The proper trailer's up. It's not that much different to the older one (actually, I like it much better personally) but, yeah, it's a 2010 title:
High Voltage Software's other Wii game. That secret IGN game hinted at with the blurry pic a while ago. Interview. Pics:
David: The concept for Gladiator A.D. is to recreate the brutal fighting and high tension of the gladiatorial arenas of ancient Rome. We are developing a game that is both fast-paced and tactical in nature. A lot of work into the art style as well as the AI systems to make a game that is not only beautiful to look at, but challenging and well-balanced for all skill levels.
Eric: Gladiator A.D. takes strategic combat mechanics and steps it up a notch with an RPG-light twist and more player options. Players take their gladiator into one of history's most brutal blood sports; the Roman Gladiatorial Circuit. After winning enough favor from the crowd, players can challenge the champions for fame, wealth, and in some cases, freedom stand waiting to the victor.
David: Gladiator A.D. is not a traditional 3D fighting game. It's more of a hybrid between 3D Fighting games like Bushido Blade and Boxing games like Fight Night. The action is intense, but the combat is strategic. You need to learn your opponent's weaknesses and think through your attack patterns to succeed. There is no button-mashing here.
Kerry: Our goal is to make the controls intuitive while providing depth to the game mechanics. Customizable weapons, armor and moves give the player a lot of choices of the arsenal to bring into battle. There are quicker, lighter moves that are difficult to block or dodge and slower, heavier moves that will do more damage. A well-timed parry will briefly stun your opponent. There are brutality moves that the player can earn by increasing crowd favor, which plays a big role in a player's victory or defeat.
Kerry: The controls use Wii motions with the Wii remote and nunchuck to initiate an attack. There are six basic attacks: Left, right or overhead, both light and heavy. The player can also block or dodge in any direction.
David: We are taking full advantage of the Wii Remote's motion-sensing capabilities for combat. We are very proud of what we have been able to accomplish using just the Wii Remote. That said though, we are currently incorporating the latest version of the Wii MotionPlus firmware and will support it.
David: We are seven months into full production. We have nearly every environment complete and many of our fighters have been modeled, rigged, and animated. As to the specific release date, we are not announcing anything yet but we are very excited and eager to get the games into the hands of the gamers.
Kerry: The game is a lot of fun to play and our current timetable places us at a Q1 2010 release.