Author Topic: Ultraviolent sword game for Revolution  (Read 15866 times)

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Offline MaryJane

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RE:Ultraviolent sword game for Revolution
« Reply #50 on: April 04, 2006, 12:56:25 PM »
I think Ian works for the Nintendo Marketing division, and just wants to downplay the revolution so much that when we finally get our hands on it we'll be so happy every doubt and fear expressed by him is removed.

Either that or he's a spoiled five year old who will never be happy with anything except his ability to complain.

Maybe I'm just a fanboy who loves many different types of game genres, but I can't wait for the Rev to blow my T.V and my mind away. Inferior graphics tiring controller... bring it the f*ck on!  
Silly monkeys; give them thumbs they make a club and beat their brother down. How they survive so misguided is a mystery. Repugnant is a creature who would squander the ability to lift an a eye to heaven conscious of his fleeting time here.

Offline zakkiel

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RE: Ultraviolent sword game for Revolution
« Reply #51 on: April 04, 2006, 01:17:53 PM »
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Inform me of how they are different. I push 'A' and the hardware recognizes it as 'A' 100% of the time unless the game is complete crap.
Precision is a matter of consistancy; accuracy is a matter of hitting what you want to hit.  If you just press A, you can count on your character performing exactly the same action every time, but no control over the aiming, and thus accuracy is either moot (the game automatically makes you hit) or random. Neither of those options offers any depth or sophistication of game play.

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What if I'm a little upwards in my movement? What if I was too subtle? What if I didn't intend to move the controller but ended up moving it a bit? What is neutral for something that has no "rest" position? Suddenly there's a big range of results that can be interpretted differently. So if I'm moving the controller it better be doing more than just interpretting gestures as a replacement for buttons.
What if you try to recover in SSBM and wind up triggering over-B rather than up-B? I've played that game religiously since its release, and it still happens to me occasionally. What if you play an FPS and your hand twitches accidentally sending your aim way off? It's no less likely with a mouse than holding something in your lap.

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Plus if you're only doing subtle movement why does the controller have to be stripped of established functionality to look like a remote? If all I'm doing is little movements then I might as well just have something resembling a Cube controller with motion control.
Tell you what: you build yourself a mouse out of a GC controller, and see how well that works out for you playing an FPS. Small, precise movements make a light and manuevarable controller more important, not less.  
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Offline ShyGuy

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RE: Ultraviolent sword game for Revolution
« Reply #52 on: April 07, 2006, 09:22:57 PM »
Well I guess we know what game this is now... heehee

Offline Jensen

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RE:Ultraviolent sword game for Revolution
« Reply #53 on: April 08, 2006, 10:07:17 AM »
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Originally posted by: Smash_Brother


Ian, how much do you think the remote control is going to weigh? I'd guess that it'll be just enough to have a solid physical presence but no more than 1-3 pounds (which is absolutely nothing, by the way).


I don't think you know how much a pound weighs..... A little more than twice the weight of your DS Lite. :-)


Offline Dirk Temporo

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RE:Ultraviolent sword game for Revolution
« Reply #54 on: April 08, 2006, 10:33:05 AM »
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Originally posted by: mantidor
DDR is also not a good comparison, because is just jumping, its a lot less tiring than moving your arms with fast and strong movements.


Are you INSANE? I've played DDR, and watched people play DDR. I've also done LARP, and swinging your arms is WAY less tiring than DDR.
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Offline Artimus

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RE:Ultraviolent sword game for Revolution
« Reply #55 on: April 08, 2006, 10:57:31 AM »
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Originally posted by: Dirk Temporo
I've also done LARP


Let us observe a moment of silence for Dirk's dignity.  

Offline Strell

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RE:Ultraviolent sword game for Revolution
« Reply #56 on: April 08, 2006, 01:00:05 PM »
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Originally posted by: Artimus
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Originally posted by: Dirk Temporo
I've also done LARP


Let us observe a moment of silence for Dirk's dignity.


LIGHTNING BOLT!

LIGHTNING BOLT!

/please tell me someone gets the reference

I must find a way to use "burninate" more in my daily speech.

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Offline Blue Plant

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RE:Ultraviolent sword game for Revolution
« Reply #57 on: April 08, 2006, 01:31:43 PM »
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LIGHTNING BOLT!

LIGHTNING BOLT!

/please tell me someone gets the reference




Of course, the very scary real-life role playing nerds of the forest video.

It made me blush.

Offline Smash_Brother

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RE:Ultraviolent sword game for Revolution
« Reply #58 on: April 08, 2006, 02:32:00 PM »
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Originally posted by: Jensen I don't think you know how much a pound weighs..... A little more than twice the weight of your DS Lite. :-)


Then I need to buy a new shipping scale...
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Offline trip1eX

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RE: Ultraviolent sword game for Revolution
« Reply #59 on: April 08, 2006, 03:51:42 PM »
HEre's a source of good info on Red Steel.

http://theboard.zogdog.com/index.php?automodule=blog&blogid=11

Offline Smash_Brother

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RE:Ultraviolent sword game for Revolution
« Reply #60 on: April 08, 2006, 04:04:18 PM »
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Originally posted by: trip1eX
HEre's a source of good info on Red Steel.

http://theboard.zogdog.com/index.php?automodule=blog&blogid=11


That needs to be posted:

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

Damn, this game sounds INSANELY cool...
"OK, first we need someone to complain about something trivial. Golden or S_B should do. Then we get someone to defend the game, like Bill or Mashiro. Finally add some Unclebob or Pro666 randomness and the thread should go to hell right away." -Pap64