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


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Δημοσ.

k isws k gia na xtipisoun tixoun megala onomata pou tha bgalei eite i ms(Halo3),eite i sony.pantws swsta kanoun.

eida trailer tou metroid 3 k eixe poli omorfa grafika.omorfa efe(eidika kapnou).standart pairnw metroid 3,zelda k blepoume.gmt omws exw tosa treksimata k kourasi k o xeirismos tou wii tha me barinei akoma perissotero..lol

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Δημοσ.

E3 2006: Super Mario Galaxy Details

Does Nintendo's famous plumber play better on Wii than ever before? Full impressions inside.

 

 

- Nintendo's latest update to its classic franchise is, in a word, intoxicating. The control system is intuitively learned. The graphics are colorful and varied. And the levels are space-age out there. This is Mario like you've never quite seen him before and it's a lot of fun.

 

-Using the Wii-mote and the nunchuck together to perform the character's moves feels second nature after about 30 seconds and from there it's all about the crazy level designs and enemy rumbles.

 

-In some ways, Galaxy reminds us ever-so-slightly of a well-made Sonic game as Mario is zigzagging from planet to planet.

 

-Galaxy looks and plays great. The visuals are beyond Sunshine in that they are generally more polished. The game appears to run in both progressive scan and 16x9 widescreen modes, for starters. (Incidentally, it also supports Dolby Pro Logic II, once again confirming that Wii will not be able to output in Dolby Digital.)

 

-Super Mario Galaxy is going to be an amazing platformer when it finally hits. I'm keeping my fingers crossed that Nintendo's famous plumber will ship with Wii later this year. You. Want. This. Game

Δημοσ.

re paidia ego skeftika kai kati allo gia to xeiristirio tis nintendo...sou leei ayta ta xaza paidakia pou tha einai oli tin ora kathismena mprosta sto nintendo as kounithoun kai ligo na kanoun fusiki katastasi! :P

Δημοσ.

nai otan eida ego ayto to xeirhstirio leo me ayto tha xaneis kai koila :D kai tha kanei kai kalo sta matia giati den boleyei na eise poli konta sthn othoni oute tha mporeis na peksis poles ores sinexomena xoris dialhma :)

Δημοσ.
re paidia ego skeftika kai kati allo gia to xeiristirio tis nintendo...sou leei ayta ta xaza paidakia pou tha einai oli tin ora kathismena mprosta sto nintendo as kounithoun kai ligo na kanoun fusiki katastasi! :P

file mou gw den xreiazomai fisiki katastasi.ama einai omws kobw gym gia to wii.

Dio pramata me apasxoloun mono gia to wii.i tixon kourasi,k to thema akribias.min paizw zelda k trabaw to tokso gia na figei to belos k katalathos skotwsw kanenan apeksw apo to parathiro...

Δημοσ.

Καλά με αυτά που έχω δει από το Wii έχω πάθει την πλάκα μου και σίγουρα θα το χτυπήσω. Ήθελα να ρωτήσω αν ξέρει κανένας πως λέγεται το game που δείχνει στο videaki στο site και έχει θέμα το ψάρεμα. Επίσης έχεις βγει επίσημη ημερομηνία κυκλοφορίας?

Δημοσ.

to hxiakh re guys apo piothta metria pragmata e? tha eine tromerh fash sta action na akous ton pirobolismo alla den tha exei distixos entash kai poiothta. Gia zelda, tenis ktl omos eine super

Δημοσ.

E3 2006: Hands-On: Sonic Wild Fire

 

Finally, Sonic 3D done right!

 

-All it takes is a few seconds of play time and the changes to Sonic's core gameplay can easily be seen. For starters, the control has been completely stripped, replacing the original analog execution with tilt control. Players control Sonic by simply tilting the Wii-mote (held in the classic NES position) left or right. Rather than positioning the game as yet another free-roaming adventure, each level instead acts as a rollercoaster of sorts, sending Sonic on a pre-determined path, while giving the player full control over movement and speed. Since the path is already set, players use the tilt function to navigate the track, grabbing items and fighting enemies at their own pace. It may sound basic, but that's what brings the series back to its original form, as it controls like the 2D version did, while still providing a 3D feel.

 

-In fact, the vastly improved gameplay isn't the only addition to the Sonic world, as Wild Fire also takes a new approach to the presentation. Since the action is essentially tunnel-running, the camera work is able to do a ton of great cinematic shots while still giving the player needed control. In the initial run-through, the camera switched to tons of shots on the fly. It would film from just inches off the ground, pull back during faster moments, fly into the air and shoot down while Sonic navigated more precise areas, and even play catch-up when Sonic's super speed was used.

 

-On the graphical side, Sonic goes toe-to-toe with Super Mario Galaxy, offering vast environments with tremendous draw distances, great animation and a seriously slick look. Fire and speed effects are used everywhere in the level we saw, and we never saw a drop in the frame rate. The entire demo had a very cinematic feel, and the strong camera work mixed with detailed environments makes Sonic Wild Fire the most "next-gen" looking game on the system to date.

 

-it is by far one of the most complete and well-rounded demos in Nintendo's booth

 

-The action is fast and beautiful, and the gameplay is back to how it should be.In fact, the gameplay was solid enough that we actually forgot we were using a new controller. It feels natural and controls are astonishingly tight compared to some of the other demos around.

 

-Sonic Wild Fire has resurrected the franchise,

 

Full article + Videos ----->

Δημοσ.
E3 2006: Hands-On: Sonic Wild Fire

 

Finally' date=' Sonic 3D done right![/b']

 

-All it takes is a few seconds of play time and the changes to Sonic's core gameplay can easily be seen. For starters, the control has been completely stripped, replacing the original analog execution with tilt control. Players control Sonic by simply tilting the Wii-mote (held in the classic NES position) left or right. Rather than positioning the game as yet another free-roaming adventure, each level instead acts as a rollercoaster of sorts, sending Sonic on a pre-determined path, while giving the player full control over movement and speed. Since the path is already set, players use the tilt function to navigate the track, grabbing items and fighting enemies at their own pace. It may sound basic, but that's what brings the series back to its original form, as it controls like the 2D version did, while still providing a 3D feel.

 

-In fact, the vastly improved gameplay isn't the only addition to the Sonic world, as Wild Fire also takes a new approach to the presentation. Since the action is essentially tunnel-running, the camera work is able to do a ton of great cinematic shots while still giving the player needed control. In the initial run-through, the camera switched to tons of shots on the fly. It would film from just inches off the ground, pull back during faster moments, fly into the air and shoot down while Sonic navigated more precise areas, and even play catch-up when Sonic's super speed was used.

 

-On the graphical side, Sonic goes toe-to-toe with Super Mario Galaxy, offering vast environments with tremendous draw distances, great animation and a seriously slick look. Fire and speed effects are used everywhere in the level we saw, and we never saw a drop in the frame rate. The entire demo had a very cinematic feel, and the strong camera work mixed with detailed environments makes Sonic Wild Fire the most "next-gen" looking game on the system to date.

 

-it is by far one of the most complete and well-rounded demos in Nintendo's booth

 

-The action is fast and beautiful, and the gameplay is back to how it should be.In fact, the gameplay was solid enough that we actually forgot we were using a new controller. It feels natural and controls are astonishingly tight compared to some of the other demos around.

 

-Sonic Wild Fire has resurrected the franchise,

 

Full article + Videos ----->

e sega to ftiaxnei...ti perimeneis..:mrgreen:

Δημοσ.

E3 2006: Project H.A.M.M.E.R Hands-On

 

NST delivers Wii owners a gritty new action-adventure and a smashing good time.

 

-The game, tentatively titled Project H.A.M.M.E.R., pits players as a half-man, half-robot cyborg armed with a gigantic industrial hammer and charged with the task of saving the world. The decked-out hero must do battle with killer robots, which have united and waged a war across America. This is a decidedly gritty and realistic outing complete with industrial backgrounds and a style very untypical of a Nintendo-published effort. And it's surprisingly entertaining.

 

-The game utilizes both the Wii-mote and the nunchuck attachment for some intuitive gameplay controls. You maneuver the hero of the title with the nunchuck's analog stick.

 

-what does the Wii-mote do? Well, it smashes. It pounds. And it swings the aforementioned gargantu-hammer around. You do all of this by simply motioning with the innovative pointer. If you want to hammer-pound an enemy or object, you pull back on the Wii-mote and than make a hammering gesture. The longer you hold back, the greater the charge and ultimately the destructive force of your blow.

 

-The mechanics are easily executed, but they are nevertheless powerfully represented on-screen with ground-shaking smashes and some impressive particle effects.

 

-You can also destroy random objects like cars, which are strewn about the streets.

 

-Some of the world textures appear to have a bumped look to them and some areas seem to feature specular highlighting

 

-The game runs in 16x9 progressive scan mode and moves along at a steady 30 frames per second.

 

-H.A.M.M.E.R. is an intriguing project and in our opinion the demo shows a lot of promise for what will surely be a fun and unique action adventure

 

Full story + videos---->

Δημοσ.

E3 2006: Hands-On: Dragon Ball Z: Budokai Tenkaichi 2

 

Are you Super Saiyan enough to handle impressions of Dragon Ball Z: Budokai Tenkaichi 2 from the E3 show floor?

 

-How you control the game, will bring you a brand new experience unlike any other.

 

- "You have to move around a lot if you want to win. Don't just stand there pushing buttons."

 

-pushing buttons will only activate a few basic (and boring) moves. In order to fully attack, you need to thrust, jab, shake, dash, and twist the remote and nunchuck in order to pull of a huge selection of moves. Sharp jabs in one direction will have your character attack in a flurry of blows. Charging with the triggers and then pushing both forward will unleash a devastating super move, like Goku's Kamehameha. Or hold Z + B and twist the remote while moving it forward to perform another move. Anyone who thinks the remote will only be host to simple and basic controls will be proven sorely wrong with this game.

 

-The level in the demo, though basic and sparse, is fully 3D with destructible environments and very clean graphics. The game is cell shaded like its predecessors, but with much smoother edges. It is possible to dash away and hide behind the giant rocks of the terrain, but only until your opponent smashes them apart to get to you. Or you can take to the air to battle free of distracting geological elements.

 

-Dragon Ball Z: Budokai Tenkaichi 2 gives a great example of how even fighting games can be done with the remote. We predict in the future, calling someone a "button masher" will be replaced on Wii with something more along the lines of "wild swinger". Though the game can be tackled from that angle, it seems a deeper fighter lies underneath, and as the game continues in its development we look forward to seeing just how deep it will become.

 

full story + screenshots + videos----->

Δημοσ.

Super Smash Bros Screenshots!

 

Καθ'ότι οι εικόνες είναι από το video, είναι λίγο χαμηλής ποιότητας....

 

Κάντε κλίκ-κλίκ στις εικονίτσες για να δείτε τη μεγένθυνση.

 

ss1.jpg ss2.jpg ss3.jpg ss4.jpg ss5.jpg ss6.jpg ss7.jpg ss8.jpg ss9.jpg ss10.jpg ss11.jpg ss12.jpg ss13.jpg

 

Η Samus χωρίς τη στολή και ο Snake όλα τα λεφτά!!!

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