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The Official Nintendo Wii topic {8 Δεκεμβρίου κυκλοφορία σε Ευρώπη/250?}


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Δημοσ.

Tο metroid prime 3 δεν εχει multiplayer :(

παρ'ολα αυτα αφηνει πολυ καλες ενυπωσεις στο hc gamer :)

 

wiimag1.jpg

 

“Demo was impressive, intense, and once we became used to the mechanics, a blast to play”

 

“New Corruption mechanic having to do with ʽphasonsʼ”

 

“Implimenting a ʽWeapon stackingʼ system similar to that in ʽSuper metroidʼ, you will be able to ʼstackʼ beams on top of each other in a way that you will continue to have the same power as the previous beam, but the new beam will be will be added on top”

 

“Context sensitive events like in RE4″

 

“No (or very little) scanning, more focus on interaction with motion controls” (this art is sort of vague)

“Canʼt discuss plans for speaker at this time”

 

“No multiplayer freatures planned, but very excited about Wiiconnect possibilities”

 

“New costumes for samus (not functional but just for looks)”

 

“set ʽa few monthsʼ after the events of Prime 2″

 

“no hunters from ds version in the game but ʽplenty of new huntersʼ in prime 3″

 

“Hardcore Gamer Magazine: In terms of graphics I know the Wii isnʼt trying to push the boundaries of next generation with visuals, but how would you compare it to the previous titles on Gamecube? Are you guys adding new technical bells and whistles?

 

Mark Pacini (Retro Studios): The graphics have been upgraded considerably. We have more memory, and with the new GPU/CPU architecture, youʼre going to see a very noticeable difference in the quality of visuals.”

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Δημοσ.

Trauma Center Update

 

New details on Wii's first surgery game.

 

Atlus may have given the honors to its American division to reveal its Wii-based sequel to Trauma Center, but it's only now that we're getting full details on the game. The latest issue of Famitsu has Trauma Center: Second Opinion as its big scoop for the week.

 

Titled Caduceus Neo in Japan, Second Opinion takes place in the near future and puts players in the role of Kousuke Tsukimori. Things kick off in 2018 as mankind feels the wrath of a mysterious incurable disease called Guilth. The Caduceus organization, which works in the shadows and attempts to eliminate all disease, will of course not stand for this. Tsukimori, a rookie doctor, comes into contact one day with a patient infected with Guilth. It turns out that Tsukimori is the doctor who will lead humanity to a new future.

 

Trauma Center: Second Opinion is actually a remake of the original rather than a full-blown sequel. To the scenarios of the original, the game adds a new scenario at the end and new characters here and there.

 

Atlus has made some big changes to Trauma Center with the Wii version. The game has updated character designs, with characters looking more adult than their DS counterparts. The game is also voiced, with famous Japanese voice actors providing the voices for the main characters in the Japanese version.

 

In terms of gameplay, the title's surgery system is now meant to play more like an action game. Listening to the advice of your nurse, you use the Wii remote to perform precision surgical cuts directly, with the nunchuck used in a few areas as well. This mode of play now has easy, normal and hard difficulty settings. You can also look forward to new types of surgery, including broken bones and heart transplants.

 

Trauma Center: Second Opinion is being directed by Kanada Daisuke and produced by Hashino Katsura, both of whom long-time Atlus fans should recognize. A Japanese release is set for 2006.

 

trauma-center-second-opinion-20060510020500554.jpg

Δημοσ.

Gearbox Backs Wii

Maker of the acclaimed Brothers in Arms games pledges support for Nintendo's upcoming console.

 

It looks like you can add another big-name third party developer to Nintendo's growing roster of Wii contributors. Gearbox Software, best known for the critically acclaimed Brothers in Arms: Road to Hill 30 on PlayStation 2 and Xbox (the latter of which scored a 9.3 by IGN.com), revealed to IGN that it is signed up for the Big N's new console.

 

"Gearbox Software is enthusiastically supporting the Wii," said company president Randy Pitchford. The company head had no comment on what Wii projects it could be working on, saying only that, "At this time, we don't have any announcements to make about specific games we may be developing for Wii."

 

Asked what he thought of Nintendo's new console, Pitchford responded: "I think it's great. I'm very much looking forward to playing."

 

According to Pitchford, Wii has immediate strengths and weaknesses. "The strengths of the Nintendo Wii include the price, the unique interface, the sure-bet library of games based on the great Nintendo properties and the promise back catalogue of classic games from Nintendo and others that they have partnered with," he said. "The weaknesses of the system include its lower relative power when compared to other next-gen consoles and the unique interface requiring more dedicated focus specifically for the platform (which makes it more difficult to amortize larger AAA budgets across more customers from multiple platforms)."

 

Gearbox is currently underway with the next installment in the Brothers in Arms series, Brothers in Arms: Hell's Highway. The title has been officially announced for Xbox 360 and PlayStation 3. However, an allegedly leaked Ubisoft release calendar that hit the Web several months ago also listed an unnamed Brothers in Arms title for Nintendo Wii. Ubisoft has from the very beginning supported Nintendo's console with exclusive titles, including the first-person shooter Red Steel and the ground-up platformer Rayman Raving Rabbids, both of which will take advantage of Wii's innovative controller.

Δημοσ.

Our Sadness Grows

 

New details on the psychological-horror title.

 

Poland-based Nibris recently sent some exclusive information our way regarding their highly-anticipated yet highly-mysterious Wii title, Sadness. Fans holding their breath for any new in-game shots might as well pass out now; Nibris has said that they will not publish any screens without the direct approval of their publisher. Just who exactly that publisher is remains a mystery at this time. The only comment we could get out of Nibris relating to this issue is that the publisher is neither Atlus nor Majesco (two companies heavily rumored to be publishing the game).

 

Nibris also is not going to provide any closer information on the game's scenario at this time: "Sadness is a novelty on the video games market. Both the story and the presentation of the game is going to be a surprise for a player," claims Adam Artur Antolski, one of the game's scriptwriters, "You must forgive us the fact that we present such scarce information about Sadness, but we hope that once you play it you will understand our circumspection. We do not want to spoil the fun."

 

sadness-20060727010358876.jpg

One of the game's many Slavic legend-inspired enemies

 

Nevertheless, despite withholding specific details about the game, Nibris has given us a whole lot to think about regarding their Wii-exclusive horror title. The information presented thus far has given us but a small taste of a title which could fill a wholly unique niche in the Wii's software lineup. The game is not only much more adult-oriented in content than what we have come to expect from titles exclusive to Nintendo consoles, but it is also stylistically distinct from any other video game on the market at the moment. We must remind readers of the key selling point to Sadness's graphical presentation: the game will be shown entirely in black and white. For Sadness, Nibris is trying to create a haunting atmosphere of Victorian-era horror. In order to better increase the photorealism of the in-game environments Nibris opted for this graphical technique. If this pans out, the game could end up being visually distinct from anything else out there.

 

Due to the scale of the project, Nibris has invited some recognized development teams to join in on the production of the game. Frontline Studios -- a 30-person team with experience developing for Nintendo platforms -- will be responsible for the programming of the game. 3D graphics specialists, Digital Amigos, will be saddled with the creation of the visual side of the game. A demo reel showcasing the recent 3D graphic work of Digital Amigos can be found here. Additionally many outside consultants including psychologists and horror authors were brought in to aid with the development of the title.

Download a sample of the in-game music here.

 

Finally, Nibris supplied us with one more telling detail about the game: Sadness will not have any in-game menu system or HUD. Unlike pretty much every other game on the market, Nibris is attempting to amplify the horrific aspects of their game by making the world as realistic and immersive as possible. This also corresponds to the in-game usage of the Wiimote. "We are aiming at completely intuitive behaviour of the player - just as in life. Every choice a player makes is essential - if you experience traumatic events in your life, they are with you all the time. This will be the same in Sadness. We want the player to feel that he is participating in events, not merely playing a game," says Piotr Bielatowicz, game designer. The Wiimote is going to be a key element in elaborating on this gameplay goal: operations using the Wiimote will be completely intuitive. If there is an item in the environment, such as an umbrella, the player need only reach out with the Wiimote and grab that item. The player can then manipulate that item realistically through motioning with the controller. This should provide players with a whole new level of involvement in the actions of the game's characters. As a further effort to heighten the realism of the game, Nibris has said that they will be employing a save system that will be completely invisible to the player.

 

Despite the fact that the game remains largely as mysterious as ever, we can't help but feel our excitement growing for Sadness. The Wiimote has offered players an ever-expanding means by which we can interact with in-game environments, but thus far the games announced for the system have not exactly taken advantage of this to its fullest potential. Sadness looks to be one of the first Wii games that fully utilizes the Wiimote in order to really make the player feel the game. Every action in the game will be performed completely intuitively and naturally, making the horrific scenario all the more immersive.

 

No matter how excited for the title we are at this point, we are going to have to try to contain ourselves. Nibris has said that Sadness will not launch sooner than Q4 2007.

Δημοσ.

PS3 heats up; Wii drops off CNET's Weekly Hit List

The PS3 continues to rise up in Cnet's weekly hit list based on visitors interest, while the Nintendo Wii has dropped out of it completely after 59 weeks on the chart.

quote:

The Playstation 3 is heating up and the Wii has dropped out of CNET's Weekly Hit List, a top twenty of hot electronics based on visitor interest.

 

The PS3 jumped from No. 9 to No. 6 to stay in the 'Still Warm' category. Meanwhile, Wii has dropped out of the top twenty list after 59 weeks on the chart. It last charted at No. 18.

 

Both PS3 and Wii debuted at the same time on the Weekly Hit List.

News Source: PunchJump.com

Δημοσ.

The Wii Hardware

 

- Nintendo Wiiʼs ʽBroadwayʼ CPU operates at 729MHZ with a maximum bandwith of 1.9gbyte/sec.

- Nintendo Wiiʼs ʽHollyWoodʼ GPU is clocked at 243MHZ, the internal memory of it includes 3mb of embedded graphics memory and 24megabytes of high speed main memory.

- 64megabytes of GDDR3 (MEM2) as the external main memory. Just like the internal memory, it can be accessed from the CPU and GPU with a maximum bandwidth of 4gbytes/sec and can also store programs in the MEM2.

- The GPU of the Wii is identical to the GCʼs but it is on average 1.5X faster.

 

Wii's Optical Disc Drive

 

- Opitcal Disc Drive (ODD) supports single and dual layer Wii disks, discs eject with software or button and the maximum read speed is the equivalent of DVDx6.

- Two main disc types supported the single sided 12cm single sided 4.7gb and the double sided 8.51 GB. Nintendo GC discs also supported. Some of the capacity of the discs are used by the system and games can not use full disc space.

- Inserting a disc will start the Wii console, even if it was already in an off state. Pressing the eject button will change the console to an on state to take out the disc also.

 

General Overview

 

- An optional wired LAN adapter that connects to a USB port is in the pipeline for users who do not possess a wireless LAN set-up currently.

- Internal non-removable 512MB flash memory used to storage game save data and downloadable content thus eliminating the need for a memory card.

- Both Wii discs and Gamecube discs can be played via an intelligent mode swap. When running in GC mode, the Wiiʼs CPU and GPU will lower to the respective speeds of the GC and some of the MEM2 functions as ARAM.

- Software development environment is an upgrade to the ʽDolphin SDKʼ used with the GC; the same libraries are used so developers can get up to scratch easily as well as the possibility of ports being easier.

- The following interfaces are included with the Wii; SD card slot, Wireless controller, two USB 2.0 ports, wireless LAN, 4x GC controller ports, 2x GC memory card slots and an AV multi output jack (only an analog jack).

- Supports Wii disks (one sided 12cm) and GC discs (one sided 8cm) and console auto switches depends on what disk is inserted

- More than just the Nunchaku is planned as an extension. GC peripherals such as DK bongos can be used in both Wii and GC modes.

- Three power status, on, off and unplugged. To prevent mistaken turn offs, the power button must be held for about a second.

 

The Wii Control System

 

- The Wii controller features; Direct Pointing Device, Three axis accelerometer, Wii power button (remotely turn console on/off), buttons, wireless connectivity, indicator LEDʼs, rumble, battery powered (two AA alkaline batteries) and ability to connect extension unit.

- The Wii controller supports three types of operations; by itself, with a nunchuk extension or with a classic controller. Classic controllers will ship to developers during August 2006.

- The SYNCHRO button on the Wii controller exchanges wireless ID numbers when pressed at the same time as SYNCRHO on the Wii console. Wireless communications are only possible with consoles which have been authenticated.

- The rumble motor can be turned on and off and the intensity can be changed.

- The Wii remote has a pointer for fine movements as well as a motion Sensor +/- 3.4G suitable for larger body movements, the nunchuk attachment has a Sensor of +/- 2G

- The sensor bar must be placed above or below a TV set, the pointer measures coordinates between the ends of the bar which are about 20cm apart.

- The Wii remote has four status, disconnected, communicating, establishing connection and pairing wait status.

- The pointer can measure co-ordinates within bounds of rectangle centered upon the sensor bar, thus it can also measure points beyond the screen. It also responds to strong light sources, windows, fluorescent lamps, fireplaces, mirrors etc.

- Due to players hands shaking while holding the controller, a ring buffer allows a precise direction to be created to hold and average accelerator samples.

 

 

http://www.maxconsole.net/?mode=news&newsid=8802

Δημοσ.

Ναί, είναι πάρα πολύ πιθανό αυτά να είναι τα specs του Wii.

 

Θα διατηρήσω όμως τις επιφυλάξεις μου μέχρι να δώ αυτά τα specs σε πιό αξιόπιστα site από το Μax console.

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