quote:Op dinsdag 15 juni 2010 13:54 schreef Notorious_Roy het volgende:
Psst: http://www.gamerankings.com/browse.html
Ik mag hier niet op reageren van Berniequote:
Ik zie een patroon zo elk jaar rond de E3.quote:Op dinsdag 15 juni 2010 13:19 schreef Wii-Style het volgende:
Typisch dat mensen gehypt raken door Goldeneye. Het wordt een schijt remake.
Ze moeten gewoon op een gedeelde 1e plek staanquote:
We hebben een filmpje van die remake.quote:Op dinsdag 15 juni 2010 13:58 schreef __Saviour__ het volgende:
[..]
Ik zie een patroon zo elk jaar rond de E3.
De ene helft loopt alles te hypen, de rest zeikt alles azijnzuur af.
En beide groepen doen dat zonder ook maar iets te weten
Nou, ik hoor bij geen enkel kamp, of misschien bij beide, het is maar hoe je er tegen aan kijkt. Wat betreft GoldenEye bijvoorbeeld vind ik het tof dat er van zo'n klassieker een remake is gemaakt, anderzijds weet ik niet of het nu nog zo leuk is om te spelen. FPS verouderen nogal snel.quote:Op dinsdag 15 juni 2010 13:58 schreef __Saviour__ het volgende:
[..]
Ik zie een patroon zo elk jaar rond de E3.
De ene helft loopt alles te hypen, de rest zeikt alles azijnzuur af.
En beide groepen doen dat zonder ook maar iets te weten
Ik ga gewoon op de site bloggen, afzeiken kan later nog welquote:Op dinsdag 15 juni 2010 13:58 schreef __Saviour__ het volgende:
[..]
Ik zie een patroon zo elk jaar rond de E3.
De ene helft loopt alles te hypen, de rest zeikt alles azijnzuur af.
En beide groepen doen dat zonder ook maar iets te weten
Microsoft duurde ook 2 uur, en die was bullshit.quote:Op dinsdag 15 juni 2010 17:11 schreef nomar83 het volgende:
De persconferentie gaat trouwens 2 uur duren. Zouden ze nu zoveel te vertellen hebben of krijgen we een extra lading aan grafiekjes?
quote:The MotionPlus allows for pretty good one-to-one mirroring when it comes to the sword positioning, and there are plenty of opportunities for the developers to revel in the added fidelity it offers, throwing up obstacles like doors fitted with inquisitive motion-tracking eyeballs that can only be defeated if you first render them dizzy by spinning your blade around quickly.
quote:Combat focuses on enemies who will block both horizontally and vertically, meanwhile, which means that tackling even standard foes requires really quick responses as you work out the best way to strike, while fighting the demo's giant scorpion boss quickly turns into a frantic struggle as you slash at eyes concealed by snapping mandibles before lunging, at just the right moment, to stab a final concealed weak spot.
http://www.eurogamer.net/(...)yward-sword-hands-onquote:While the changes to the control scheme may not seem too significant, they really enhance the feel of the game, allowing you to mix up your approaches to problems as you switch in and out different gadgets, turning even the humblest of battles against a Moblin into an encounter that feels a little more significant than it normally might.
Such a focus on the basic mechanics, however, means it's impossible to get a sense of whether the wider game has had a similar recalibration in terms of structure and pacing. With its swing attacks, bombs, and slingshots, the tiny slice of The Skyward Sword shown today currently feels like a smart refinement - time will tell if it has enough to please those players who are after a touch of reinvention, too.
quote:Got plenty of hands-on with this. Gotta be honest it took some time to get used to it. If you're a vet, you're gonna need to learn to re-wire your habit of "mashing" sword attacks out and paying attention to enemies, as well as how you use weapons.
You do have to emphasize your swings, and yea, there are some small issues with this, but my hate of motion controls aside, it's better than Twilight Princess Wii by a mile. And the visual style has grown on me, though I really want to see more environments (this area felt like the forest on Outset Island) to get a better feel. I want to know if cutscenes are in-game or pre-rendered like parts of the trailer.
Loved the bow and arrow and how you don't have to point at the screen anymore. Bomb stuff was fun, but it was dropping them on enemies from the air that was the best. Whip was meh, but the flying bug thing was cool. Enemy AI is much better, but nothing was terribly challenging. Holding A to "dash" was kinda annoying, especially that this was the only way to be able to roll (when you shake the nunchuk during a dash). And why did they axe the ability to move and swing your sword? Best part was being told by the lady the jump attack was gone, and 2 mins later, jump attack.
I know this wasn't asked at the round table, but I was told the game probably supported left-handed and right-handed options for players. Aside from a handful of questions, the round table Q&A was lackluster. I was shocked nobody pushed Aonuma on the subject of just how they were changing the "formula" (I know they discussed it, but that answer was so ambiguous).
So basically, I had fun with it, but it was not what I was expecting, and I'd still rather use a GCN controller for swordplay (though the swordplay and bow controls are better than the Wii version of Twilight Princess). I really need to see more substance...this was too focused on the basic controls.
DKquote:Op woensdag 16 juni 2010 10:37 schreef Notorious_Roy het volgende:
Donkey Kong boss gameplay:
http://www.gametrailers.c(...)kong/101648?type=flv
Die gast is wel slecht
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