Blackjim Δημοσ. 29 Σεπτεμβρίου 2006 Δημοσ. 29 Σεπτεμβρίου 2006 Bringing it Home - Day 10 For this final day, we have the following content now available on the Xbox Live Marketplace: Trailers: X06 Arcade Montage Stranglehold Blitz the League F.E.A.R. Pictures X06 Picture Pack While not officially part of the bringing it home promotion, the below content has just gone live as well: Video: Saint's Row-Mayhem Video Strategy (720p)* Saint's Row-Insurance Fraud Video Strategy (720p)* Saint's Row-Hitman Video Strategy (720p)* *Not available in France oute demo!?!? wtf re!
privateer Δημοσ. 29 Σεπτεμβρίου 2006 Μέλος Δημοσ. 29 Σεπτεμβρίου 2006 Assassin's Creed 360 to have 'better crowd AI' That's how many character animations are loaded into Assassin's Creed, 700 of them alone contextual. To put things into perspective, Prince of Persia: The Sands of Time, developed by the same crack team at Ubisoft Montreal, features 500 character animations. And Prince remains to this day one of the finest animated games on the market. Get the picture? Of course, controlling all these moves is something of a chore on a controller that doesn't read minds. Jade Raymond, producer on Assassin's, took a few minutes to break down a complex yet seemingly intuitive control scheme that will have you offing targets faster than you can say John Wilkes Booth. As Altair, a medieval hitman with a mysterious past (Raymond confirmed that he's not a time traveler), you have free reign to explore vast cities and countryside. You will investigate your targets by exploring, eavesdropping and even picking pockets for clues on his whereabouts. When you have three clues-- and there are many more you can choose to find through thorough investigation -- you can then move to the assassination stage, using "social stealth" to blend in with crowds, searching for handholds to scale castle walls, using killer's intuition to hone in on the target and, finally, sinking a blade in his gullet. In order to control Altair, Ubisoft attached four "puppet strings." One to his head (the Y button) his weapon hand (X), off hand ( and his lower body (A). The right trigger has been jokingly dubbed "emotional control" by Raymond and her team. In short, it is a strength modifier. While walking, hold it down to run. While swashbuckling, hold it down for a lumbering power strike. Using Y, you will do things like eavesdrop and use intuition. A, then, would be used to jump. An interesting control feature is climbing, done in a way we've never seen before. We didn't get a chance to touch the controller, but you will actually feel for handholds, like rock climbing. With it, Altair can climb anywhere in the world where there is a decent grip, and we're hoping he has a chance to move up the tallest of towers while sneaking past the castle guard. There wasn't much more news out of Ubisoft's camp, except that the team is trying to put together a package of downloadable content that Raymond could only say is "something ambitious." She hinted slightly at extended gameplay and possibly even some kind of multiplayer -- the team did create a prototype multiplayer and co-op mode. But, as of now, there is still nothing to announce. While the PlayStation 3 and 360 versions of Assassin's Creed are virtually identical, Raymond did say that on the 360 the team is putting a special emphasis on achievements. The hardware also allows for improved threading, which will improve even further the crowd AI. Even at this early stage, Assassin's Creed is a safe-bet for one of the most innovative and beautiful games of 2007.
xrest Δημοσ. 29 Σεπτεμβρίου 2006 Δημοσ. 29 Σεπτεμβρίου 2006 foberes oi grantounies panw stin pinakides..posa lefta skasan gia na doume toso tsalakwmeni ti ferrari..elpizw naxoun kanei k kali douleia sto gameplay,an tha epireazetai i odigisi otan to amaksi einai trakarismeno etc
privateer Δημοσ. 29 Σεπτεμβρίου 2006 Μέλος Δημοσ. 29 Σεπτεμβρίου 2006 X06: Forza 2 Update Dan Greenawalt talks customization, online capabilities, and stays away from numbers. http://uk.xbox360.ign.com/articles/736/736490p1.html
privateer Δημοσ. 29 Σεπτεμβρίου 2006 Μέλος Δημοσ. 29 Σεπτεμβρίου 2006 The Darkness http://www.latrifuerza.com/web/ficha_noticia.asp?id=2893
privateer Δημοσ. 29 Σεπτεμβρίου 2006 Μέλος Δημοσ. 29 Σεπτεμβρίου 2006 X06: Half-Life 2: Episode Two Impressions We meet with Valve in Barcelona and check out Xbox 360 versions of Half-Life 2 and Portal. By Justin Calvert, GameSpot Posted Sep 28, 2006 3:50 pm PT BARCELONA--Currently scheduled for release in the first quarter of 2007, Half-Life 2: Episode Two (working title) for the Xbox 360 is a compilation of five games that, believe it or not, will retail for the price of one. The five games in question, in the same order that they appear on the single disc's game select screen, are Half Life 2, Half Life 2: Episode One, Half-Life 2: Episode Two, Portal, and Team Fortress 2. We met with Valve earlier today, and although we weren't permitted to get our hands on a controller on this occasion, we did get to take a look at both Half-Life 2 and Portal in action. The first game we checked out was Half-Life 2, which is essentially the same game that was released for the PC almost two years ago. The only difference, aside from the fact that you'll be playing with an Xbox 360 controller instead of a mouse and keyboard, is that the Xbox 360 version looks better. That's right, the Xbox 360 version of Half-Life 2 boasts visual enhancements that are available only in the subsequent episodic content on the PC, so regardless of how powerful your PC setup is, the Xbox 360 game will look better. To illustrate this point, we were shown a sequence in which you're riding through storm drains on an ATV and being hounded by an enemy helicopter--the lighting and particle effects were noticeably superior to those on the PC, and the water in the storm drain boasted a great reflection of the aforementioned enemy as it flew overhead. As impressive as that was, Valve's focus for X06 was clearly on Portal, so that's the game that we spent the bulk of our meeting checking out. Portal was being shown at X06 by two of the young developers (now employed by Valve) responsible for the game Nerbacular Drop on which Portal is based. Set in the Half-Life universe, Portal will see you assuming the role of a test subject at Aperture Science Laboratories. The first teaser trailer for the game, which features diagrams explaining how the portal gun works, is in fact an instructional video from said laboratory, and the female voice that narrates it is the same one that will talk you through the game's storyline as you progress. Details of the storyline are obviously being kept under wraps for the moment, but you can rest assured that the Half-Life universe looks quite different from the perspective of a lab rat in an Escher-painting-like maze than it does through the eyes of Gordon Freeman. Your goal in each level of Portal is to find and reach an exit, which will invariably require you to do a lot more than simply look around for a big green sign and then walk toward it. Rather, you'll find yourself in environments filled with hazards and platforms that can only be negotiated using the portal gun. The portal gun, in case you're not familiar with it, launches orange and blue portals (each mapped to a different button) that are big enough for you and for various objects to go through. When something goes into one portal, it'll come out of the other, and that's as true for laser beams and balls of energy as it is for boxes, weapon emplacements, and, of course, you. The portal gun can be used on any concrete surface, so although many of the levels in Portal feature surfaces that you can't pass through in places, you'll pretty much have the freedom to move between any two surfaces that you have a line of sight to from your current position. All of the levels in Portal are brand new (that is, you won't recognize any of them from Nerbacular Drop), and when watching somebody else play the game, it's very easy to become disoriented and lose track of which way is up--until you start falling. Because of the game's unusual design, each level has to go through rigorous testing, and while assuring us that it's impossible to portal outside of the gameworld, the Valve representatives that we were talking to also pointed out that at no point will you be able to mess up so badly that a level becomes impossible to beat. There are multiple ways to beat most of the levels in Portal, and we're told that the last time a tester managed to get into a hopeless situation was several months ago. Worthy of note is that Portal features an autosave feature that kicks in every time you solve a significant part of a puzzle. The thinking behind this is that once you've gone to the trouble of figuring out and completing a puzzle (some of which require split-second reflexes), you probably won't want to do it again. At the end of our meeting with Valve, we came away feeling suitably impressed with what must surely be one of the best value-for-money offerings on any release schedule right now. It's unfortunate that we didn't get to see anything of the other three games, and of Team Fortress 2 in particular, but rest assured that we'll bring you more information as soon as it becomes available.
Blackjim Δημοσ. 29 Σεπτεμβρίου 2006 Δημοσ. 29 Σεπτεμβρίου 2006 Pro Evo 6 release date revealed 10:00, Sep 29th by Lisa Foster MCV can confirm the date retailers and gamers have been waiting for - Konami's Pro Evolution Soccer 6 will hit Xbox 360 and PS2 on October 27th. The latest incarnation of the much-anticipated football franchise is sure to build on the mega-selling success of Pro Evolution Soccer 5, particularly as it makes its next-gen debut on Xbox 360. The PC, PSP and DS versions are to follow 'a few weeks later' Konami has told MCV. And to make the most of its triple-A title Konami has a mammoth marketing campaign planned. "It will be impossible to miss the new PES and we intend to to continue building upon its strong foundations," marketing manager Jon Murphy told MCV. http://www.mcvuk.com/newsitem.php?id=24454
Blackjim Δημοσ. 29 Σεπτεμβρίου 2006 Δημοσ. 29 Σεπτεμβρίου 2006 X06: PES6 Gameplay http://www.xboxyde.com/news_3637_en.html
panther_512 Δημοσ. 29 Σεπτεμβρίου 2006 Δημοσ. 29 Σεπτεμβρίου 2006 Kαλησπέρα αγαπητοί XBOX-άκηδες και συγνώμη για την παρέμβαση. Εχθές κάναμε μιά συζήτηση για κάτι υποτιθέμενες Wii pics του Madden 07. Να μία: Άκρη δεν βγάλαμε, διότι αυτές οι pics δεν υπάρχουν πουθενά αλλού εκτός από ένα και μόνο site. Σήμερα λύθηκε το μυστήριο, μιάς και δημοσιευθήκαν από το IGN νέες pics του Wii Madden 07, οι οποίες πρέπει να είναι από τη τελική version. Απολαύστε γραφικάρες: Οπότε αποδεικνύεται περίτρανα ότι οι πρώτες υποτιθέμενες Wii pics, είναι ολοκαίνουργιες pics της έκδοσης για το XBOX360. Εντωμεταξύ, ο παραγωγός του Madden 07, είχε πεί ότι η έκδοση του Wii θα προκαλεί σε ορισμένες περιπτώσεις τα γραφικά του XBOX360. Ήθελα να ξερα από πού έβγαλε αυτό το συμπέρασμα.............
privateer Δημοσ. 29 Σεπτεμβρίου 2006 Μέλος Δημοσ. 29 Σεπτεμβρίου 2006 X06: Crackdown gameplay http://www.xboxyde.com/news_3638_en.html
privateer Δημοσ. 29 Σεπτεμβρίου 2006 Μέλος Δημοσ. 29 Σεπτεμβρίου 2006 X06: PES6 Gameplay http://www.xboxyde.com/news_3637_en.html Ante twra na epilexeis metaxy fifa kai pro Akousa gia demo tou fifa stis 13/10. Den xerw an isxuei omws
Blackjim Δημοσ. 29 Σεπτεμβρίου 2006 Δημοσ. 29 Σεπτεμβρίου 2006 X06: NBA2K7 gameplay http://www.xboxyde.com/news_3642_en.html Ante twra na epilexeis metaxy fifa kai pro Akousa gia demo tou fifa stis 13/10. Den xerw an isxuei omws http://www.insomnia.gr/vb3/showpost.php?p=1304024&postcount=5681
poromenos Δημοσ. 29 Σεπτεμβρίου 2006 Δημοσ. 29 Σεπτεμβρίου 2006 to crackdown fetos kikloforei?oktomvri?noemvri?
privateer Δημοσ. 29 Σεπτεμβρίου 2006 Μέλος Δημοσ. 29 Σεπτεμβρίου 2006 X06: Halo Wars Q&A XCN also did this interview about the very promising Halo Wars, giving out more details about this anticipated Xbox 360 & PC title. The title was announced during the X06 conference with the help of a breathtaking (CG)trailer, and here is your chance to find out more about this game. The subjects for this interview is Phil Spencer, General Manager of Microsoft Game Studios Publishing and Dave Luehmann, General Manager of Microsoft Game Studios Internal Development. It took place during the X06 expo in Barcelona this week. Could you give us an introduction to Halo Wars? Dave Luehmann: Ensemble Studios is developing Halo Wars. Theyʼve made their name as one of the best RTS development teams in the world and their work with Age of Empires bears witness to that. For a while now theyʼve wanted to turn their hand to bringing the RTS experience to the console. They had been working for almost a year on making the RTS and strategy genre work on a console, making it fun for the console gamer given the control method and the lack of a keyboard. Once theyʼd figured that out we started thinking about the kind of intellectual property we were going to add to the mix, and Halo seemed the obvious choice. So the game engine came before Halo was involved? Dave Luehmann: The intention was never to slam the Halo universe into this game. Rather, we realised that we had something very special and so we said letʼs add to that by using something like Halo to really enhance that experience. How does Ensemble and Bungie work together? Dave Luehmann: Thereʼs a lot of travel involved! The teams love to meet face-to-face to talk about the way the game looks, the way it feels, and the way it sounds. Thereʼs also a lot of cooperation from a story standpoint, so both teams are working very closely together. Bungie is known for being very protective of Halo. Has that caused problems in development for Ensemble? Dave Luehmann: I think Bungie is very careful with Halo and thatʼs great. Ensemble is also very respectful of that and anything that happens in Halo Wars will happen under the full blessing of Bungie. Thereʼs a real spirit of cooperation. Bungie hasnʼt been in any way difficult – in fact theyʼve been very forthcoming. Ensemble is also very protective of its role in the RTS development space and wouldnʼt put its name on anything that didnʼt live up to its past. Itʼs a great marriage, because both teams are very proud of their work. Will you be able to play as the Covenant in Halo Wars? Dave Luehmann: I donʼt think weʼve made any promises on that… Is Halo Wars a straight RTS or is it doing something different? Phil Spencer: I think the term RTS will stick but when you play it I think youʼll see that it is very difficult. Ensemble started by working out how the strategy game could fit into the console environment, not from the point of view of working out how they could make a Halo RTS game. Halo actually started as an RTS on Mac, but this is a completely new endeavour. What are the issues behind sorting out the joypad controls for a console RTS like Halo Wars? Phil Spencer: You say issues, but we say opportunities. Using a mouse and keyboard might seem like a great way to play an RTS, but for many players the sheer number of keys and the poor mapability of options puts them off. The ablility to access the commands you use all the time isnʼt that different to the commands you never use. With a joypad you can prioritise the main commands so that the player can reach them quickly and easily, while demoting the second tier of commands. I also think thereʼs an opportunity in the future to play an RTS on Windows with a joypad. Thereʼs a lot of potential in mapping RTS controls to a joypad. Dave Luehmann: Letʼs not forget that only a few years ago people said that an FPS wouldnʼt work on console because of the controls, and look where we are now! Weʼre always trying to change how the business works, and thatʼs what weʼre trying to do with Halo Wars. There are so many Halo stories being told – Halo 3, Halo Wars, the Halo movie, novels, graphic novels and so on. Will there be lots of crossover in the narrative of Halo Wars with these other sources? Phil Spencer: The fiction will remain true to itself. Maintaining the consistency and the quality of the Halo story is all-important. Youʼll see references to other things in the Halo universe because itʼs all one world. If something has happened in the past, it will have happened across all the whole Halo universe. We actually have a team dedicated to guarding that continuity so we donʼt need to wipe the slate clean every time we add a new chapter to the Halo story. Also, for the people who read all the novels we need to make sure that they donʼt have to forget about something they experienced in the Halo universe because we havenʼt checked it out properly. Will Halo 3 or Halo Wars launch first? Dave Luehmann: We havenʼt announced a date for either. Unfortunately! A big thanks to Dave Leuhmann and Phil Spencer, and the XCN network! http://www.xboxyde.com/news_3644_en.html
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