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Boom Boom Rocket now available + developer Q&A

A week earlier than we predicted, EA’s first venture into the realms of the Xbox Live Arcade is now a fact. Boom Boom Rocket is published by EA, developed by Bizarre Creations, of PGR and Geometry Wars fame, and now available on the Xbox Live Arcade for 800MSP. The game is available in all regions except for Asia, New Zealand and Australia and weighs in at 78.68MB. We’ve got a full Q&A with BBR’s Design Manager Craig Howard for you after the jump.

Boom Boom Rocket

Here’s a quick rundown of what the game has to offer.

The addictive and original ā€œBoom Boom Rocketā€ is the first music-rhythm game to appear on Xbox Live Arcade. Players trigger rockets to the beat of the music while traveling through a 3D cityscape. The better the player times the explosions, the more spectacular the fireworks effect. The fireworks are choreographed to 10 original tracks created by Ian Livingstone, who recently scored ā€œBatman Returnsā€ and ā€œProject Gotham Racing 2.ā€

Game Features

  • Two single player gameplay modes – Normal and Speed
  • Two single console multiplayer head-to-head modes – Battle and Endurance
  • Practice Mode
  • Freestyle mode – No target line or scoring, just mash buttons to create cool fireworks shows
  • Earn up to 12 Achievements and 200 Gamerscore points
Boom Boom Rocket

And now for the promised Q&A, compiled by members of the XCN and answered by Boom Boom Rocket’s Design Manager Craig Howard (CH).

XCN: Bizarre’s involvement with XBLA is synonymous with Geometry Wars – how do you think people will react to Boom Boom Rocket?

CH: Well we hope people react to it positively!  Boom Boom Rocket has been designed as an inviting game for players of all ages. The goal has been to make an accessible game that uses the synergy of visual and audio stimuli to drive the player to higher scores. We hope they’ll become absorbed within the experience.

XCN: Could you explain the background of how BBR came to be developed at Bizarre?

CH: We were approached by EA’s Pogo Studio with the game’s concept. They were keen to work with us given the success of Geometry Wars, and we were interested in working on a new IP with such a cool idea behind it! EA presented us with a barebones concept, which we then worked together to develop into the game BBR is today. Whilst the bulk of the design and production was done at Bizarre, Pogo Studio have been involved in virtually every step of the development process. That goes from initial concept development right through to marketing and PR.

XCN: Please give us an overview of how Boom Boom Rocket plays.

CH:Keeping true to our initial design principles, the game is an extremely simple concept to pick up and play. You need to simply detonate the fireworks in time with the music. There are four different colours of firework (yellow, blue, red, and green), which correspond to the colours of the face buttons on the Xbox 360 pad. Press the appropriately coloured button when the firework reaches the detonation bar. It’s easy.

The fun comes in the execution. The fireworks get really fast, and you’ll find that it’s fun to pull off the tougher combos after a bit of practice.

Boom Boom Rocket

XCN: And can you try to sum up the sensation of playing BBR?

CH: It’s a combination of intensely beautiful fireworks and pounding familiar melodies that will invoke the desire to improve on your previous scores as you strive to be as one with the game. We hope that both novices and experts will find something to like in BBR… we’ve aimed the game to appeal across a very wide demographic.

XCN: What kind of visual experience does a game of BBR create?

CH: The visual goal was to create the most spectacular firework display ever seen in video games. I’ll let you be the judge of whether we’ve achieved that or not!

We are doing lots of custom trickery to allow us to throw around tens of thousands of particles to create some jaw dropping displays. The lighting is also important so we dynamically light up the city and the smoke with the explosions.

The Bonus mode takes this goal and moves it off the scale!

Obviously this would be no good if we couldn’t maintain the arcade perfect speed of 60fps, so the guys have worked hard to ensure we don’t drop frames during gameplay.

XCN: Geometry Wars is seen as quite a hardcore game – is BBR hardcore in a similar way?

CH: One of the strengths of Boom Boom Rocket is that players of all ages can pick it up and enjoy the game. This is not to say that we have alienated the Hardcore players. We have spent a lot of time engineering subtlety and depth into the scoring mechanics; this will give the players lots of scope to improve their score. We also have an Endurance game option which continuously speeds up the song until the player can’t keep up. We see this as a very large challenge to the hardcore who will really be able to shine on this mode.

Boom Boom Rocket

XCN: Do you see BBR encouraging people to have high score battles with the people on their friends list?

CH: Definitely! Boom Boom Rocket has a combined leader board that tallies your best performances for each song, This will allow you and your friends to easily see who is the best overall in the game.

XCN: What kind of Xbox Live features are you implementing in BBR?

CH: Boom Boom Rocket will feature Xbox Live leaderboard support.

XCN: Are you planning to create DLC for BBR?

CH: We have included DLC functionality for the game, but nothing has been finalised yet. It really comes down to what gamers tell us after they get their hands on the game. If they want extra content, we’ll do it. Rest assured we’ll be listening very closely to our forum post launch.

XCN: BBR will feature remixes of classical music. Why did you choose this genre, and are you concerned that it will put off certain sections of the audience?

CH: The most important factor when looking at the in-game music was that we wanted tunes that have strong melodies and hooks for the players. We decided to base the music on classical music, as no matter what music you listen to its inevitable that you would have heard many classical tunes in Films, TV and advertisements.

The classical tunes were a seed for Ian Livingstone to work with and he has managed to create some tunes that are distinct and uniquely Boom Boom Rocket.

XCN: Will you be able to play the game to your own custom soundtracks as in other titles like Def Jam: ICON?

CH: We did consider the possibility of you being able to play with your own soundtrack early on in the games lifecycle. After a bit of research it was quite apparent that rhythm action games are based on the tightness of the level design to the music. So we channelled our energy into crafting really detailed and playable levels instead… this is really where the game shines.

However, we have dropped in a full visualiser, which will choreograph a fireworks display to any music stored on the HDD. It’s not playable, but it’s a nod to those who want to see their own tracks up in lights.

XCN: Rhythm action games seem to be becoming increasingly popular these days. What other games have influenced you in the creation of BBR?

CH: We are big fans of lots of rhythm action games here, and it’s hard to not be influenced by some of the better ones. These might be DDR, Guitar Hero. Pop n Music or Samba de Amigo. However, we think BBR has a unique style and gameplay… certainly we don’t think we’ve just copied what was already out there.

XCN: Q Entertainment has just announced that it will be bringing Every Extend Extra Extreme to XBLA. How do you think BBR will shape up against it?

CH: E4 is very different in its core mechanics so we don’t consider Boom Boom Rocket as a competitor. We are big fans of Q entertainment’s games and look forward playing it.

Boom Boom Rocket

XCN: What pricepoint should we expect for BBR, and what is your view of XBLA pricing at present?

CH: You can expect to pay 800 MS points for Boom Boom Rocket. This is a price which was set by Electronic Arts, but one which Bizarre is really happy with. Obviously we put GW out at 400 points at launch, but BBR is a much larger game with much larger development costs, and ultimately more gameplay.

GW had 1 person working full time on it. BBR has 7 full timers at last count… so it’s an order of magnitude bigger!

Generally we think that XBL pricing is a little high, especially for some of the ā€œremadeā€ titles. However, consumers will vote with their wallets. We know that people won’t buy it if the price is unfair, so we hope that people see 800 points for BBR as a decent investment.

XCN: What kind of Achievements are you creating for BBR, and what do you think of the Achievement system?

CH: We have a wide range of achievements in the game to help everyone feel that they are making progress. There are some easy wins such as the ā€˜Bonus Schmonus’ Achievement that is awarded when a player activates the bonus run for the first time. On the other end of the spectrum is the ā€˜Carpal Tunnel Syndrome’ achievement that requires the player to get an A rating or above on all 10 songs.

XCN: Finally, what’s in the future for Bizarre’s involvement with XBLA?

CH: We’re huge fans of XBLA, and it’ll come as no surprise to hear that we do intend to keep very involved in this area. We have some more announcements to make… watch this space (or more precisely, watch www.bizarreonline.net!).

Boom Boom Rocket is currently available on the Xbox Live Arcade, be sure to checkout the free demo.

Thanks for submitting DM2 and ibaj!

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18 comments on 'Boom Boom Rocket now available + developer Q&A'

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Comment by ibaj on 2007-04-11 13:56:09 | Reply

I love Music-n-rhythm games so i had to buy this!

Paulie was wrong but in the best way possible.

And you can use the X-Plorer to play this.

Comment by J1980 on 2007-04-11 14:40:30 | Reply

whats X-plorer??

Guitar Hero II controller.

TWAT IT! I so would have bought this if it had 2 player ONLINE multiplayer.

So would of bought it had M$ not stopped allowing the use of the type of card I have¬_¬

Comment by J1980 on 2007-04-11 14:39:55 | Reply

im waiting for the review rather than get the demo…

Ha, even this guy says that the content is overpriced.

This game rocks so much. The soundtrack is perfection.

Comment by x El Scorpio x on 2007-04-11 16:38:09 | Reply

think I’llgive it a try but don’t think I’ll like the soundtrack from the list i’ve seen

Comment by Worms on 2007-04-11 19:07:46 | Reply

I don’t know. Played the trial this morning and it wasn’t that exciting.

Comment by Kaasplank on 2007-04-12 08:12:49 | Reply

I’m going to have more fun deleting it than I had playing it

Comment by ibaj on 2007-04-12 17:57:17 | Reply

Oh well, have fun with that.

Comment by Moocow on 2007-04-12 19:56:12 | Reply

my friend played it with his Dance pad he said it worked out but he couldnt hit the trigger buttons for the extra points.

Comment by Pedle Zelnip on 2007-04-13 01:40:46 | Reply

Well I didn’t think much of it, found it really boring actually. Big disapointment. Just don’t get the appeal of games like this. Guitar Hero I *kinda* get, as you can get into the whole “I’m a guitar god” fantasy, but making fireworks go boom? And for a game which needs eye candy, I was actually quite disappointed with the visuals in the game (to be fair though I didn’t play for long, but the backgrounds look horrible). 400 points I’d consider it, but 800 is too much (and seems to becoming more and more common for games on the Arcade).

Comment by Worms on 2007-04-13 03:02:39 | Reply

I agree it just seems boring. GH2 draws you in because you want the song to sound right especially for the spectactors watching you. If you don’t play it right you don’t hear the guitar.

You barely know you’ve missed a firework on this game the music doesn’t change when you miss. The explosions don’t look that great that I’ve seen. I’ve played the trial a few times including the endurance mode and it just didn’t do anything for me. For me Worms is still king of XBLA.

Comment by Pedle Zelnip on 2007-04-13 20:56:36 | Reply

That’s a really good point, the feedback in BBR just isn’t very good. The only real indicator of how good your timing was is the word “Awesome” that appears on the bottom of the screen when you do a good job, but since you’re busy watching the rockets it’s a bit hard to see that amidst the other chaos.

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