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Messages - Jonnyboy117

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4226
Nintendo Gaming / RE:Metroid Prime 3: Discussion with Series Producer
« on: February 19, 2006, 08:45:46 PM »
Quote

Originally posted by: wandering
I agree with all of your feedback as well, except perhaps the bit about turning speed....I wouldn't really want metroid to feel like Timesplitters.


I wouldn't either.  I do want Samus to feel more like she does in the 2D games, instead of like a walking tank.  It's a power suit, not a mech.  Hitting the sweet spot is more difficult in three dimensions, but I think they've missed the mark in the first two games.  The pacing would be more acceptable if you had the option of playing more of the game as the morph ball, not just the specially designed tunnels.  Since the morph ball has slow and limited jumping, and it can't open most doors, it's usually not an efficient way to move around the map.  Spring ball could fix that, as well as changing the way beam doors work (so you only have to shoot them once with the designated beam, and they become blue doors thereafter).

4227
Nintendo Gaming / RE:Metroid Prime 3: Discussion with Series Producer
« on: February 19, 2006, 08:41:25 PM »
Quote

Originally posted by: BiLdItUp1
That's some pretty cool info, Jonny - but were you muzzled or something? e32k5 is long gone.


It was an off-the-record conversation at a party.  (That's how I got to talk to him for over an hour...this was no supervised interview.)  I think it's been long enough that I can share this information publicly, especially since he gave only the tiniest concrete details on MP3.

4228
Nintendo Gaming / Metroid Prime 3: Discussion with Series Producer
« on: February 19, 2006, 08:26:19 PM »
I posted this at GAF and realized I should share it with my own forum buddies as well, since I have never released most of this info outside of the PGC staff.  It comes from a fantastic conversation I had with Bryan Walker at E3 2005.  He is a Producer for the Prime series.  This was a few hours after the MP3 teaser was shown for the first time.

My conversation was long, and it was nearly a year ago, so I'll summarize and paraphrase.

Walker's comments to me on the direction of the series:
- Multiplayer in Echoes was a fun experiment, partially successful. If they do multiplayer again, it will be something completely different.
- Worried about complaints of Echoes being too difficult, particularly the Boost Ball guardian and a sometimes unhelpful hint system.
- In serious internal discussions of how to develop Samus as a character, which will ultimately determine whether space battles, bounty hunts, etc. are added to the series.
- Looking for more ways to use third-person view, after the success of Screw Attack.
- The MP3 teaser was made in a matter of days and was not originally intended to be shown at E3. It was an internal demo only. If Retro had known the teaser would be shown to the press and public, they would have done it differently (no details given).

My feedback to him:
- When asked to rate Samus's morality on a scale of 1-10, 1 being Boba Fett and 10 being Luke Skywalker (I'm not kidding, he used Star Wars characters), I answered "Han Solo", explaining that Samus puts up a front of greed (as a bounty hunter) but is actually motivated by pure intentions.
- The controls could feel less cumbersome if Samus had movement systems such as Speed Boost and Spring Ball, and if the turning speed was tuned up (he replied that it was slowed to appease Japanese tastes).
- Upgrades should change how the game is played, if only slightly. Avoid upgrades that act like glorified keys to open special doors. Avoid actual keys entirely. Players would rather find a way to reach a high ledge than find an otherwise useless visor to open a specially colored door.
- Potentially cool abilities like the grapple beam are wasted because they require predetermined situations to be used at all. Abilities like Screw Attack are best because they can be used anywhere, optional uses can be found, and they can still unlock new areas and move the game forward.

I'm pulling these from memory, so if I remember something else, I'll add it later. Hope I did Metroid fans justice with this feedback to an extremely influential guy.

4229
TalkBack / RE: New playable character in Skies of Arcadia
« on: February 18, 2006, 08:31:33 AM »
This is a bug in the Talkback link that says "[x Comments]".  If you click the one next to it that says "Discuss it in Talkback!", you will arrive at the correct thread.  TYP is aware of this problem and is working on it.

4230
TalkBack / RE: REVIEWS: Double Power Pack
« on: February 18, 2006, 08:29:30 AM »
Well, switching batteries is normally not so easy...you need one of these tiny screwdrivers to do it, and you'll have to unscrew again to recharge both of them.  The DPP is certainly useful and convenient, but it's just not made well enough to be reliable.

KDR, if you're comfortable modding electronics, give it a shot.

4231
TalkBack / REVIEWS: Double Power Pack
« on: February 17, 2006, 07:02:36 PM »
Here's a cheap way to double the battery life of the DS, if you don't mind random losses of power.

The Double Power Pack from Game Top is a simple, inexpensive device that connects an additional rechargeable battery to your Nintendo DS.  It comes with one 850 mAh lithium-ion battery, and it has a compartment for the system's original 850 mAh battery as well.  The two can be alternated with a small switch.  With a total of 1700 mAh of charge, the system's battery life is clearly doubled, up to about 20 hours of gameplay under certain conditions.  That time isn't continuous, since you must switch between the batteries at some point (they also have to be recharged separately).    


Installing the Double Power Pack takes a few minutes, but it's a simple process.  The unit ships with a tiny screwdriver to remove the DS battery cover.  Then you pluck out the original DS battery and replace it with the new one, which is secured to a casing that fits snugly against the back of the system.  Just snap the original battery into the "optional" compartment on the Double Power Pack, tighten the single screw, and you're done.  It even has a specially cut corner to leave access to the stylus.  With the device installed, the DS is slightly heavier and a quarter-inch thicker, but these changes are negligible after a few minutes of playing.    


It sounds like a good package so far, especially for what it costs (less than $15 from Lik-Sang), but the Double Power Pack has one critical flaw: it doesn't fit.  Oh, it looks fine when screwed on, and it feels solid enough, but electrical contacts are picky little things.  They want the battery to be securely connected at all times, and this device just doesn't fit tightly enough to ensure a continuous power supply.  While playing Super Princess Peach, the DS suddenly shut off on three occasions, once in the middle of a boss battle.  It can happen even when the selected battery has a full charge and you're gently holding the DS in front of you…not even resting on a surface or getting banged around at all.  This is an extremely frustrating problem which is just not acceptable.    


Due to this major problem, the device isn't reliable enough to be useful.  I can't recommend it unless you consider the current DS battery life so inadequate that you'd take the risk of suddenly losing power to the system, or maybe you're the handy type and want to mod the Double Power Pack to fit better.  Most of us can live with eight to ten hours of gameplay, and the upcoming DS Lite promises even better performance.

Pros:
       

  • Cheap  
  • Looks good  
  • Good battery quality

           Cons:
           
  • Unreliable

                   Appearance:  9.0
           As long as you have a black-bottomed DS, the battery expansion blends in very well and is not too large.

                   Comfort:  8.0
           You can definitely feel a difference in the weight and shape of the system when the device is attached, but it feels fine.  The plastic is contoured to be flush with the system and has no sharp corners or edges.

                   Quality:  8.0
           If it wasn't constantly in danger of becoming disconnected, the included battery pack would seem to work quite well, powering and recharging just like the standard battery.  The plastic casing is sturdy, at least once you screw it in (very tightly).

                   Construction:  2.0
           Feels tight when installed, but the battery isn't making reliable contact, and that makes the whole thing pointless.

                   Value:  5.0
           It would be excellent if the product worked reliably.  When the battery can't stay connected, it's not even worth the low price.

                   Final:  3.0
           The Double Power Pack is almost a great DS accessory.  A few small tweaks could have fixed the unit's one very serious flaw.      


  • 4232
    NWR Forums Discord / RE: Some Staff Members
    « on: February 16, 2006, 04:50:50 PM »
    Yeah, this guy Amir0x compared the apparently crappy new Official Nintendo Magazine in theUK to PGC's "gutter" forums.  It was an odd reference, out of the blue, so I felt I should acknowledge it in some way.

    4233
    TalkBack / MechAssault Announced for DS
    « on: February 16, 2006, 05:57:26 AM »
    Majesco continues to publish handheld versions of Microsoft's most popular franchises.

    MAJESCO ENTERTAINMENT ANNOUNCES "MECHASSAULT: PHANTOM WAR" FOR NINTENDO DS    


    Acclaimed 'Mech Series Goes Handheld with All-New Touch Screen Features
       


    EDISON, N.J., February 15, 2006 - Majesco Entertainment Company (NASDAQ:  COOL) today announced MechAssault(r): Phantom War for the Nintendo DS  will ship to stores later this year.  The first handheld installment of  the critically acclaimed series, MechAssault: Phantom War features  popular franchise elements while utilizing the Nintendo DS touch screen  to deliver a new level of control and maneuverability.    


    "MechAssault: Phantom War fuses the best game play elements from the  series with new features that take advantage of the unique mechanics of  the Nintendo DS," said Ken Gold, vice president of Marketing for Majesco  Entertainment.  "The touch screen lets players intuitively 'touch' the  cockpit controls to hack into giant 'Mechs, eject pilots, switch weapons  and check battle techniques."    


    Developed by Backbone Entertainment, a division of Foundation 9  Entertainment, MechAssault: Phantom War brings the future of  interstellar combat to today's handheld gamers in a third-person  futuristic shooter. Players assume the role of a MechWarrior, an elite  fighter trained to control the ultimate war machine of the 32nd  century...the BattleMech.  Gamers experience fast-action, 3D 'Mech  combat on the top screen, while the lower touch screen positions them  inside the cockpit at the controls.      


         


    Exciting MechAssault: Phantom War features include:    


    * Commandeer over 20 types of vehicles, including 'Mechs, Tanks,  Turret and BattleArmor;  
    * Wreak havoc on the enemy and environment with an arsenal of  powerful, fully upgradeable weapons;  
    * Brand new story drawn from the popular BattleTech series which  spawned highly successful games like MechWarrior & MechCommander for the  PC and MechAssault & Crimson Skies for the Xbox(r) video game system.  
    * Use the touch screen to sneak into enemy territory, hijack enemy  'Mechs and wield the most secret weapon in the Inner Sphere;  
    * Wireless multiplayer combat for up to four players  simultaneously;  
    * Master 24 single player campaigns across four planets and three  exciting  multiplayer game types;  
    * Unlockable 'Mechs, maps and cheats enhance gameplay.


    4234
    TalkBack / RE: Opera Browser Confirmed for Nintendo DS
    « on: February 15, 2006, 12:44:17 PM »
    PGC Pocket is probably already compatible with the DS Opera browser, but if it needs to be modified, we'll do whatever it takes.

    4235
    TalkBack / Even More Yu-Gi-Oh for GBA
    « on: February 14, 2006, 10:57:30 AM »
    Those kids just can't get enough handheld Yu-Gi-Oh action, so Konami continues to deliver new versions of the popular trading card game.

    KONAMI ANNOUNCES YU-GI-OH! ULTIMATE MASTERS – WORLD CHAMPIONSHIP TOURNAMENT 2006    


    Official Game of the 2006 Yu-Gi-Oh! World Tournament to Feature    


    New Modes And Enhanced Gameplay Mechanics
       


    FOR IMMEDIATE RELEASE    


    REDWOOD CITY, Calif. – February 14, 2006 – Konami Digital Entertainment, Inc., announced today Yu-Gi-Oh!™ Ultimate Masters – World Championship Tournament 2006. The official video game of the 2006 Yu-Gi-Oh! World Tournament, the game introduces all-new modes of play and marks the first appearance of cards from the Yu-Gi-Oh! GX universe based on the new television series. Yu-Gi-Oh! Ultimate Masters – World Championship Tournament 2006 will be available for the Game Boy® Advance this March.      


    The biggest Yu-Gi-Oh! video game ever, Yu-Gi-Oh! Ultimate Masters – World Championship Tournament 2006 contains more than 2000 cards, including many of the latest Structure decks from the TRADING CARD GAME as well as cards from the new Yu-Gi-Oh! GX universe. Preserving the game’s classic strategic elements of traps, monsters and spells, the new cards allow for more offensive and defensive tactics than ever before, providing the most accurate and in-depth simulation of the best-selling TRADING CARD GAME. Each copy of Yu-Gi-Oh! Ultimate Masters – World Championship Tournament 2006 will also come with three limited edition official trading cards from the new GX universe.    


    Yu-Gi-Oh! Ultimate Masters – World Championship Tournament 2006 includes several all-new gameplay modes, giving players even more ways to enjoy the game’s fast-paced tactical card action. Duel Puzzle mode challenges the player to complete a series of objectives that must be finished in just one turn, while Limited Duel mode sets specific restrictions on the structure of each deck and the moves available to each player. The new Theme Duel mode gives the player a series of conditions to satisfy in order to achieve victory, such as activating ten traps in a duel or causing 10,000 or more points of battle damage during a duel. Players can test their card skills and endurance in the Survival Duel mode, in which players take on a series of opponents, seeing how far they can advance against their enemies with a limited number of life points. Players can also choose to play Yu-Gi-Oh! Ultimate Masters – World Championship Tournament 2006 alone or with a friend, using the Game Boy Advance Game Link® cable.    


    For more information on Yu-Gi-Oh! Ultimate Masters – World Championship Tournament 2006 and the Yu-Gi-Oh! franchise, please visit: www.konami.com/gs.


    4236
    TalkBack / Get Historical with Age of Empires on DS
    « on: February 14, 2006, 09:30:27 AM »
    Microsoft's famed strategy franchise is now available on DS, by way of Majesco and a new turn-based format.

    MAJESCO ENTERTAINMENT SHIPS 'AGE OF EMPIRES: THE AGE OF KINGS' FOR NINTENDO DS    


    Best-Selling Strategy Series Now Available for Popular Handheld System
       


    EDISON, N.J., February 14, 2006 - One of the most successful game  franchises for Windows PC comes to the Nintendo DS handheld system as  Majesco Entertainment Company (NASDAQ: COOL) today ships Age of  Empires(r): The Age of Kings.  The standard-bearer for real-time  strategy games on the Windows platform, Ensemble Studios' Age of Empires  property has sold more than 16 million copies worldwide, making it one  of the best-selling PC franchises of all time. Age of Empires(r): The  Age of Kings was developed by Backbone Entertainment, a division of  Foundation 9 Entertainment, and is available now for a suggested retail  price of $29.99.    


    "Age of Empires has set the gold standard for real-time strategy games  and its global audience continues to grow," said Ken Gold, vice  president of Marketing for Majesco.  "We're extremely proud to bring  this amazing franchise to the handheld audience."    


    Age of Empires: The Age of Kings boasts turn-based strategy gameplay - a  first for the franchise - as players move from the Dark Ages through the  Middle Ages with one goal in mind: domination of the known world.    


    Game features include:    


    *        Command one of five different civilizations: the Britons,  Franks, Mongols, Saracens or Japanese;    


    *        Control special 'hero' units such as Richard the Lionheart,  Minamoto Yoshitsune, Joan of Arc and Genghis Khan whose special Hero  Powers affect the battlefield;    


    *        Lead over 60 different types of units into battle--from archers  and monks to hand cannoneers, battering rams and samurai;    


    *        Construct and upgrade buildings to create resources for your  civilizations and provide access to new units and technologies;    


    *        Research over 55 different technologies like chemistry,  ballistics, iron casting and spying to advance civilization into the  next Age;    


    *        Consult a new Combat Advisor for advice on a battle's outcome;    


    *        Battle wirelessly with up to four players;    


    *        Gain Empire Points to unlock maps and units while improving  your Emperor Rank;    


    *        Includes all new music plus the sounds from the best-selling PC  version.    


    More information about Age of Empires: The Age of Kings can be found on  the official site www.AgeofEmpiresDS.com


    4237
    TalkBack / RE:Activision to Make Transformers Games
    « on: February 14, 2006, 04:38:46 AM »
    Quote

    Originally posted by: bustin98
    The history of Transformer games doesn't show much of a pedigree. I'm skeptical.


    The PS2 game is actually pretty cool and has incredible graphics.  I just wish the vehicle forms were more useful and there were more Transformers playable.

    4238
    TalkBack / RE: Activision to Make Transformers Games
    « on: February 13, 2006, 06:01:44 PM »
    Activision develops many games in-house.  Some of their studios have been internal for years and years, going back to the days of Turok and before.

    The "huh?" in this news post is a reference to the apparent oddity of this movie being live-action.  It sort of worked with TMNT, since the actors could wear latex suits, but how could you do it with Transformers?  It's going to look like Power Rangers.

    4239
    TalkBack / RE: GC Controllers Won't Work on Rev Games
    « on: February 12, 2006, 07:48:02 AM »
    Bongos for revolution are probably not necessary since you can just use two Revmotes like drumsticks.

    4240
    TalkBack / RE: GC Controllers Won't Work on Rev Games
    « on: February 11, 2006, 09:49:52 AM »
    What this news says to me is that the shell probably won't have the same button layout or even same number of buttons as the GameCube controller.

    You guys might consider this blasphemy, but I'm hoping there will be some kind of goofy third-party USB converter that lets me use an Xbox 360 controller for traditional games.  But maybe the shell will be even better, who knows?

    4241
    TalkBack / RE: EDITORIALS: An E3 Like One Other
    « on: February 11, 2006, 08:06:18 AM »
    This is weird, it seems to work for some people and not others.

    4242
    TalkBack / RE: EDITORIALS: An E3 Like One Other
    « on: February 11, 2006, 05:48:40 AM »
    Automatic editorial talkback, omg awesome!

    4243
    TalkBack / EDITORIALS: An E3 Like One Other
    « on: February 11, 2006, 05:37:51 AM »
    Jonny explains which past E3 was most like the one coming up, and why that is so exciting even to a jaded veteran of these events.

    This year's E3 will be my seventh trip out to Los Angeles to play and write about video games.  When you've been as many times as I have, some years blend together and just aren't as memorable.  Some were special because of fun times spent with the staff, even though the show itself was rather bland.  Of all the shows I've been to, the one that stands out the most is E3 2001, which was my second year in attendance but the first as a member of the PGC staff.  Of course, hanging out with a large group of colleagues for the first time was enough to make that trip special, but the show itself was also momentous.    


    Prior to E3 2001, Nintendo had shown the GameCube system and its controller, along with the infamous Space World 2000 videos.  But no real, confirmed games were shown until right before E3, at the yearly media briefing.  Now, I have to explain something about the media briefing.  It's always a highlight of the E3 experience, and Nintendo usually holds a surprise or two for this event, but it's generally just a chance to hear the big wigs talk up some numbers and show new video footage of games we've known about for weeks, if not months or years.  At a typical Nintendo media briefing, we may see one major game that we hadn't seen before (Twilight Princess was one of these rare delights), plus a few minor titles.  Most of the big games are shown well before the briefing.  That was the case with Super Mario Sunshine, Wind Waker, Mario Kart: Double Dash, etc.    


    The amazing thing about 2001's media briefing is that we would be shown a full range of GameCube projects, but not a single one was announced prior to that day.  Sure, we all expected Luigi's Mansion to be one of the first games, but it could have been just another test video (like Rebirth), and we certainly had no idea of how it would be played.  Actually, the very first true, 100% confirmed GameCube game shown to the world was Super Smash Bros. Melee, and I was in the room when it happened.  Everyone was stunned and ecstatic, and of course the game eventually delivered in spades.  One by one, Nintendo rolled out the first salvo of GameCube titles, some seen previously in video (Wave Race: Blue Storm) or on N64 (Eternal Darkness), some shockingly new (Pikmin).  I remember that about an hour after the media briefing, it suddenly hit me that we would actually get to play all of those games, less than 24 hours later.    


    My point in retelling this story for the hundredth time is that now, with E3 2006 approaching, the cycle has finally begun anew.  For the first time in five years, we'll be walking into that media briefing with no f'n clue what to expect.  It's even more exciting this time, because we still don't really know what Revolution can do…or more importantly, what it will do.  Once again, Nintendo has shown the system and controller, and we've all read about the test demos, but thus far the only real game we've seen, or really know anything about, is Metroid Prime 3, and that teaser was developed on a GameCube dev kit and showed no actual gameplay footage.    


    For now, Revolution is a blank slate.  That slate is huge, new, and very exciting…but completely devoid of real game information.  In May, Nintendo and other companies will start to fill in the blanks, and that's when we transition from talking (mostly speculating) about hardware to discussing the actual games.  And the games are what I really care about; that's why I go to E3 instead of CES.  The hardware is fascinating and all, but it's worthless unless Nintendo and its licensees can follow through on promises to develop amazing new games to use these amazing new features.  The fulfillment of those promises will begin in May.  It may be another five years before this kind of situation happens again, and I don't plan to be running a gaming site by that time, so I'm going to relish the opportunity to squeal like a little girl one more time.


    4244
    TalkBack / GC Controllers Won't Work on Rev Games
    « on: February 11, 2006, 05:23:50 AM »
    Of course, they'll still work with GameCube games and possibly other Virtual Console games.

    Speaking to Game Informer at this week's D.I.C.E. Summit in Las Vegas, Nintendo exec Reggie Fils-Aime clarified a minor point about Revolution controller compatibility, which still the most significant new information about the system in months.    


    Reggie told Game Informer that the shell (which has yet to be shown) will be required to play "traditional" Revolution games with a familiar style of controller -- you can't just use an old GameCube pad for this purpose.  The compatibility with GameCube accessories is only backwards in nature.  The old controllers will work on GameCube games played on Revolution, and they may be compatible with NES, SNES, and N64 games played through the Virtual Console feature.    


    Nintendo's stance on this seemingly minor hardware issue may indicate that the traditional controller shell will have more or fewer buttons than the GameCube controller, or that Nintendo has told developers to include some motion-sensing features even in traditional games meant to be played with the shell (which does not preclude the freehand controller's sensors).  Reggie has mentioned in the past that the traditional shell will look similar to the WaveBird controller.


    4245
    Podcast Discussion / RE: Planet Trivia Results for 2/10/2005
    « on: February 10, 2006, 10:51:01 PM »
    Yeah, there are some awesome questions in this week's trivia.

    4246
    TalkBack / IMPRESSIONS: ZooCube
    « on: May 24, 2002, 10:57:27 AM »
    Immediately addictive.  ZooCube is exactly what I expected and hoped for.

    Today I finally got to put in some serious time with ZooCube at Acclaim's booth, and I'm glad I did.  The game is still hard to explain in words, but one look at it in motion and you can see how it works and what to do.    


    The one thing I was worried about was being confused with the cube's rotation.  At first, I did indeed have trouble keeping up with how the cube rotates, and it led to a lot of errors and stupid moves.  However, Nalin from Puzzlekings (developer of ZooCube) explained the rotation controls a bit more, and after that I was spinning that cube all over the place with ease.  One really cool feature is that you can use both the control stick and the C-stick to rotate it on two different axes; it's certainly not necessary for the earlier levels, but advanced players can take advantage of the added control to play even faster and more cleanly.    


    The early levels start out really too slowly, with pieces coming one at a time and with long pauses in between.  I didn't feel comfortable playing until things sped up a bit and I had to start planning out my moves and reacting on instinct.  That's when I started to get in the zone...puzzle gaming bliss.  ZooCube reaches that level very quickly, which is a testament to its design.    


    Although the gameplay is super-simple at its most basic level, things get far more complex as you progress in the levels and get better at the game.  In addition to some advanced control features like the one I mentioned above, there are many power-ups and weapons that add a ton of depth (but also more to deal with and think about).  Expert levels will throw dozens of different animal pieces at you, and they can even start you out with pieces already on the cube, like in Tetris's Type B mode.    


    ZooCube also includes several multiplayer modes, including four-player competitive and a very interesting co-op mode in which you can send pieces over to your partner if they could help him out.  The co-op mode is a little confusing at this point, but there seems to be a lot of potential for strategy and cooperation in there.  Players share a score and if any one person dies, everyone has gets a game over.    


    ZooCube is a ton of fun and I confessed to the game's designer that I'm probably going to waste way too much time on it this summer.  The concept is weird and the gameplay is odd but terribly innovative and addictive.


    4247
    TalkBack / IMPRESSIONS: Young Olympians: Mythos
    « on: May 21, 2001, 03:36:40 PM »
    PGC was the first media outlet in the world to play Saffire's upcoming Young Olympians: Mythos.  Check out what Jonny Metts thought of it.

    A few of us PGC staffers were lucky enough to play Saffire's upcoming fighter Mythos in a private showing.  The game was running on PC at the time, but since it's being developed with the famous SAGE engine, it can easily be brought to any of the next-gen consoles.  Just depends on the publisher.  After getting my hands on even this very early build and hearing what the dev team has to say about it, I'm hoping the publisher really likes GameCube.  :-)    


    At its core, Mythos is a fighting game, but it brings many new twists to that sometimes stale genre.  The gameplay is totally 3D, not this 2.5D stuff in Tekken and Soul Calibur.  It reminds me of Tobal No. 1, but faster.  Anyway, control is kept simple because pressing up will always make your character go forward, regardless of the camera's position.  It's a bit like Resident Evil's control, but less stodgy and actually very useful for the fighting gameplay.  You had a standard weapon attack, a group attack for fending off swarms of enemies, a kick, and a magic spell each assigned to separate buttons.  The game will have tons of special moves that require joystick motions in combination with one of the four attack buttons, but those were not implemented yet.  You can also jump, of course, and switch control over to your henchman with other buttons.    


    The "henchman" system is really the strongest innovation for Mythos.  Besides your chosen "champion", or main character, you can eventually have as many as four helper guys fighting by your side.  This opens up myriad possibilities for battles, and since your opponent will have henchmen of his own, a simple one-on-one duel can easily blossom into an all-out war.  The henchmen will have individual AI, and you can also issue commands to them or take over their bodies at any time.  They also represent the RPG-ish side to Mythos, since henchmen will gain experience from battling and get new powers and stronger stats.    


    The demo we played was just one level and two champions with one henchman each.  The level was very large, with staircases leading to higher areas and cool statues and aquaducts all over.  Eventually all the levels will have numerous interactive elements, but that wasn't implemented yet.  You controlled the hammer-wielding Argus, and the enemy was Athama.  Argus had a couple standard hammer swings that could be linked into combo, plus an area-clearing swing and a magical fire attack.  The action is fast-paced and pretty simple at this stage, because most of the moves haven't been included yet.  Each character will eventually have about forty moves in total.  We were promised that in the final game, rushing in and pounding the action button will get you killed fast.  Mythos is aiming to be very strategic, and certainly part of that will involve the use of your henchman.    


    The graphics looked great for such an early build.  All the polygonal models were very detailed and fluidly animated, thanks to SAGE's sleek animation engine.  The final game may include some inverse kinematics to touch up the animation IF it doesn't hurt performance.  As it is though, the champions react very realistically to each other during battle, and animation never looks choppy.  The framerate was also quite good, but I don't know what kind of PC this demo was running on.  Saffire is working on the shadows so that they bend realistically against walls, something that even Rare is having trouble with on GameCube (judging by Star Fox Adventures).    


    I'm looking forward to learning more about the henchman system and how much you can control them.  The final game should feature two-player cooperation mode in which one player is the champion and the other is a henchman.  There'll also of course be a deathmatch, and for that, the henchmen will be upgraded with champion-like stats so you have that many more fighters to choose from.  I'm hoping for more interactive environments; otherwise the one we saw looked great.  Mythos is currently without a final publisher, and we remind you that the game may or may not be released for GameCube depending on what the publisher decides to do.


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    TalkBack / IMPRESSIONS: Tony Hawk's Pro Skater 2 GBA
    « on: May 26, 2001, 06:30:59 PM »
    This game is incredible!  Check out what Jonny learned from playing THPS2 on GBA during E3.

    During my five-minute visit to Activison's booth while waiting on an appointment elsewhere, I was determined to play the much-hyped handheld version of Tony Hawk's Pro Skater 2.  It took a few minutes of waiting, but I finally got my greedy hands on this sweet little game!    


    The first thing I saw was the character select screen.  As you cycle through each skater, his or her stats and polygonal model show up on the screen.  The 3D models look pretty shabby up close...very jagged edges, and of course no texture mapping.  They look kinda like very rough versions of Final Fantasy VII's character models, if you can believe it.    


    The great news is that they only look bad up close, because the in-game graphics are outstanding.  The models themselves wouldn't look so fantastic just standing still; it's the animation that really makes them shine.  Each skater moves with a speed and fluidity and realism that I've never seen done with 2D sprite models, much less on a handheld.  To see Mr. Hawk perform his medley of spins and grabs is truly a joy.  Even crashes look cool, and blood surprisingly ends up all over the floor when you take a hard fall.  The skateparks themselves have a very pre-rendered, high resolution look to them, but the fixed isometric view is distracting and really the only thing that keeps the game from looking and feeling exactly like its console predecessors.    


    You've probably already heard about the control scheme: B to ollie (jump), A to grind, L and R for mid-air tricks.  It took me a minute to get used to (plus it's been a while since I played any Tony Hawk), but pretty soon I was pulling off some simple grabs.  However, even veteran virtual skaters will need to relearn the ramp timing, because now you're seeing those jumps from above and not behind.  There's also the issue of movement control against a fixed camera...if your skater is facing down, you'll have to press right to turn left and vice-versa.  Again, it's distracting and can cause some unecessary crashes, but I'm hoping I can eventually overcome that flaw with practice.    


    That's really the only thing THPS2 on GBA has against it right now: it's so much like the real thing that the little problems stand out much more.  It hinders your ability to become immersed in the game (which happens so much in the console versions), but hell, it's distracting for me to even be playing a GBA game that looks that good!  Two or three minutes just isn't a fair timespan to judge how those tiny flaws will work out over the life of the game, but I'm hoping that the game will suck me right in and I won't even notice after a few hours.  As it stands, Vicarious Visions has crafted the most impressive game engine I've seen on GBA, and Tony Hawk 2 looks literally one or two generations beyond every other GBA game I played.  What I'm most interested in now is whether the gameplay will be as deep and addictive as the big versions, and whether THPS2 can hold my interest for very long without multiplayer modes.  We'll see in June!


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    TalkBack / IMPRESSIONS: Star Wars: The Clone Wars
    « on: May 28, 2002, 08:27:11 AM »
    Not exactly Jedi Battlezone, but it’s still a blast to play.

    After our screenshot scoop and subsequent first-ever preview of Star Wars: The Clone Wars, I already knew I was pumped for this game.  Its E3 demo turned out to be not quite what I had expected, but I still came away from it very satisfied and still very much looking forward to the game this fall.    


    Clone Wars is primarily a vehicular-based action game that bears more than a little resemblance to Factor 5’s Rogue Leader...and that’s no coincidence.  Pandemic has already met with Factor 5 several times to share ideas for this game.  Unlike Rogue Leader, however, Clone Wars takes place entirely on the ground or near it.  There is one flying vehicle, the Republican Gunship, whose low-flying atmospheric missions actually comprise a good chunk of the game.  Another 10-20% is on-foot missions, which sound cool but unfortunately were not available in the E3 demo.    


    However, the majority of the game is played in hover tanks and other ground vehicles, right down in the middle of the action.  If you’re visualizing Twisted Metal or Vigilante 8, you’re on the wrong track.  Clone Wars presents massive battles just like the ones in the Attack of the Clones movie, and although you’re a Jedi and have an important role, this is a war and it’ll go on with or without you.  The current engine allows for dozens of vehicles (some quite huge) and hundreds of individual clone soldiers and battledroids to be onscreen at once.    


    Unlike in Pandemic’s previous tank-war games, you won’t have very much strategic control over other units in Clone Wars.  You can control a small backup squad with D-pad commands, but there are no resources to gather or new units to build during the missions.  The only heavily strategic mode is a multiplayer game called Conquest, which I didn’t get to try out.    


    So Clone Wars is all about action, and it handles that much perfectly.  The hover tank level I played was hectic and fast-paced, and there were always plenty of Separatist enemies for me to take out, even though I wasn’t sure of my long-term mission objectives.  LucasArts assured me that there are several other playable vehicles for this type of barely-above-ground mission.  There’s only one flying vehicle (maybe more secret ones, we’ll see), but it’s absolutely stunning.  The Republic Gunship is equipped with infinite homing missiles (they recharge over time) and a set of monstrous dual green lasers that also auto-target.  It doesn’t take much skill to use either weapon; flying missions are more about your plan of attack, evasion, and getting from one place to another, often with precious human cargo onboard.    


    As if all of this weren’t already brewing up to be a great game, Pandemic is including several multiplayer scenarios that are surprisingly innovative and entertaining, for up to four people with the GameCube version.  The standard Deathmatch mode is actually made quite interesting, because not only can you choose from all your Republic vehicles (not including the Gunship), but you can also use the Separatist machines, and there are no restrictions that say each player has to pick one or the other side or whatever.  Each vehicle is remarkably different from the others.  For instance, the hover tank is excellent at strafing, but its weaponry isn’t very powerful.  That big wheel-thing you see in the movie can’t strafe at all, but it’s very fast and can ram into other vehicles for an almost instant kill.  The thing that looks like an AT-ST walker (probably the precursor to our beloved chicken-like friend) has a weak gun but very powerful mortar shells, and instead of strafing he can turn his head from side to side to track a target.  The developers hope frequent players will test out all the vehicles and eventually stick with the one that best suits their playing style.  Other than Deathmatch, there is also the aforementioned strategy-heavy Conquest Mode, plus co-op Jedi Academy (which can also be played single-player), where you have to destroy endless waves of oncoming enemies in what has been described as being a little like Galaga.  Cool.    


    Overall I was very impressed by the visuals and controls in Clone Wars, and it sounds like the game has plenty of original ideas that should set it apart from your typical action game.  I’d still like to see Pandemic drop a first-person RTS tank-war bizzomb on the GameCube, but for now I’m really looking forward to playing more of Clone Wars.


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    TalkBack / IMPRESSIONS: Star Wars: Bounty Hunter
    « on: May 31, 2002, 10:42:32 AM »
    I AM JANGO

    Although Billy and Rick had to just watch, I got to play Bounty Hunter for GameCube very briefly at E3 2002.  What I saw and played was amazing...Rick commented that it was the best pre-Alpha he'd ever seen, and I agree totally.  The sheer amount of moves Jango can pull off is wild, and he manages to look cool doing every single one of them.    


    In fact, looking cool is a major part of Bounty Hunter.  The enemies we saw weren't all that threatening, and the game doesn't force you to go through any particularly linear missions.  You have an overall goal in the game (to track down a rogue Jedi), and you progress towards that goal anyway you can.  For a good Bounty Hunter, that means tracking down scum on the streets of Coruscant, etc., and beating information out of them that will eventually lead you to your prey.  The premise reminds me of when Batman would go collect info from street thugs.    


    Along the way you'll be milling through many, many civilians, and it just so happens that some of them probably have minor bounties on their heads.  Jango can turn on a sensor (like infrared or maybe ultraviolet), and any person with a bounty will be distinguishable.  What you do with them is up to you, but generally there are different bounties for bringing them in dead or alive.  However, the bounty is collected instantly, so really all you have to do is kill the mark or disable him with a taser or something.  And if you kill a few other people in the process...oh well.  Jango is a bad dude, so it's not going to hurt his feelings (or your score).    


    LucasArts made it clear that Bounty Hunter is a pure action game.  They don't want you wasting time with puzzles or too much exploration (though there will probably be a little of each).  If there's a grate or locked door in your way, don't run around looking for a key; just pull out your laser and cut right through.    


    The combat reminds me of Devil May Cry somewhat.  Not that Jango will be using a sword or anything, but the primary focus is on smooth controls and looking stylish as you dispose of bad guys (or in this case, maybe good guys).  Jango's twin laser pistols, his main weapons, automatically target on up to two enemies within sight.  If there are three or four enemies present, the two auto-targets will move as you look and move around.  Pressing R will lock one of the targets, and that lock will hold even as you turn completely away, meaning you don't even have to look at an enemy to kill him.  You can stay locked on and keep shooting at a target even as you jump and fly around, climb on ledges, etc.  It's awesome.  Other weapons, which weren't all implemented fully yet, included the big missile on Jango's back, a two-handed laser rifle, and the flamethrower, which looks great by the way.    


    One of my first questions to the LucasArts rep was, "Is the jetpack free?"  Yes, yes it is.  Jango can boost twenty meters up and ten meters laterally, which translates into quite a nice distance in the game.  His jetpack's fuel will automatically regenerate when he touches the ground, and pretty quickly at that.  Bounty Hunter allows (and promotes) you to incorporate the jetpack into both exploration and combat, often simultaneously.    


    The game takes place over several planets.  When I asked whether you can shoot down the flying cars on Coruscant, the LucasArts rep said "Not yet."  Oh boy.    


    So far Bounty Hunter is shaping up to be an overdue but much appreciated apology for Shadows of the Empire.  The game design looks similar at a glance, but Bounty Hunter plays much faster and with more freedom, and the controls are exponentially better.  This may turn out to be the best third-person action game ever made if it lives up to what I played at E3.


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