xrest Δημοσ. 5 Νοεμβρίου 2006 Δημοσ. 5 Νοεμβρίου 2006 auto m fainetai k mena.k kati allo.ola ta games thanai se 480p?min exoume mpares k tetoia
heyou Δημοσ. 5 Νοεμβρίου 2006 Δημοσ. 5 Νοεμβρίου 2006 auto m fainetai k mena.k kati allo.ola ta games thanai se 480p?min exoume mpares k tetoia από IGN http://wii.ign.com/articles/733/733464p7.html Q: Can Wii do 480 progressive scan and 16:9 widescreen output? A: Yes. GameCube could output to 480p and 16:9 widescreen, as many games proved. Wii can do the same. In fact, while only a handful of GCN titles supported both visual options, the majority if Wii games - but not all - will run in 480p and 16:9 widescreen modes.
DimitRi_Del Δημοσ. 5 Νοεμβρίου 2006 Δημοσ. 5 Νοεμβρίου 2006 Me mia grigori matia sto Nintendo Book kai ta arista japanezika pou kserw:p auto pou mou ekane megali entipwsi einai to Biohazard: Umbrella chronicles. I cant wait:)
Braveheart1980 Δημοσ. 5 Νοεμβρίου 2006 Δημοσ. 5 Νοεμβρίου 2006 Twilight Princess on the Wii: Safe for long playing sessions Nintendo may not have a Mario title ready for the Wii launch, but they do have a Zelda game ready to go. This is a game that has had years' worth of buzz, and may be proof that the Wiimote can be used for real games—games that aren't simply tech demos for the motion-sensing controller or gimmicks used to show it off. People had a lot of questions: would it be possible to play for hours? Will I get tired? Game|Life, the Wired blog, had a chance to play the game for almost 10 hours straight—long enough to get a very solid feel for the title. While most of the good stuff is under embargo, what is discussed should put your mind at ease: The other thing I'm trying to get across when I tell you of my gameplay marathon is that it was spent not entangled in the Wii controller but indeed in luxurious comfort. In a day full of revelations, surprises, and 'holy shit' moments, this was the biggest one of all for me: Go sit in front of your TV. After five minutes or so, look where your hands are. Likely they're just sprawled out at either side of your torso. Where they're likely not is sitting parallel to each other in the middle of your lap, where they'd be if you had a game controller. This isn't an unnatural position per se, but neither could it be called a rest position. Of course it works — I've been doing it for twenty-odd years and have no problem with it, per se...Get where I'm going with this? By hour two or so, my remote hand was resting on my right leg, twisted inwards. But my left hand was out of my lap entirely, just hanging over the arm of the chair as if I was holding a Dustbuster and cleaning the rug. And I was playing the game, actively, perfectly. I had a feeling that Nintendo had a way for you to play for extended sessions without killing your hands, but it's still nice to have it confirmed. I'm counting down the days until the Wii comes out, and this is certainly one of the games that I'll be picking up with it. If the game really does clock in at 70 hours though, I have no clue when I'll find the time to finish it. I'm thinking that's a bloated number, but based on this hands-on writeup it seems like 40 or more hours isn't out of the question. Should I go ahead and say my frothing demand is increasing? Yeah, I think I will.
Daredevil Δημοσ. 6 Νοεμβρίου 2006 Δημοσ. 6 Νοεμβρίου 2006 Impressions: Does Zelda For Wii Shape Up? Gamasutra's Jason Dobson was one of just a few select media invited to preview Nintendo's key Wii launch title Legend Of Zelda: Twilight Princess at the company's HQ in Seattle. After multiple hours of play, how does the company's vital launch standout stack up? Here are Jason's full impressions: "Since it was first unveiled at the Nintendo pre-E3 press event in 2004 alongside an earth-shattering trailer and Shigeru Miyamoto's pixie-like frame brandishing a sword and shield, it's perhaps no understatement that The Legend of Zelda: Twilight Princess has been one of the most anticipated video game titles of the current (and as it later turned out, upcoming) console generation. The game looked to take elements from the timeless series and use them to build upon perhaps the most critically acclaimed iteration to carry the Zelda name, The Ocarina of Time. A year later, the game again played out its role as the centerpiece of the former annual event, summoning lines of enthusiasts, press, and other attendees. The lucky few waited for hours just to play the game for a few fleeting minutes. However, delays left many anxious, and the announcement of the game being developed for the upcoming GameCube successor – and in the process leaving that console's version somewhat of a second thought, also concerned some. With Twilight Princess set to be released on November 19 alongside the Wii's North American launch, I and a few select other members of press were invited to descend upon Redmond, Washington to visit Nintendo of America headquarters, and spend more time with the game than perhaps anyone else outside of Nintendo representatives themselves. So we came. We sat. And we played. And we played. A lot. It was refreshing to be able to play the game in a relaxed atmosphere for several uninterrupted hours over the course of two days, an experience that made the manic hustle of trade shows seem almost toxic by comparison. Initial Impressions After a short demonstration of the game on nearly finished Wii hardware, we were taken into a nearby demonstration room to continue our relationship with an adolescent elf named Link. First, just to get the inevitable out of the way – not unlike ripping off a band-aid – the game looks like a GameCube game. I know some of you have come to terms with this, and some of you have not. The fact is – and Nintendo will back me up here – that the game looks more or less identical on both the Wii and GameCube. The same goes for content, which is likewise mirrored between platforms. What you get with the Wii is a right handed Link and a specialized control system. At least on paper. What you won't find in any technical documentation is that after playing the game using the Wii remote and nunchuck, the mere idea of playing it on a game pad seems almost alien. This is an odd statement to write, because visually, the Wii's controls seem to be about as far removed as possible from the way we have been playing games for decades, but there you have it. The Wii controls work very well, at least for Zelda. I have no illusions that there will be a bevy of games, especially early on, that try to shoehorn Wii-style mechanics into titles that has no business even being on the system. We saw this with the Nintendo DS. We'll see it again here. Introducing The Gameplay The game begins with Link as a farm hand, performing chores, talking to villagers, swimming, and running errands. He also rides a horse, shoots a slingshot, and commands a hawk to attack a monkey. And that is all in about the first ten minutes. In fact, in the first couple of hours he acquires and uses every move found in Ocarina of Time, from horseback riding to boomerangs and downward thrusts. Every one. And there are a number of new moves (including seven distinct fighting maneuvers which are learned as you go along at specified points from an undead knight), some of which I saw, many of which remain a mystery. Make no mistake, this is a big game. In speaking with Nintendo, the Japanese play testers (who, remember, had not played the game before) took no less than seventy hours to complete the game, it was claimed. Seven. Zero. Note that this was a straight play through, not bug testing. Twilight Princess has some meat on her bones. Controller Lag Subtlties? However, despite all of the fun and joy of reuniting with Link and playing this grand adventure on an as yet unreleased console, there were some questionable elements in the game. However. I say questionable about one in particular because it truly remains an unknown factor. At every venue within which the Wii has been displayed, a varying amount of controller lag has been evident. This has been particularly noticeable with regards to actions that require a game's motion sensing Wii remote. Zelda still exhibits this trait, and while it is noticeable and somewhat annoying, it simply remains unclear if this will be a problem in the living room. The reason I say this is that the Wii stations we played on featured the Wii sensor bar affixed to the bottom of an HD television, and in front of a light that was likewise part of the TV's undercarriage. In addition, the Wii itself was situated right below the bar, and was encased in a kind of clear plastic, highly reflective shell. So was this light and resulting reflection to blame for the lag that was noticed? Or is this, as they say, just the nature of the beast when it comes to the Wii. I asked Nintendo a couple representatives on this, but could not get a definite answer other than a rather ambiguous “Yes, probably” when referring to the light/reflection interference. This lag was immediately evident after you collected 30 rupees and bought the slingshot, and began testing your aim. You assign items, such as the slingshot, to the B button, and there were times when pressing the button would simply bring up a message saying that you needed to point the Wii remote at the screen, even if you were already doing just that. Sometimes after a second or two it would register, sometimes it would pick it up only after the remote was moved, and other times it would not read it at all, forcing the B button to be released and depressed again. Annoying, for sure, and truly hope that this was an factor of the environment rather than an issue with the hardware. Color me cautiously optimistic in this regard. Horsing Around Another issue I had with the game was in how the horse controls. I clearly am not happy with how the beast responds to my instructions, but it should also be said that your steed controls nearly identically than she did in Ocarina of Time. So, since next to nobody had an issue with that, you can take my following words with a grain of salt. My problem is that your horse feels too much like driving a tank with legs. It's a bit unwieldy, and I found myself having trouble lining up targets on the horse, or running into walls while trying to navigate thin passageways. This was doubly disturbing because controlling Link in wolf form while in the Twilight Realm feels perfectly natural. While the two are different for a number of reasons, there really is no reason why the horse could not mimic the fluid nature of the wolf's controls – other than just to say the horse needs to be more difficult to handle because its a horse. But as said, this will not be an issue for the majority of people who played through and loved Ocarina. Cameras Want To Be Free My final gripe is that after spending as much time as I have with the game, is that I have to say that I miss having a freely controllable camera. Granted, pressing Z and C on the nunchuck do reposition the camera behind link and go into a first-person “free look” mode respectively, but it's just not the same. Not to me anyway. In the first five or so hours I found more than one occasion were I would have enjoyed the ability to rotate the camera a few degrees in order to see around a corner or get a better view of what Link happened to be doing at the time. Perhaps this is just my brain trying to compensate for something that has been ingrained in it since the days of the Nintendo 64, but I digress. That said, note that never once did I die because I could see a hole or an enemy, so perhaps a freely controllable camera is overrated. I still miss it. Nitpicks Done, Overall Grins However, none of these are game breaking issues for me, and for most people they won't even matter, because at the end of the day, the game is still amazing. The dialog is sharp and endearing, as are the characters that populate both the lush countryside and the land of Hyrule as it lies imprisoned within the Twilight Realm. The non-combat mechanics, such as fishing, are so relaxing and zen-like while using the Wii remote that I found myself doing them long after it was necessary. Likewise, the boomerang, while I had experienced its majesty at previous E3 events on the GameCube, has on the Wii become quite possibly my favorite weapon in all of gaming – being able to plot your course and then throw the thing at multiple targets is just plain entertaining. I do wish Nintendo had stuck with the originally announced plans for the bow, however – at E3 it was said that using the Wii remote you would pull back, hearing the drawstring tighten in the Wii remote speaker, and then press the button to release the arrow. The bow, in actuality, controls no differently than the slingshot, just point and shoot. The sound of the string is still there though, and the speaker is also used for a number of other in-game noises as well. It's a bit tinny, sounding not unlike a midi being played by a mobile phone, but still it – along with the Wii remote's rumble feature – do add a smidgen more to the game's overall immersive flavor. Conclusion And the game is immersive, there is no questioning that. It is every bit a killer app for Nintendo and the Wii, and deservingly so. Despite the nitpicking, this is still the best reason to own a Wii at launch, and will probably be for some time – despite a strong catalog of first and third party releases already announced. It's fun and deep, and according to Nintendo will take players the span of time we normally attribute to a traditional role-playing epic to complete. I've tried to not spoil much here, reason being why I skirted around the story (which is entertaining in and of itself), and likewise have attempted to temper the existing fanboyism surrounding the game with a modicum of reality. In that, I hope for success."
panther_512 Δημοσ. 6 Νοεμβρίου 2006 Δημοσ. 6 Νοεμβρίου 2006 Twilight Princess to Feature Downloadable Content Speaking with GamePro, Nintendo of America's Senior Vice President of Marketing and Corporate Communications George Harrison revealed that the Wii version of The Legend of Zelda: Twilight Princess will offer downloadable content after release. According to Harrison, gamers can look forward to "downloadable content, such as additional levels" for Twilight Princess sometime following the game's November 19 launch, though nothing has been set in stone at this time as "everyone is still busy trying to make sure the game gets out correctly." Harrison also reiterated that Nintendo's latest Zelda game is expected to offer 70+ hours of gameplay and will retail for $50, as well as that the GameCube version will be sold online and at retail outlets for the same price, despite previous rumors that the game could only be purchased online. The GamePro interview can be found here.
heyou Δημοσ. 6 Νοεμβρίου 2006 Δημοσ. 6 Νοεμβρίου 2006 Twilight Princess to expand with downloadable content Nintendo of America's George Harrison, Senior Vice President of Marketing and Corporate Communications, spoke with GamePro recently, revealing that The Legend of Zelda Twilight Princess will feature downloadable content, after it is released. "I haven't heard of anything [specific] yet," said Harrison, of the feature. "I think everyone is still busy trying to make sure the game gets out correctly." He added, however, that he believes content such as "additional levels", will be on offer. Twilight Princess to Feature Downloadable Content Speaking with GamePro, Nintendo of America's Senior Vice President of Marketing and Corporate Communications George Harrison revealed that the Wii version of The Legend of Zelda: Twilight Princess will offer downloadable content after release. According to Harrison, gamers can look forward to "downloadable content, such as additional levels" for Twilight Princess sometime following the game's November 19 launch, though nothing has been set in stone at this time as "everyone is still busy trying to make sure the game gets out correctly." Harrison also reiterated that Nintendo's latest Zelda game is expected to offer 70+ hours of gameplay and will retail for $50, as well as that the GameCube version will be sold online and at retail outlets for the same price, despite previous rumors that the game could only be purchased online. The GamePro interview can be found here. πιάσε κοκκινο!
Vrok Δημοσ. 6 Νοεμβρίου 2006 Δημοσ. 6 Νοεμβρίου 2006 Παιδιά κάποιος plz ας απαντήσει στην ερώτηση αν μπορούν να το σπάσουν γιατί δεν έχω πάρει ποτέ nintendo και δεν ξέρω τι παίζει με τα σπασίματα σε αυτό το μέτωπο. Επίσης έχω projector 1024x768. Θα μπορώ να το συνδέσω με VGA στον projector μου έστω και με 480p? Τι γίνεται με αυτό το πραγματάκι που πρέπει να το βάλεις πάνω από την TV? Είναι λίγο δύσκολο να το βάλω πάνω από την οθόνη του projector. Γίνεται να το βάλω από κάτω? Τι γίνεται με το φως του projector και το wiimote? θα έχει παρεμβολές? Τέλος μπορεί κανείς να κάνει σύγκριση στην ακρίβεια του wii-mote και του gyration mouse για PC?
wiimaniac Δημοσ. 6 Νοεμβρίου 2006 Δημοσ. 6 Νοεμβρίου 2006 ayti tin aporia exw ki egw Vrok alla eleos mexri kai to ds spaei poy pairnei kasetoyles, ayto poy exei kai usb den tha spaei? elpizw na spasei giati no money= no honey= no funny!
Donacgr Δημοσ. 6 Νοεμβρίου 2006 Δημοσ. 6 Νοεμβρίου 2006 pantos kai to gamecube spaei an kai de to espasa pote!
Daredevil Δημοσ. 6 Νοεμβρίου 2006 Δημοσ. 6 Νοεμβρίου 2006 tin aporia exw ki egw Vrok alla eleos mexri kai to ds spaei poy pairnei kasetoyles, ayto poy exei kai usb den tha spaei?to usb pou kolaei???
xalia Δημοσ. 6 Νοεμβρίου 2006 Δημοσ. 6 Νοεμβρίου 2006 για την ιστορία και μόνο ήδη κάποια scene ασχολούνται με το wii και ας μην έχει βγει... Έχουν την ελπίδα ότι το back compatibility με το cube θα τους λύσει τα χέρια! Ο δημιουργός του GCOS (game cube operating system το καλύτερο bios για soft mod αλλά και για chips του cube) έχει δηλώσει ότι σίγουρα θα τρέχει και στο wii αλλά θα πρέπει να ασχοληθούν με το νέο drive. Όπως και να έχει τα πράγματα θα είναι πολύ πιο εύκολα από ότι ήταν με το cube...
Vrok Δημοσ. 6 Νοεμβρίου 2006 Δημοσ. 6 Νοεμβρίου 2006 Το softmod για cube δουλέυει καλά ή θέλει chip? Λέτε με softmod να κάνει δουλειά το wii?
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