Just last week, it was announced that Mutant Mudds Super Challenge will be releasing on 17th March in all territories. The follow-up to the original Mutant Mudds may not be technically considered a sequel, but something of a 'continuation'. Naturally, this means that it's a game being tailored to the fans, and the difficulty is going to be ratcheted up another notch this time around.
Jools Watsham recently was part of an interview with VGChartz regarding the upcoming game, and he spoke a bit more about the thinking behind the enhanced difficulty. Essentially, Super Challenge is meant to pick up exactly where Mutant Mudds left off, meaning that it's early levels are intended to be as relatively difficult as its predecessor's final stages.
The goal for Mutant Mudds Super Challenge was to present a continued challenge, as if you just completed the original Mutant Mudds adventure and are picking things up directly from that moment. The original Mutant Mudds has a gradual difficulty curve that increases over time, presenting the most challenging levels towards the end of the game. With Super Challenge I threw the concept of a difficulty curve out of the window, and made every level challenging instead. Generally speaking, the levels are all equal to the "hard" levels in the original Muddsin terms of challenge. Some may lean towards being a little easier than that and some may spike up to be a little more challenging. I think Muddy fans will be well equipped to handle them.
Of course, this calls to mind the question of whether or not this game will be accessible to newcomers who haven't played through the first one. Watsham addressed this, too, mentioning that he's aware of newcomers, but is ultimately developing the game with veteran players in mind.
Yes, I do worry about that! (laughs) But, it is something that I think fans of the original game will like a lot. If I was a fan of the original, having not developed it myself, I would personally love a direct continuation of Mutant Mudds with no hand-holding and more challenge that I can really get my teeth into. Hopefully I am not the only one!
Check out the full interview here, there's lots of interesting tidbits of information to be found regarding Renegade Kid's latest.
What do you think? Will you be picking this up? Are you glad this is being geared towards fans? Share your thoughts in the comments below.
[source vgchartz.com]
Comments 13
Can't wait for this game! I 100%-completed the original game three times; I had to make all save files complete.
This game has a cross-buy, so I think I'll have to complete this 6 times... I'm weird...
So they are pretty much doing like Mario Lost Levels.
I hope they'll make an easier version to release in Japan cause Japanese players can't handle the challange, it's revenge time!
The difficulty level of a game is one of the most difficult things for a developer to get right.
Some gamers want a tough game and will play a level hundreds of times and won't let a game defeat them. Others will give up after a few go.
I don't think it's clever for a developer to make a really tough game, I think that is a bit old school. Perfect pixel jumps that put back to the beginning of the level each time you fail to clear the jump. And when you do clear the jump and get to the other side something hits you and back you go.
Nintendo games now give you immunity after five go so you can clear the level. I just use it when it comes up. It spoils the game.
The best way with any game is the have an easy, normal and hard setting. Even a extra hard setting for the few best players.
I thought the original Mutant Mudds was included in the EU version since that one wasn't released here.
Will it be part of Super Challenge, or will it finally release in EU as well?
I think he should be making his games as accessible as he can. I think the 'Super Challenge' will likely just put people off.
I hope I'm wrong.
Give me a nice price for Mutant Mudds 1 + 2 and I'll grab both. I've only played the demo of the first game on the 3DS and it was really good.
@zool "The best way with any game is the have an easy, normal and hard setting. Even a extra hard setting for the few best players."
Sigh... How do you do that exactly with platform games? You raise the health of platforms?
That's one way. Extra hard, has only one life and no half way save points. And work down from there.
It's the Lost Levels of Mutant Mudds! Can't wait to play it!
@zool
The demo levels had checkpoints so no problem here.
Having a difficulty setting in a platform game that just for example limits your health or extra lives is boring. It's not easy to create a challenging platformer that doesn't feel cheap or have fake difficulty elements but when done right they're a joy to play.
At first I wasn't very interested about this game. I played the original trough 100%, even all the free DLC but there are a lot more better 2D action platformers out there. But when I heard the creator took inspiration from Mario Lost Levels I really wanted to support this. I don't see direct sequels like these too often, where the game starts at the difficulty level of the previous games´ last stage.
@Moon
We have more than enough accessible games on the market. Besides this a digital release so risks are lower.
I am worried it will be too hard. The original Mutant Mudds got pretty difficult in the later levels. But I'm still planning on getting it because I did like the original quite a bit.
The only levels I found particularly challenging were some of the very last stages in the game but even so, I don't know if I want a whole game with that level of challenge seeing as some of those levels were simply masochistic!
I'm really looking forward to this, one of the best things of the original was the tight controls. I never felt like it was the game's fault when I died, and even the hardest DLC levels felt fair with these mechanics.
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