Red Steel 2
#61 Napisany 05 maja 2009 - 20:35
#62 Napisany 05 maja 2009 - 20:36
Paryż - czyli tak jak RS.
#63 Napisany 05 maja 2009 - 20:41
#64 Napisany 06 maja 2009 - 22:08
#65 Napisany 07 maja 2009 - 14:36
#66 Napisany 09 maja 2009 - 19:36
- correct angle and force of a swing are important - HELL YEAH
- you can enter an options menu that allows you to change the force necessary to perform powerful swings
- flick Wiimote to pull out sword - JUICY!
- quick on-the-fly weapon switching, no inventory - REAL_TIME WEAPON CHANGING - WRESZCIE
- quick-time event for enemy parry, when the situation comes up
- once you fire a shot, enemies will charge you
- yellow indicator is always present on screen
- there are different weapons, such as a shotgun
- seems that weapons will be upgradeable somehow
- block bullets with your sword - jaaaaaasne. ale dla mnie może być ;p
- if you start the game without the MotionPlus accessory, the screen will stay black and the game won’t progress
- Setting: eastern influences mixed with wild-west america set in the near-future
- other areas in the game will also show Asian influence
- art direct flew to Japan and took about 6,000 pics in order to get a good feel for the design approach
- main character is the only one able to accomplish the task of saving the world
- a warlord is the main villain
- more that 15 different enemy types - spróbowaliby mniej
- no one from the first game returns - AHA
- some enemies will have heavier armor and bulletproof vests
- at least 5 bosses
- story development came last, gameplay was first
- 30% linear, 70% free-roaming within massive levels
- 70% huge free-roaming levels in which you receive new missions via radio - METROID PRIME STYLE?
- choose the missions you want
- destroy barriers with Katana moves you learn later
- 6 enemies maximum at once - mam nadzieję, że jest to podyktowane tylko systemem, który stawia bardziej na pojedynki niż rozpierduchę
- as of right now, the game has 10+ hours of content - jeżeli to będzie prawdziwe, twarde plus 10, to OK
Nowe wieści, bodajże z ONM. Dość pozytywne moim zdaniem.
#67 Napisany 10 maja 2009 - 11:41
#68 Napisany 02 czerwca 2009 - 01:26
#69 Napisany 02 czerwca 2009 - 09:38
#70 Napisany 02 czerwca 2009 - 09:40
#71 Napisany 02 czerwca 2009 - 10:02
#72 Napisany 02 czerwca 2009 - 10:04
#73 Napisany 02 czerwca 2009 - 11:45
#74 Napisany 02 czerwca 2009 - 12:48
#75 Napisany 02 czerwca 2009 - 13:20
#76 Napisany 02 czerwca 2009 - 13:54
Oglądaliśmy czysty gameplay na konfie Ubi w okolicach godziny 3 rano. Wyglądało to mocno średnio. Nawet krwi nie ma przy ciachaniu.
Sprytniejsi weszli na IGNB o 2:30 gdzie był już trailer i 13 minutowy walkthrough (czyli, wyjaśniam, zapis przejścia całego pierwszego poziomu) i obejrzeli sobie w ładnej jakości, kiedy panowie z Ubi wszystkimi siłami starali się uśpić publikę.
Render udający intro real time (ciągnięcie na motorze z widocznym celownikiem) ofkoz wygląda lepiej niż sama gra, ale i ta moim zdaniem RS2 WIN i nie widzę na razie nic, co w tej grze byłoby mniej niż bardzo dobre.
#77 Napisany 02 czerwca 2009 - 15:48
Obejrzałem ten 14 min walkthrough - początek mnie zabił, ale sam gameplay już nieco zawiódł bo po 5 minutach nie chciało mi się oglądać dalej. Jeśli gra ma polegac na parciu przed siebie i zabijaniu zalockowanych opponentów to może szybko nudzić. Może dodadzą jakieś fajne elementy przygodowe. I brak krwi? Seriously ?
Ale ogólnie jestem ciekaw co z tego wyjdzie
#78 Napisany 02 czerwca 2009 - 15:59
Pamiętaj Jedyn że mi to wyglądało na planszę tutorialową, choćby dlatego że strzelało się w te drzwi i rozwalało bambusy. Już też miałem się nudzić czasem, ale wtedy albo pokazano akcje rodem z DMC (wybijanie w górę) albo pojawił się bossiak i było już bardoz przyjemnie
Jako pierwsza gra z walką na miecz 1:1 prezentuje się super, grafika jest śliczna, animacja jeszcze lepsza. A potknięcia będę wypominał potem
#79 Napisany 02 czerwca 2009 - 16:09
#80 Napisany 04 czerwca 2009 - 12:19
#81 Napisany 04 czerwca 2009 - 13:32
#82 Napisany 04 czerwca 2009 - 20:44
http://wii.nintendol... ... ndenbergheNL: The Motion+ implementation is great, but did you or do you have any concerns over the attachment?
JV: Obviously the big concern is that we're selling to a reduced userbase, and it all depends on how well the attachment is taken up by the console owners. We looked at doing a version without MotionPlus, and the lag from when you attack was something like half a second, which doesn't sound like a lot but ends up with a game totally different from what you played today. There's a reason there haven't been many games like the original Red Steel since its launch, which is that it just isn't possible to get the right level of accuracy without MotionPlus.
NL: With that in mind, did Nintendo give you a lot of support to get to grips with MotionPlus?
JV: Oh yeah, they were great. We got our first MotionPlus a few weeks before it was officially announced, and we were like "now we can do it!". Nintendo were great though, they gave us loads of early libraries for MotionPlus and really gave us a lot of support. In a wider sense we worked very closely with the guys over at Retro Studios, and the producer of Metroid Prime came to work with us and gave us a lot of insight into how they handled things.
Red Steel 2 Hands-On
Ubisoft's Red Steel sequel was playable at E3 09, and we wasted no time jumping on the game at the company's booth.
http://e3.gamespot.c... ... 2-hands-onRed Steel 2 is an interesting proposition. It's the sequel to a game that was poorly received upon release, but the developers genuinely seem to have learned a lot from the experience. The sequel has a completely different story to the original, and, in fact, the only thing that the two games have in common is the gun/sword-based combat. We managed to play the game for the first time today at the LA Convention Center, as well as find out more about it with lead designer Roman Campos Oriola.
Red Steel 2 is a Western/Japanese hybrid, with a storyline that mixes ninja swordplay and a Wild West setting. As the main character, you decide to return home after many years, but you're captured by a rival gang and are dragged into town by a rope attached to a motorcycle. You manage to shoot your captor and make your escape, and the tutorial introduces you to the basic movement and combat controls.
You aim and move just like you did in the original Red Steel, but Wii MotionPlus support means that the controls are much more refined than before. You push your aiming reticle to the side of the screen to turn, for example, but now the farther you push, the faster you turn. The support for Nintendo's latest peripheral also really improves the sword combat, which is much more accurate than before. You really need to make huge swipes with the remote for strong attacks on enemies with armour, while holding the A button lets you perform highly accurate parrying moves.
While the controls are an obvious improvement to Red Steel 2, we also have to compliment the game on its looks. It could be described as cel-shaded, although the game manages to retain a gritty edge, but it certainly has a distinct visual style all its own. Even better, it's running in 60fps at this stage, although that could change according to the technical limitations placed on the final build. Sadly, the same can't be said for the violence--while you can hold A to perform finishing moves, such as a sword-based execution, there's not a drop of blood to be seen in any of the game.
One of the coolest things we did in the game was break into a safe. You hold the Wii remote up to your ear and then tilt the remote to turn the wheel on the safe. When you hear a click through the Wii Remote, you know that you've hit the correct combination, and you have to do this three times to open the safe. It's definitely a cool little minigame, and even over the noise of the show, we still managed to get into the safe.
Developer Roman Campos Oriola left us with one final tease from the demo, which he showed us after we'd played through the first level. He showed how, about one hour into the game, you can upgrade your sword with special powers, such as the ability to fling enemies into the air. Once they're in midair, you can shoot them or jump up in the air and smack them down to earth. Finally, he told us that Red Steel 2 is going to be a strict single-player experience, so no multiplayer features will ship in the game.
We really enjoyed our time playing Red Steel 2, and even though we played it on the show floor, we didn't have any problem getting into the new swinging mechanics of the swordplay. We hope to bring you more on the game post-E3.
Wydaje mi się ,iż jest to real time .Zobacz ten filmik :Poprostu mnie zaskoczyłeś, bo koleś mówił, ze cała prezentacja jest real-time.
Red Steel 2 stage demo
http://e3.gamespot.c... ... es;title;7
Redaktorzy z Gamespotu są zadowoleni z "nowego sterowania " i nie wspominali nic o opóźnieniach , więc chyba jest dobrze .
#83 Napisany 04 czerwca 2009 - 20:48
#84 Napisany 04 czerwca 2009 - 21:54
#85 Napisany 04 czerwca 2009 - 22:12
#86 Napisany 04 czerwca 2009 - 22:49
Masz listę gierek, które cię nie interesują? Wow.Skreślam ją z listy gierek, które mnie nie interesują.
#87 Napisany 05 czerwca 2009 - 02:34
#88 Napisany 28 lipca 2009 - 11:40
Wygląda na to, że firmy boją się wypuszczać jakiekolwiek gry w okolicach premiery Modern Warfare 2.
#89 Napisany 28 lipca 2009 - 16:14
#90 Napisany 21 stycznia 2010 - 22:47
Roboczy wciąż, ale boxart wersji Euro.
Jak donosi inny news na Go Nintendo, prace nad grą zostały już ukończone. Premiera w marcu wydaje się więc niezagrożona. Mam nadzieję, że zestaw z M+ będzie w cenie zwykłej gry - na takiej coś bym się skusił, a jak!