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Messages - Deguello

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2001
Nintendo Gaming / RE: Nintendo to drop consoles and go handheld only?
« on: September 20, 2003, 07:46:23 PM »
When reading their forums, disregard anything posted by Sparky/Eiger Drover (evidence supports that they are the same person).  Eiger will kill your 56k connection with gigantinc Screenshots of Xbox games that may or may not have been taken on the Xbox (800 resolution), and Sparky will pist a paraphrase of EGM magazines, changing the scores by lowering the GameCube and PS2 games while raising the Xbox  games in a brash and brave attempt to be the biggest fanboy ever.  Oh, and they both/he think(s) Japan doesn't matter when it comes to video games.  

2002
Nintendo Gaming / RE: Soul Calibur II tricks and strategy thread
« on: September 20, 2003, 07:40:04 PM »
Oh, and Mitsu's Wind Hole Vortex (Back +B, hold option) has longer range than many people expect, especially since he takes a step back.

2003
Nintendo Gaming / RE: Soul Calibur II tricks and strategy thread
« on: September 20, 2003, 07:38:16 PM »
Mitsurugi is a newb killer because 4 times out of 5 a newb will just run at you tapping an attack button without moving around in the 3D environment , and as long as you Relic (Back A+B) + B, you will hit them every, single, time.  I bet a newb doing nothing but that.

2004
General Gaming / RE: Kameo: Elements of Power
« on: September 19, 2003, 01:13:11 AM »
Having actually played Kameo at E3, I can say that if the actual game didn't change much, the quality of the graphics is quite trivial.  Color me unimpressed.  Don't throw "fanboy" at me, because I didn't think much of Kameo when it was a GC title.  But the good news is this the once-bustling Rare fansites now have something to talk about rather than... well, nothing.

2005
General Chat / RE: Avatar Discussion
« on: September 16, 2003, 04:38:11 AM »
Right.  Dr. Cossack.  Two months, ARGH.

2006
General Chat / RE: Avatar Discussion
« on: September 16, 2003, 02:36:50 AM »
Late to the party as usual.  My avatar is is the source of much pain and suffering as it took me 2 months to find the source image.  A cookie if you can guess who it is.

2007
General Gaming / RE:Rare: A Year Later
« on: September 16, 2003, 12:43:53 AM »
Rare was very close to me at one point in time.  I always get this sullen and sad feeling every time I think about them now, not because they are no longer with Nintendo… but they are no longer themselves.  

During E3 2k3 I was expecting MS and Rare to show off something really special so that they could draw attention to themselves and build up hype.  What I saw was probably THE most unappealing game I have EVER seen this side of No Rules: GET PHAT for the GBA, A game I really didn’t think was all that special on the GC, and what appeared to be a Conker remake, with Live tacked on in lieu of actually making another game.  Color me disenfranchised.  

My almost extreme dislike for Rare nowadays actually started way back in 1999, with DK64.  Now, I’m not like most people who demonize the game, but I thought it had a “been there, played that” feel to it.  What I didn’t know was that some forms of the code from DK64 to B-K were almost identical, even that Ice Key’s data was in DK64 (or so the Rare Witch project [website] reports.)  Even some of the music sounded similar.  It was almost as if this was B-K in a DK skin.  While that may not be a penultimate evil, it does lead to the conclusion that there seems to be a formula from which they made all of their games (save GE, JFG, Blastcorps) from B-K to even parts of StarFox Adventures.  You would think they would cook up something new every once in a while.

Rare did something else that made me dislike them, but what they did is almost despicable.  They lied to their fans through Scribes.  It was one of the Summer 2002 scribes stating (paraphrase) “We are wrapping up Kameo’s development right about now.”  Oh really?  Ever since then, All I have heard about from Rare internally (From the Fatbabies.com forums) is that they lie to their employees, promising payrises to new employees who bust their butts, and giving them very small payrises instead, and they have shady hiring practices.  Now I feel bad for the employees.

About Rare’s profitability to Nintendo being 1.5% in 2k1, they could have easily rectified that number in 2001-early2002.  According to their letters page on Scribes in late2k1-early2k2, their first GBA projects (Diddy Pilot, B-K, SabreWulf) were COMPLETE.  Not “for the most part complete” or “almost finished” but complete, sitting and waiting to be published.  Now either they were lying, which is bad enough, or they WERE complete, and chose not to release them in 2k2, which is worse.  Now you could say that Nintendo was to blame for not publishing B-K and Diddy Pilot, but SabreWulf was was a Rare-only game.  What stopped them?

I have a few complaints and grievances about Rare left…  Conker’s Bad Fur Day was an above average platformer with British humor and popculture references all over the place.  After the jokes get old (which they do) the game really doesn’t shine much.  The game took 4 years to make, changing designs almost every year, and the result is the equivalent of a slightly substance-filled spoof movie.  Yahoo.  That’s just what I thought, because I thought the original design of Conker had much more character.  And that’s not the last time Rare forsook character design.  Dinosaur Planet had one of the most interesting character designs I have ever seen, then they cheaped out and threw StarFox in the mix for absolutely no reason.  I originally thought Nintendo asked them to Put StarFox in there, but I remember that Nintendo didn’t interfere with Conker and PD and to a lesser extent Banjo-Tooie (very risqué comments) in any way.  And in the end, I saw a formulaic Zelda-ish game with no… like… soul.  That’s the only way I can describe it.

I know this is a lengthy read but in my mind I have been doting on this issue for the past year.  I just had to get it off my chest…



P.S. I notice that the GbtG box says “from the makers of DKC and B-K”, and the demo reel in the Xbox kiosk disc says “from the makers of GE007 and PD.”  Are they gonna milk their entire heritage for Ghoulies?

2008
Nintendo Gaming / RE:Nintendo to go the way of Sega - Nintendo is for kids
« on: September 10, 2003, 11:29:43 PM »
After reading it, I am left with one burning question.

Why does this article even exist?  The contents aren't "news", per se.  Everything in it has already been reported, except for the highly editorial comment of an analyst, who is just repeating the idée du jour.  

2009
General Chat / RE: Body piercing!!
« on: September 04, 2003, 09:13:34 PM »
Heh, sorry.  I had that one as a place holder for this one.  This one is probably better, ya.

2010
General Chat / RE:Body piercing!!
« on: September 04, 2003, 12:59:10 AM »
If you are eventually going to get it removed, why get one in the first place?  Me, I'm not tattoed or pierced, becuase it costs money.  My hair is trying to decide if it is black or brown.

Oh and Ian, damn right.  I saw a dude with an eagle tattoo... but it might as well have been an albatross, because he gained a lot of weight.  Not the muscle variety, but the Breyer's Ice Cream variety.  I don't think his intended message of his tat was that you could draw a ridiculosuly large bird on his back.

2011
Nintendo Gaming / RE:Media Create Numbers -8/29-8/31
« on: September 02, 2003, 04:32:11 PM »
Winning Post 6 is probably one of those Horse-racing games that are uncharacteristically popular in Japan.

2012
TalkBack / Spawn coming to the GC
« on: April 24, 2003, 11:34:51 AM »
Also, Todd MacFarlane Productions to make Soul Calibur 2 action figures.

Namco and Todd McFarlane Productions, McFarlane Toys Sign Licensing Agreement SOULCALIBUR II figures to be released and a new video game based on Spawn to be developed.


Tokyo, Japan and Tempe, Arizona, April 23, 2003 - Namco Ltd. and Todd McFarlane Productions Inc. have announced today that a mutual agreement has been signed in which both parties are allowing the use of each other’s characters for different business opportunities. Namco Ltd. will be granted the use of Spawn for the creation of a brand new video game and TMP will be granted the use of various SOULCALIBUR II characters for the creation of brand new action figures.  


Namco Ltd. will use the Spawn character in the development of a brand new video game created for the PlayStation®2 computer entertainment system, the Nintendo GameCube™ and Xbox® video game system from Microsoft, and is scheduled to be released in the US market in 2003.  Spawn (tentative title) is a mission-based action/adventure set against the backdrop of a darker, near-future New York City environment.  Its intuitive controls allow the player to utilize a range of acrobatic jumps, double jumps, glides and climbs throughout the vast city.  A combo-based hand-to-hand combat engine will allow the player to deliver many different attacks and devastating moves to punish his enemies.  The player will also have access to all of Spawn’s distinctive abilities – his superhuman strength, his arsenal of weaponry, his Hell Powers and, of course, his living symbiotic costume.   Spawn will premier at this year’s Electronic Entertainment Expo to be held in Los Angles this May.


TMP will create a new line of action figures based on the SOULCALIBUR II characters.  McFarlane Toys will release it in the summer of 2003.  McFarlane Toys is one of the world's largest toy manufacturers. Established in 1994 to manufacture and sell action figures based on founder Todd McFarlane's comic book character Spawn, the international award-winning company has expanded into licensed products to become one of the premiere action figure producers on the planet.  


Through a previous arrangement, TMP had already designed an original character, Necrid, for each console version of SOULCALIBUR II and also allowed the use of Spawn to appear as the exclusive character in the Xbox version of the game.  


“When developing SOULCALIBUR II, I was working not just on making the game interesting, I was concerned about the storyline and character design”, says Producer Hiroaki Yotoriyama. “How could I bring alive 16th century warriors who bet their life and all their possessions for a moment of glory? Doing that was difficult and the most exciting part of the job. In that process, the opportunity to collaborate with Todd McFarlane on Necrid was key in enhancing the level of the product. As a fellow creator, I feel great pride in the creation of a new character that was developed by the world’s greatest creator. In the Xbox version of SOULCALIBUR II, Todd McFarlane's Spawn will also appear. I’m confident that using cutting edge technologies from Namco such as CG modeling, motion, sound and character manipulation, along with focusing on the original images in the comic books, will bring Spawn to life as he should be. I am also really pleased with the 3D modeling for the SOULCALIBUR II action figures, which have brought this art to its highest form. Being a part of the extremely organic collaboration with Todd McFarlane, which has shown through in SOULCALIBUR II, has been a true honor. I don’t know if I can wait for the Spawn video game that's currently under development in the US.  It should be something really special.”


“I've long been interested in the development of video games”, says Creator Todd McFarlane. “Games breathe life into a creator's flat 2D images and bring them alive. As someone who develops ideas, my goal is to create strong characters that are both interesting to look at, and can deliver new and exciting game play. When Namco, who obviously is tops in its field, approached us on developing new characters and integrating my character, Spawn, into its SOULCALIBUR II game, I knew it would be a great opportunity to work with a company on the cutting edge of gaming technology. Their game play and engine design is second to none. I'm very excited and proud of the work that Namco has accomplished on SOULCALIBUR II and I am thankful for the opportunity to be a part of this game.  I am also pretty excited about the action figures my company has produced to accompany the game. We are experimenting with scale and other things, but I think game fans will be astonished at the detail and realism. I'm also looking forward to working with Namco on future projects and ideas, including the upcoming Spawn title.”


2013
TalkBack / 3DO Simulates World Series
« on: March 31, 2003, 09:02:18 AM »
Yankees win over Diamondbacks.  SHOCK!  AWE!

THE YANKEES® RECLAIM THE WORLD SERIES CROWN


The New York Yankees Beat the Arizona Diamondbacks™ in this Year's World Series® According to Computer Game, "High Heat™ Major League Baseball® 2004"


REDWOOD CITY, CA - (March 31, 2003) - The 3DO Company today announced its "High Heat Major League Baseball" video game simulation results for the 2004 season. According to the average results of four simulated seasons, the Yankees and the Diamondbacks will meet once again, this time with different results than during the 2001 World Series®. Fifty percent of the simulations predicted that the Yankees will defeat Arizona, winning four games in the best of seven series.


In other results, the defending champions, the Anaheim Angels™, only reached the playoffs in one of the four simulations, losing in the first round to Boston. "The 'High Heat' game's artificial intelligence is incredibly accurate, however we still haven't found a way to account for the kind of 'heart' that helped Anaheim win the World Series last year. We're working on that," said Trip Hawkins, Chief Executive Officer of The 3DO Company.


Season results include Diamondbacks star pitcher, Curt Schilling, clinching the prestigious Cy Young award for the National League™ in two of the simulations and Pedro Martinez of the Red Sox™ winning the American League™ honors in all four.  


According to simulated results, Arizona's Randy Johnson is set to finish an impressive season leading the National League in strike-outs, averaging 281 over the four seasons simulated. Barry Bonds averaged 65 home runs, 137 RBI, and an equally impressive .338 batting average. Former Giants™ Second Baseman Jeff Kent also showed promise, averaging 43 home runs, 133 RBI, and a .332 batting average with his new team, the Houston Astros™. Louis Castillo of the Florida Marlins™ will dominate the National League™ in the stolen bases category, averaging a whopping 70 per season.


2014
TalkBack / Bukkazoom Drives Onto The GBA
« on: March 11, 2003, 06:43:25 PM »
What a title.  ITE Media revelas their portable kart racing title

HUGO – BUKKAZOOM


Not your average racing Game!


Following the success of "The Evil Mirror" for PSX, PC & GBA, Hugo is now ready and eager to enter the wonderful world of PS2 PC & GBA, the first game being Bukkazoom.


Together with his family, friends and sworn enemies, Hugo has been invited to race with his wild and wacky animated carts in the world of the Greenflies. This is a world of slushy swamps, bone-strewn deserts and country landscapes. What makes it more exciting is the fact that Hugo and his companions have been shrunk to the size of the Greenflies themselves! This makes for a fun-filled racing adventure with new and thrilling challenges.


Bukkazoom differentiates itself from other race games by it's combination of interactive and intelligent check points, open and free roaming levels that equally emphasis combat and racing, "realistic" features, unique and intuitive power ups, and a scoring system that opens up for strategies - Bukkazoom takes cart racing to a whole new level.


Bukkazoom has been developed with the whole family in mind, ensuring that there will be hours of fun for both young and old player as it has advanced Artificial Intelligence and a customised dynamic difficulty adjustment system.


Many playable characters from the Hugo world will tease and fight each other both verbally and physically in a wacky animated world of fun. The characters will do a lot of talking during the game and they all have their own way of being kind, rude and obnoxious - both when winning and when losing!


Characters show off their talents when shooting other cars, driving each other off the pathways, capturing check points, arriving at the goal first, getting power ups, when getting hit by someone, or just when they see someone they like or someone they don't!


In Bukkazoom you play with the checkpoints, and the checkpoints play with you.


Power ups will be dropped all over the levels by insects, differing from usual cart games where power ups just pop up from nowhere, and again the live actions ensure a more immersive experience for players. In a unique new manner you can pick up different power ups, and mix them to get all new power ups with new abilities - again to support emerged game play.


With a refreshing new game play style, a unique mix of combat and free-roam racing, single and multi player possibilities, and exciting checkpoints, Hugo's entry to the PS2 scene is guaranteed to entertain.


Great reasons to play Bukkazoom!


·  Cart racing is taken to a new level – it's a cartoonish mix of free-roam race and combat


·  Lots of constant feedback - loads of talk and wacky animations


·  Easy navigation and intuitive immersive control


·  15+ hours of emerged game play in single player mode


·  Endless hours of multiplayer fun for 2-4 players on split-screen


·  12 well-known characters from the Hugo world


·  Well-known power ups, in a new unique way


·  5 game play modes of proven fun - the player can make adjustments to the game modes


·  Fun and wacky checkpoints provide an immersive race game


Bukkazoom will be available for the PS2 on September 19th, 2003
 


2015
TalkBack / 3DO Revs Engines
« on: October 14, 2002, 10:50:27 AM »
Eutechnyx and 3DO take it to the streets.

3DO Announces "Street Racing Syndicate(tm)"  Mean Streets and Fast Cars Make for Fierce Competition


 REDWOOD CITY, CA (October 14, 2002) - The 3DO Company (Nasdaq: THDO) today announced that "Street Racing Syndicate" is currently in development for the PlayStation(r)2 computer entertainment system, the Xbox(tm) video game system from Microsoft, and the Nintendo GameCube(tm) system. Scheduled for release in 2003, "SRS" captures the heart of street racing culture, and includes extensive car customization, police intervention, and high stakes competition. The game is being developed by racing game specialist Eutechnyx Ltd., which has developed such popular titles as "F1 World Grand Prix 2000", "007 Racing" and "Le Mans 24 Hours."


 "With 'SRS,' we have captured the essence of underground racing - high stakes, high speed, and customization of realistically detailed cars," said Trip Hawkins, chief executive officer, The 3DO Company. "Every race has a lot at stake, including pink slips, cash, and, of course, the ladies' respect."


 About "Street Racing Syndicate"  In "SRS" players begin by creating their own street racing characters,then set off to make names for themselves in the first of three cities. Players choose to race in illegal or officially sanctioned races. In illegal races, police may intervene to hand out tickets, impound cars, or throw players in jail. The after-market upgrades are licensed and customizable, and vehicles take realistic damage hits. In development for all next generation console systems, "SRS" is scheduled for release in 2003.


 Features for "SRS" include:  * High stakes such as money, pink slips, and the girlfriends of rival     street racers * A detailed realistic damage option that affects a car's look and    performance, and costs money to repair  * The choice of illegal or officially sanctioned racing events * Build up vehicles with visual upgrades including licensed after-market    parts * Tough cops who give tickets and fines, and impound cars * Play the extensive Street mode or drag race against friends using * Multiplayer modes  


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