Author Topic: FIRST REV SCREENSHOT SCANS!!!!!  (Read 158726 times)

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Offline Renny

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RE: FIRST REV SCREENSHOT SCANS!!!!!
« Reply #75 on: April 08, 2006, 06:05:16 AM »
At E3 and after, UbiSoft swore up and down that that video of the 360 version of Ghost Recon (whatever it's called) was real-time. When real-time video finally was released, it looked like crap. Ubi isn't above releasing 'target' videos and passing them off as the real McCoy. So I wouldn't take the word of a self-confessed 'conductor of focus groups.'
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Offline odifiend

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RE: FIRST REV SCREENSHOT SCANS!!!!!
« Reply #76 on: April 08, 2006, 07:17:01 AM »
Is this the same game that Free Radical is rumored to be working on?
As Mario said, Ubisoft and anyone else is smart to get in early - the potential for new ideas and IPs to take off is in the Rev more so than in any (non)competing system.
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Offline MaryJane

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RE:FIRST REV SCREENSHOT SCANS!!!!!
« Reply #77 on: April 08, 2006, 08:53:12 AM »
To all the graphic whores and doubters...

Chew on that.

Look at how inferior the graphics are. They don't look any better than the first xbox. What is nintendo thinking, it barely looks better than Gamecube. This is so disappointing.

Wait a minute no one is saying that! Cuz it's not true. Have the graphics been touched up? It wouldn't surprise me all too much especially since graphics don't always translate well in pictures. Then again, I don't think Nintendo would allow something like that, if they had a say in it.  
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Offline IceCold

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RE:FIRST REV SCREENSHOT SCANS!!!!!
« Reply #78 on: April 08, 2006, 10:16:12 AM »
Quote

Is this the same game that Free Radical is rumored to be working on?
I had, at first, thought it was Ubisoft Montreal, but I read it was Ubisoft Paris.. Can anyone confirm this?
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Offline trip1eX

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RE:FIRST REV SCREENSHOT SCANS!!!!!
« Reply #79 on: April 08, 2006, 10:29:34 AM »
Quote

Originally posted by: KDR_11k
tripleX: The GC's CPU was inline as well. Or at least its OOOE features were so underdeveloped it didn't behave much differently.




IT's called in-order and that's not true.  The GCs cpu was a full powerpc cpu.


****

Yeah I really think there's a ton of potential here for some great 'gamey' games.  Games that are fun to play.

And I really think the controller is going to make first person games alot more enjoyable if not just for the fact it's going to be alot easier to look around and aim.  That alone will make them much more enjoyable imo.  

 

Offline Smash_Brother

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RE:FIRST REV SCREENSHOT SCANS!!!!!
« Reply #80 on: April 08, 2006, 12:30:33 PM »
Quote

Originally posted by: trip1eX And I really think the controller is going to make first person games alot more enjoyable if not just for the fact it's going to be alot easier to look around and aim.  That alone will make them much more enjoyable imo.


I'd take it a step further than that: I think FPSs not played with the Revmote are going to seem dated and clunky by comparison.

Seriously, how can an analogue stick ever HOPE to compete with the ability to point your controller at the screen and target enemies in that fashion? And elements such as sword fighting will never be properly done with a controller, whereas the Rev is perfectly capable of making them a reality.

I almost forgot:

6. It'll be good to see a marketing budget OTHER than Nintendo's pushing the Rev. Ubi will advertise this game like crazy, no doubt.

7. If the first batch of Rev games were nothing but "concept games" and "tech demos", using abstract and far-fetched ideas for gaming which mainstream audiences couldn't relate to, I think it would bode horribly for the console. If the first batch of Rev games are existing genres which are made VASTLY superior by the Revmote, then I think the Rev will definitely hit the ground running.

I can't stress enough how important it will be to EASE gamers onto the Rev with the franchises they're used to before trying to sell them something new and different. Lure 'em in with the tried and true, keep 'em with the new and eccentric.

Also, where the F*CK is this "blue ocean" strategy coming into play? Dropping in games which are aimed at the hardcore doesn't exactly pang of "not competing but making the competition irrelevant".
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Offline Artimus

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RE:FIRST REV SCREENSHOT SCANS!!!!!
« Reply #81 on: April 08, 2006, 12:32:30 PM »
Quote

Originally posted by: Smash_Brother
Also, where the F*CK is this "blue ocean" strategy coming into play? Dropping in games which are aimed at the hardcore doesn't exactly pang of "not competing but making the competition irrelevant".


It's one game not even developed by Nintendo?

EDIT: New snippits from the article:

Quote

...it is often more beneficial to take a non-lethal shot, such as shooting a gun out of an enemy's hands.


So, so far we have:

+More intutitive aiming
+Larger inviromental interaction
+More intuitive reloading
+Multiple gun angles (first time ever)
+Dearming enemies simply by aiming

All new/rare/innovative features made possible by the controller. I'm sure I left a couple off.

Offline Smash_Brother

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RE:FIRST REV SCREENSHOT SCANS!!!!!
« Reply #82 on: April 08, 2006, 02:26:17 PM »
Quote

Originally posted by: Artimus It's one game not even developed by Nintendo?


I was just pointing out mostly to silence the prior concerns Nintendo fans had regarding the strategy, mostly Ian, as he was the most vocal about it, being afraid that he wouldn't like the games since they supposedly won't be aimed at him.

This is proof that games will still very much be aimed at gamers, though I do not doubt that Nintendo still aims to expand the market.

I'm just glad, once again, that we have proof that existing genres will be improved on the Rev rather than it being a host to "innovative" games and shunning all else. The fact that Nintendo helped Ubi in the creation of this game tells me that Nintendo understands the need to reconnect with existing gamers, which is something we were previously uncertain about.
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Offline nemo_83

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RE:FIRST REV SCREENSHOT SCANS!!!!!
« Reply #83 on: April 08, 2006, 02:43:18 PM »
I'm most happy with the fact that this is not only an original game but it is so built up around the remote it can not translate to other consoles well; it would be like trying to play Metroid Hunters on PSP.  
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Offline animecyberrat

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RE:FIRST REV SCREENSHOT SCANS!!!!!
« Reply #84 on: April 08, 2006, 02:48:18 PM »
well it does sttle some doubts or fears I had just because I really was worried that if the rev was too underpwoered it would be hard to get more games.


so far this game is announced as a Rev launch game, if its an exclusive that would help sell systems and copies of the game, but if they go dcide to go multiplatofrm it oculd be advantagous for Nintedno because PS3 gamers would see how out of date thier controller really is in comparison.

I never had doubts though that teh fps genres would beocme king on rev, taht was a given considering all we know, what I ams till concorned about though is Fighting games and action/shooting games.


Still this does reaffirm my former belief that the rev will be a major player next gen and this just goes to show that it will at least be improved graphicaly more than we were fearing.  
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Offline Artimus

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RE: FIRST REV SCREENSHOT SCANS!!!!!
« Reply #85 on: April 08, 2006, 02:51:59 PM »
I don't think there's any chance of this going multiplatform...

Offline Smash_Brother

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RE: Red Steel Topic, new details added!
« Reply #86 on: April 08, 2006, 04:07:53 PM »
New/recent info (thanks to Trip1eX for the link).

Details:

-Game development started shortly after E3 2005. Ubisoft saw and demoed the controller before E3 2005.
-Ubisoft Paris took their idea directly to Iwata and Miyamoto, and were given the go ahead. After that meeting they were given prototype controllers. The article states that Ubisoft worked "closely" with Nintendo's engineers in Japan on the title
-Game Informer mentions that while conducting the interviews with Ubisoft, they were handed the "latest version" of the controller

-During the beginning of the game, you are encouraged to use your weapons ruthlessly, but as the game progresses you become more proficient and strategic. This gameplay idea led Ubisoft to decide to give the game a martial arts setting. "Enter the Yakuza"
-The first third of the game will be all about being "brutal by necessity"
-You will be less precise and favor more devastating weapons (machine guns)
-As you progress and become more precise, smaller guns will be used
-"The goal...is to use five bullets to kill five enemies"
-"When fighting with this level of skill, the music and sound effects will reflect it, remaining calm and peaceful"
-"When you fight brutally, the sounds around you grow increasingly more intense"
-"Audio feedback"

-Freeze shot: by fighting effciently you fill the Freeze Shot gauge...fighting chaotically causes to decreases
-When the gauge is filled you can hit a button to momentarily stop time, and then target specific locations on enemy bodies
-Headshots thus are tempting, but non lethal shots, such as shooting guns out of enemy hand, can be more beneficial
-By defeating high ranking leaders who command others and sparing their lives, you will be rewarded. He will offer you respect and help (guns, help, new weapons, alternate paths, etc)
-Respect plays a MAJOR part in the game

-Flailing your sword isn't a smart idea
-Specific motions with the controller will trigger combos (in the final game)
-Tracing an X in the air, for instance, will unleash a devastating attack
-You can stop these combos at any time by simply pausing your own movement. So if you do something that leaves you open to attack, you won't be screwed
-New moves will be taught to you by two mentors in the game
-One will teach you gun tactics, and another will teach sword tactics
-If you don't show the proper respect to them, they won't help you
-Friendly/respectful interaction is tied to the controller
-You signal "yes/no" answers by nodding the controller up or down or shaking it from side to side
-You show extra respect by bowing to the masters
-Ubisoft is still coming up with other interactions
-"You can act disrespectively as well: there are no cut scenes in the game - all conversations take place in game, as in Half Life 2. However unlike that game, characters wont keep prattling on if you walk away from them. They will react angrily to your imputent behavior"
-Staying in the master's good graces is key: they give you missions that can be tackled in any order
-You track down the gang leaders and try to turn them to your side. If you don't, they will join Tokai's (the main villian) gang
-You have to prove you are worthy to them by battling them and sparing their lives.
-You will need as many of them with you as possible to face Tokai. Without their help, you'll have a rough time when you finally face him
-You turn gang leaders to your side by besting them in battle and stopping a deadly blow miliseconds before it strikes
-Training sessions are offered by the two masters so you can hone your skills


Multiplayer:

-Split screen multiplayer with traditional deathmatches
-Totally original multiplayer modes Ubisoft is not revealing yet. Wait until E3
-They didn't talk about Nintendo Wi Fi (NDAs). Full details haven't been revealed yet
-Revolution works by placing a small sensor bar either above or below any TV
-You can stand at any angle and not lose any accuracy. You can even take your controller to a friend's house and instantly start playing without syncing up the controller
-"Perhaps most impressive is the fact that although splitscreen reduces the amount of onscreen space you are playing in, you don't have to make smaller movements - you can gesture as wildly as you want, and it won't interfere with the other player's onscreen quadrants

Game Informer's hands on:

-The two triggers on the front of the analog unit activate ducking and jumping. The analog stick controls movement, and the revmote controls aiming. No rails.
-Level consisted of shooting ranges that popped out from behind cover
"Aiming with the controller is as simple as using a laser pointer. You point your hand at a target and hit the trigger on the underside of the controller to fire
-"Unlike other FPS games, which tie the camera and aiming together, Red Steel's camera follows your aim with a slight delay. If, for example, you point to the edge of the screen, the camera will turn to re-center on your view after a second. With the sensitivity of the controller, a standard FPS control would move too much, potentially making the player feel ill
-"Thanks to the improved reaction that the controller offers, the team can create gunfight scenerios that would be extraordinarily diffilcult with a standard controller"
-Most console FPS games limit their enemies to horizontal planes to prevent player frustration, but targets on a verticle plane are just as easy to hit with the Revolution controller
-You can aim at a target as quickly as you can move your hand
-In the demo targets popped up on rooftops and in second story windows, as well as behind cover points on the ground, and all were equally easy to hit
-While you can quickly shoot enemies anywhere on screen, Red Steel never feels in a light-gun game - this is a true FPS, one that feels like it has drawn from the best of both the PC and console shooter worlds

-According to lead game designer Oriola, it takes roughly three seconds to turn completely around around in most console shooters, while it takes about one-quarter second in a PC game. In Red Stel, it takes one second

-AI characters will care for themselves. They will go for cover, attack you while you're reloading. They focus on risk management
-"They won't walk around a table to get to you. They will simply jump over the table"
-"The benchmark for their intelligence and aggressiveness, says Oriola, is the PC title F.E.A.R., which has widely been praised for it's AI"

-Destructable environments. There's a pic of a giant explosion on a carm with gang members being thrown left and right by the blast. Nice effects. The lighting on the explosion and the store signs is pretty good
-GI: we found Red Steel most enjoyable to play while standing up
-Straffing is extremely easy and effortless
-"Aiming felt similar to using a PC mouse, and it's possible to quickly explore every direction in a three-dimensional space with quick gestures"
-"In the finished game, you will be able to push forward with the controller to knock over an object to use for cover, pull it backwards to reload, and twist it to lead behind walls"
-Lob grenades with the controller, or roll them on the ground like a bowling ball
-"gangsta style" shooting is cool
-Total immersion. Feels like you are living the game

-GI: the Revolution is real
-Andy: It could change the very way all gamers are played now and forever
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Offline Smash_Brother

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RE:Red Steel Topic, new details added!
« Reply #87 on: April 08, 2006, 04:39:30 PM »
Quote

Originally posted by: Artimus
I don't think there's any chance of this going multiplatform...


From the info:

"Thanks to the improved reaction that the controller offers, the team can create gunfight scenerios that would be extraordinarily diffilcult with a standard controller"

From the sounds of it, the game would have to be completely redone to be ported. Otherwise, it would be nigh-impossible to succeed with just an analogue stick and buttons.

Also, it doesn't feel like a lightgun game at all, from the testimony. Feels like a true FPS, the best from consoles and PCs combined. I love the idea of persuading rival gang leaders to join you by nearly beheading them with a katana and then stopping at the last second, proving that you're the superior fighter.

This sounds better and better all the time...
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Offline Dirk Temporo

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RE: Red Steel Topic, new details added!
« Reply #88 on: April 08, 2006, 04:57:10 PM »
D=

That wasn't against any rules, I don't think.

Fine then. I had a joygasm.
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Offline Smash_Brother

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RE:Red Steel Topic, new details added!
« Reply #89 on: April 08, 2006, 05:24:00 PM »
If Ubi delivers what the details promise, then this is DEFINITELY on my launch list of games to buy.

More random thoughts on the game:

1. I wonder if you can do split screen co-op, where your friend will fight the Yakuza boss, you'll fight his brother or insanely skilled bodyguard and have to spare them both to gain their aid.

2. It's good to see a FPS which, from the sound of it, will encourage NOT killing enemies and instead using diplomacy by proving your skills and being non-lethal. The fact is, if someone were to shoot a gun out of your hand, you'd probably be willing to listen to them after that.

3. I was right about something: the game will allow you to go hog-wild in the early levels, firing at everything with reckless abandon, which will give the player a feel for the controller and gameplay. In later levels, you'll be rewarded for efficiency and non-lethal combat skill.

I had hoped I'd never find a reason to get excited about the Rev until it was already here. Shame it didn't work out that way...
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Offline Berto2K

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RE:Red Steel Topic, new details added!
« Reply #90 on: April 08, 2006, 06:06:48 PM »
I'm just loling here at work at all the people (all over the net) who thought the graphical possiblities of Rev would be slightly better than Cube's.  I knew the specs would be better simply from the higer poly samus from the MP3 snippet at e3 done from Cube hardware, how they would turn out would be based on ati's progress on their chips.  Having watched the progression there with the different conferences they had when they announced new products with sample screens I knew it would be really nice.  

Granted Rev would not have the same specs since the pc cards require more space and their own fan with extra power.  But that doesn't mean the imbedded feature set couldn't be similar.  
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Offline Shecky

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RE:Red Steel Topic, new details added!
« Reply #91 on: April 08, 2006, 06:30:42 PM »
Quote

Originally posted by: Artimus
+Multiple gun angles (first time ever)
+Dearming enemies simply by aiming

All new/rare/innovative features made possible by the controller. I'm sure I left a couple off.


Minor insignificant nit: not the first time ever... Perfect Dark on the N64 had multiple pistol angles.  I'm sure there are probably others.


Offline Caliban

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RE: Red Steel Topic, new details added!
« Reply #92 on: April 08, 2006, 06:32:05 PM »
"You point your hand at a target and hit the trigger on the underside of the controller to fire"

Cool, yesterday I just thought that it would be cool if the Revmote had a trigger on the underside. If it was mentioned awhile ago don't blame me 'cause I never noticed such trigger from its photos.

Offline Caliban

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RE:Red Steel Topic, new details added!
« Reply #93 on: April 08, 2006, 06:33:24 PM »
Quote

Originally posted by: Shecky
Quote

Originally posted by: Artimus
+Multiple gun angles (first time ever)
+Dearming enemies simply by aiming

All new/rare/innovative features made possible by the controller. I'm sure I left a couple off.


Minor insignificant nit: not the first time ever... Perfect Dark on the N64 had multiple pistol angles.  I'm sure there are probably others.


Multiple gun angles? I don't get it, explain please!

Offline Dirk Temporo

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RE:Red Steel Topic, new details added!
« Reply #94 on: April 08, 2006, 06:46:06 PM »
Quote

Originally posted by: Caliban
"You point your hand at a target and hit the trigger on the underside of the controller to fire"

Cool, yesterday I just thought that it would be cool if the Revmote had a trigger on the underside. If it was mentioned awhile ago don't blame me 'cause I never noticed such trigger from its photos.


Um... http://www.1up.com/do/imageDisplay?id=2308860

That's from the first-ever pictures. How could you not notice that?
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Offline Bubba

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RE:Red Steel Topic, new details added!
« Reply #95 on: April 08, 2006, 06:53:44 PM »
Check it out,  this news made the google news front page!

Can we say mainstream all the way!

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Offline BranDonk Kong

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RE: Red Steel Topic, new details added!
« Reply #96 on: April 08, 2006, 07:01:12 PM »
From reading that extended preview, if Ubisoft delievers everything that they said, then this could very well be the greatest game of all time. It sounds like it will be incredibly fun...lobbing grenades, rolling them on the floor, reload the way they mention, it sounds simply incredible.
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Offline NinGurl69 *huggles

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RE: Red Steel Topic, new details added!
« Reply #97 on: April 08, 2006, 07:05:35 PM »
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Offline GoldenPhoenix

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RE:Red Steel Topic, new details added!
« Reply #98 on: April 08, 2006, 07:16:05 PM »
I really think a big part of this game, is the fact that Nintendo is working with 3rd parties. My guess is that Ubisoft is not the only one to get design help from Nintendo, and that in itself adds tons more excitement to an already great sounding game.
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Offline jasonditz

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RE: Red Steel Topic, new details added!
« Reply #99 on: April 08, 2006, 07:17:54 PM »
I've never particularly cared for Ubi, but this sounds like a title definitely worth giving a try.