyes-on: Distaster: Day of Crisis. IGN (May 9, 2006). Retrieved May 29, 2017.
  5. E3 2007: Nintendo of America Interview with Beth Llewellyn. GameZone (July 13, 2007). Retrieved March 29, 2017.
  6. Project H.A.M.M.E.R. development in doubt (still). Engadget (July 19, 2007). Retrieved March 29, 2017.
  7. 7.0 7.1 Iwata Asks : Xenoblade Chronicles : Seeing it Through to the End. Nintendo. Retrieved September 9, 2017.
  8. Day of Crisis gets Famitsu thumbs up. Computer and Video Games (September 23, 2008). Archived September 24, 2008. Retrieved March 29, 2017.
  9. 9.0 9.1 Review: Disaster: Day of Crisis. Official Nintendo Magazine (October 23, 2008). Archived October 26, 2008. Retrieved March 29, 2017.
  10. Nintendo Voice Chat Podcast, Episode 26. IGN (October 13, 2008). Retrieved March 29, 2017.
  11. 'Disaster: Day Of Crisis' Debuts Appropriately In Japan. Kotaku (October 6, 2008). Retrieved March 29, 2017.