abonnement Unibet Coolblue Bitvavo
  woensdag 5 maart 2003 @ 17:24:41 #151
21889 Chocobo
Epische gebruiker
pi_8890563
quote:
Op woensdag 5 maart 2003 17:16 schreef WB_ het volgende:
Op dit moment heb ik nog geen Gamecube, maar dit wordt de reden dat ik er een haal : http://media.nintendo.com/nintendo/contents/gamepage/gamecontent/images/e3/zelda-gcn/e3_zelda_gcn_trailer.wmv
A discovery is said to be an accident meeting a prepared mind.
pi_8897170
quote:
Op woensdag 5 maart 2003 17:16 schreef WB_ het volgende:
Op dit moment heb ik nog geen Gamecube, maar dit wordt de reden dat ik er een haal : http://media.nintendo.com/nintendo/contents/gamepage/gamecontent/images/e3/zelda-gcn/e3_zelda_gcn_trailer.wmv
hee die reden had ik ook en natuurlijk super mario sunshine!
pi_8897290
quote:
Op woensdag 5 maart 2003 17:16 schreef WB_ het volgende:
Op dit moment heb ik nog geen Gamecube, maar dit wordt de reden dat ik er een haal : http://media.nintendo.com/nintendo/contents/gamepage/gamecontent/images/e3/zelda-gcn/e3_zelda_gcn_trailer.wmv
You are a very wise man

wegens onvoorziende omstandigheden komt mijn "post" wat later hij is vooor 50% af en nu al erg groot

pi_8897375
quote:
Op woensdag 5 maart 2003 22:12 schreef blieblie het volgende:

[..]

You are a very wise man

wegens onvoorziende omstandigheden komt mijn "post" wat later hij is vooor 50% af en nu al erg groot


Dat was ik dus
" tonight we proved once more that the true strength of our nation comes not from our the might of our arms or the scale of our wealth, but from the enduring power of our ideals: democracy, liberty, opportunity, and unyielding hope."
  woensdag 5 maart 2003 @ 22:39:14 #155
38849 Notorious_Roy
Doomed since 1889
pi_8898112
Ik ben wat minder bezig op het gebied van de Cube bezig nu... FF VII op de PC... IX op de PS2...

Als alles maar af is voor 3 mei

The hardware is just a box you buy only because you want to play Mario games - Yamauchi
Mr. Zurkon doesn't need bolts, his currency is pain
Roy-O-Rama | Backlog | Wish-list
  woensdag 5 maart 2003 @ 23:45:27 #156
22078 Dr.Daggla
Zoals Jezus.
pi_8900029
Weet iemand waar ik Zelda kan pre-orderen met bonusdisk? .
-
pi_8900177
quote:
Op woensdag 5 maart 2003 23:45 schreef Dr.Daggla het volgende:
Weet iemand waar ik Zelda kan pre-orderen met bonusdisk? .
Dimension plus (ofzoiets)?

Kut Fok! pakt mijn nieuws post niet dus misschien maar in stukken dan

" tonight we proved once more that the true strength of our nation comes not from our the might of our arms or the scale of our wealth, but from the enduring power of our ideals: democracy, liberty, opportunity, and unyielding hope."
pi_8900226
Jawel dames en heren ik leef nog en ik zal maar ff alle zooi opzoeken en hier neer pleuren

Pak je agenda en schrijf op: E3 13 tot en met 16 mei

Van IGN:

quote:
Hey guys,

Just got back from the Miyamoto and Aonuma interview. I'm going to start transcribing it now.

Meanwhile, I figured I'd list some cool points:

1. Donkey Kong game is in development by EAD, could be shown at E3

2. Pokemon Ruby and Sapphire titles may be coming to GameCube at E3, or something like that (goed voor de sales )

3. If the story calls for it, Nintendo would use a daker-styled, Space World 2000 Zelda for a new game; they still have the models they built for the demo ( )

4. I get the impression that Nintendo could unveil a home network option for GameCube: the ability to link multiple GCNs together at home and play on different televisions. Miyamoto also -- at least to me, seemed to hint that, like Wave Bird, it could be wireless

5. HAL has increased in size significantly; working on multiple projects. The company is the developer of Kirby'a Air Ride and also has secret games in development

6. Miyamoto wouldn't comment on who the developer of Wario World is, but did say that it's a "second-party" that they've worked with in the past (treasure nu een 2nd party?)

7. Confirmed that they are working closely with Konami on a Metal Gear Solid game

8. Said they probably wouldn't show much in terms of online games at E3

9. May consider releasing an F-Zero bonus disc (like Ocarina of Time/Master Quest) -- N64 version?

More to come in the interview.

Matt


Het interview van IGN:
quote:
Shigeru Miyamoto and Eiji Aonuma Interview
Topics of discussion: Zelda, F-Zero, Star Fox, Metal Gear, Kirby, Super Smash Bros, home networking, online connection and much, much more.

February 28, 2003 - Earlier today at the Dice Summit event in Las Vegas Nintendo held a small roundtable with Shigeru Miyamoto and Eiji Aonuma for members of the press. Though the discussion was supposed to remain focused on Legend of Zelda: The Wind Waker, it quickly turned into a free-for-all of questions and answers about everything else. Miyamoto talked about all sorts of Nintendo franchises, offered hints about developments at E3, and more.
Also, please note that we definitely did not ask the question about Miyamoto's dog. Still, a highly recommended read. Following, the full transcript.


--------------------------------------------------------------------------------

Q: As a man who seen as a creative person, who do you find balance in your life with the stresses and pressures of the roles you've taken on at Nintendo?

Shigeru Miyamoto: That's a very large topic. Once I turned 40 I actually took up swimming and now I'm swimming at least one or two kilometers every week. Also about that time I quit smoking. Of course, weekdays I work very late hours generally, so I'm certain on the weekends to spend all of my time with my wife and family.

You do need a lot of space and freedom in order to come up with some ideas. But I've been more the type of person who comes up with ideas when I'm working, so it's not as much of a challenge for me. Really, I try to find that balance and space by expanding out into new areas. Recently my family has gotten a dog and we've spent a lot of time with it, which has brought me some pleasure and a little bit of balance.

Q: A lot of GCN games we've seen so far are sequels. Will there be new franchises?

Shigeru Miyamoto: Yeah, I do intend to show something at E3.

Q: Everyone loves Wind Waker. But a lot of us would have preferred the darker style of the Space World 2000 Zelda. Are there any plans to make a Zelda game with that style?

Shigeru Miyamoto/Eiji Aonuma: I think that once people actually play Wind Waker and get into the game they will immediately understand why we chose the graphical style that we did to go with it. Even if people are fans of the more graphical looking Zelda games, I think that if they will just give this game a chance, pick it up and play it, they will immediately be engulfed in the Zelda world, really understand, and kind of accept the game for what it is.

As for whether or not we'll actually go and create a more realistic looking Zelda game, it's really a question of what kind of game the next one will be. Obviously the graphical style or methods of expressions that we choose will be highly dependent on what type of game it is. We haven't come up with the idea for the game yet, but once we do, we'll have to take a look at what the best method of expression will be for that game and so we'll go through that process. There is definitely the possibility that we will create a more realistic Zelda game.

One of the most important things with the Zelda franchise is that players must really feel that Link is almost themselves in the game. In that sense, there really has to be very natural and fluid interaction between the player and the character. When you don't have that, you certainly lose some of the nature that makes Zelda what it is.

If you were to go with the more realistic looking Link, you'd have to have so much movement to the face for him to be able to essentially impact the emotions of the player and make it feel like the player is emoting through Link. That would require so much time and energy to create those graphics to allow the face to do that.


Also, particularly when you have realistic graphics and you have a character moving through and around objects in an unnatural way, it just stands out all the more. It's even more unnatural than having these toon-shaded style graphics with natural and realistic movement. That's why we've spent so much time and energy with the director and the designer to really go through and focus on making the gameplay fun and making Link really emotive in the game to really draw the player into the world.

Q: If you didn't have to worry about game sales at all and could just make any game you wanted, what would that game be?
Shigeru Miyamoto: For me, it would be a game that really anyone could play, just pick up and get involved in. Like the kind of game that I could just set out on the street and people could just walk by, pick it up and have fun with it.

Q: Can you elaborate?

Shigeru Miyamoto: Recently one example would be Stage Debut or Talent Studio, which we showed at E3 last year. It's a really simple system and really fun. You can take someone's picture using a Game Boy Advance camera and put it onto models in a GameCube game and make them do things. It's a really fun idea and we've had three or four people working on it for quite a while, but we just can't seem to find a way to turn it into a product. But the nice thing about that is that even with three or four people working on a project like that for two years, that's still cheaper than one month of Zelda's development cost [laughs].

Q: You recently made some statements in Europe about the Metal Gear franchise. Can you clarify the rumors about a GameCube Metal Gear Solid title and a possible connection to the Game Boy Advance?

Shigeru Miyamoto: It is true that we are working with Mr. Kojima to try and bring the Metal Gear series to the GameCube, but at this point we really haven't talked at all about any connectivity features. I think what happened was that at the same time I mentioned that I also mentioned that we were in conversation with Electronic Arts about how to bring more connectivity to their games and add some new gameplay style that way, and I think that somebody took the two and kind of combined them together to create what has turned out to be a little misunderstanding.

I think I also mentioned the fact that Mr. Kojima is working on a new Game Boy Advance game, too, so the three of those statements together got all mixed up and some wires got crossed.

Q: What can we expect of Metal Gear on GameCube?

Shigeru Miyamoto: It is in progress, but please talk to Konami about that [laughs].

Q: Will you show GameCube online games or LAN network games at E3 this year?

Shigeru Miyamoto: I can't really say a whole lot about E3 right now, but Nintendo is still at a point where we don't currently see online games as a business model being successful so I don't think you can expect to see any serious look at online games [for GameCube] at E3.

I do think that the communication aspect of networking and linking games together, including LAN games, is definitely very interesting, and we're going to look at ways to show that off at E3. Particularly linking the Game Boy Advance and the GameCube and linking four GBAs together.

Q: What about linking GameCubes together?

Shigeru Miyamoto: Unfortunately I can't say anything today [laughs].

Q: How content are you with the connectivity features you've been able to show off on Game Boy Advance up until this point?

Shigeru Miyamoto: No, I think we're still in the middle of the big challenge with trying to show off some capabilities of that and we're still looking for some more definitive examples to show off.

One of the preconditions for connectivity is that everyone has to have all these cables and people who have a GameCube also have to have a GBA, and that may not always be the case. We've really been focusing on taking the idea of connectivity and presenting it so that people who do have both can find, oh, I do get more value out of this and that it's more fun and interesting. We're looking more at trying to build on that and establish the basic groundwork for us to go forward. This year we're going to see 70% to 80% of all first-party releases are going to have some form of connectivity with them. In Japan we've also released Nintendo Puzzle Collection for GameCube and that has a cable packed in with it so we think that we're going to a level of proliferation with the cables and GBA connectivity that we'll be able to show you better examples.


This year we'll be showing off more concrete examples of that with Final Fantasy: Crystal Chronicles and perhaps, and this is not necessarily certain, with Pokemon Ruby and Sapphire versions of Stadium for GameCube. Something like that.

Q: Will you show a higher level of integration between GBA and GCN as you did with Kirby's Tilt and Tumble awhile ago?
Shigeru Miyamoto: Actually, unfortunately work on the Tilt and Tumble, or Roll-A-Rama project, has kind of slowed at this point because of the demands of many of our other projects that we've been working on. But yeah, that's an example of a game that does require that special user base and a cartridge with tilt sensor technology. And we've come up with a lot of other ideas as well.

Q: You said about a year ago that you, Mr. Iwata and the president of HAL went out to dinner to celebrate the success of Super Smash Bros. Melee in Japan, and that some very interesting things were said. Can you tell us what's going with Hal now? Is it the developer of Kirby's Air Ride? And is it working on another Smash Bros. game? Finally, is there any possibility that EAD might license Sega or Namco characters in another Smash Bros. game?

Shigeru Miyamoto: Is that what you're asking? [Laughs] Unfortunately I can't discuss in detail anything that HAL Labs is working on at the moment. What I can say is that they haven't increased in size recently and in conjunction with that they have increased the number of projects they are working on.

As far as having Namco's characters appear in another Smash Bros., we have discussed anything like that at this point. I personally always like to joke about putting Sonic in Smash Bros. [laughs].

Q: And who was the developer of Kirby's Air Ride then?

Shigeru Miyamoto: Yeah, that is HAL that's working on that.

Q: Who is the developer of Wario World?

Shigeru Miyamoto: I don't know if I can say this. Tell you what, Wario World is being developed by Nintendo in conjunction with a second party that we've worked with in the past.

Q: You took your hobby of gardening and based Pikmin on it. Will you implement your new dog into a GameCube game?

[Laughter]

Shigeru Miyamoto: Yeah, I think maybe we'll put a dog in Pikmin that will come running out and just gobble up the Pikmin.

I don't specifically take my hobbies and try to find a way to tie them to a game or anything, but one thing that I think is very interesting about dogs and raising dogs is that I think it's really funny the way people think toward dogs and the way dogs think toward people. Dogs obviously don't understand words really and yet people talk to them as if they do, and I fight myself doing this as well and I sound like a complete fool saying complete sentences to my dog which it doesn't understand whatsoever. So I think that for me right now having and interacting with a dog is a game.

Q: What new things has your new dog brought to your life and your thinking?

Shigeru Miyamoto: I definitely think that something like that has the high possibility of popping up in a game somewhere. Probably if we do it, though, it won't be a dog in the game.

Q: The Zelda bonus disc has been a real success for you. Do you think you might ever do that for another game, like F-Zero or Star Fox?

Shigeru Miyamoto: The Zelda presale was actually kind of a unique case in the sense that we have gone through the trouble of developing Master Quest/Ura Zelda in Japan and we ultimately never released it primarily because the contents of the game never changed enough to provide enough value in the product. But the people who worked on it really wanted to get the game out there and we did too, so we actually looked at many possible ways to do that including tying up with magazines and distributing. But ultimately we never really found a way of providing that to the consumer.


This time around, with the release of Wind Waker, the fact that we'd gone from a cartridge-based media on the N64 to a disc-based media caused a drop so significantly that we found we could take this N64 game, put it on a GameCube disc, run it in high-resolution, and follow it up with the Master Quest at a relatively low cost.

We just haven't thought about doing that with anything else at this point.

Q: You know, we've never been able to play Star Fox 2?
Shigeru Miyamoto: Star Fox Adventures was very different from any of the other Star Fox games that we've made and when we were working on that we thought it would have been kind of nice if we had done something similar to Star Fox 64 for that game.

I will definitely give your Star Fox 2 idea some thought though.

Q: Now that Nintendo and Rare have parted ways, where does that leave the Donkey Kong franchise?

Shigeru Miyamoto: I don't know if I can say this, but we are working on a Donkey Kong game. Really, it's our policy with the separation from Rare to not allow that to open any holes in Nintendo's library or lineup. It's not as if we got into some big fight with Rare or anything, we just had some different opinions about business models and where we were headed. We had a strong relationship with Rare and got along very well with them so when we did finally part with them we were able to clean up all the rights and issues surrounding the franchises and characters very easily.

Q: Will we see the new Donkey Kong game at E3?

Shigeru Miyamoto: Unfortunately I cannot answer that.

Q: You just toured Europe. What kind of responses are you getting for Wind Waker from people who have actually played the game?

Shigeru Miyamoto: The response we've been getting is kind of drastically different because very few people in Europe have actually played the game yet. So in Europe, it's a lot like some of the feedback we had gotten when we first showed pictures of the game where people are just overwhelmingly concerned about the graphic style and haven't had a chance to see how it works with the gameplay. Whereas in the US where most everybody has actually gotten to see the game and played it, they finally understood why we chose the graphic style and are much more positive.

In Japan, after people had played Wind Waker, we had a lot of feedback that the collection of Triforce pieces in the game was kind of difficult or tedious so we actually made some changes to that part of the spec for the US version and that'll be reflected in the first build of that which will be coming out next month. It's just little changes, but hopefully that'll improve some of the feedback that we get.

Q: Your European appearance at the Virgin Megastore turned out great. Will you do similar signings in the US or Japan?


Translator Bill Trinen, Eiji Aonuma and Shigeru Miyamoto


Shigeru Miyamoto: I was very surprised by the turnout for the public appearance and autograph session at the [London] Virgin Megastore. Actually, Britney Spears had done one just before I did and 1,000 people came to mine, which was more than she attracted. That was very flattering.

I'd be too embarrassed to do it in Japan though.


Nog meer E3/Nintendo geruchten

quote:
Nieuws] *HOT* Nintendo news!!!


Op de D.I.C.E. in Las Vegas heeft een roundtable plaatsgevonden met grote Amerikaanse pers en onder andere Miyamoto... lees verder voor heel wat ontzettend interessante feitjes!

Matt Casamassina, schrijver bij IGN Cube is net terug gekomen van deze roundtable met Shigeru Miyamoto en heeft waanzinnige nieuwe feiten losgepeuterd uit de Godfather der games. Op het moment van schrijven is Matt zelf bezig met het neertypen van de vragen en antwoorden van de roundtable, maar voordat hij daarmee begon, had hij korte punten neergezet op het IGN forum, die vervolgens uit zijn gelekt naar onder andere het Gaming-Age forum. Ook sites als PlanetGamecube plaatsen momenteel dergelijke feiten.

De punten die hieronder staan zijn dus behandeld op de roundtable en zijn net gepost! Hot news dus!

Hier volgen de ontdekkingen:

1) Donkey Kong is in ontwikkeling! Het wordt gemaakt door EAD, en zal op de aankomende E3 te zien zijn!

2) Hoogstwaarschijnlijk komen GameCube versies van Pokemon Ruby en Pokemon Saphire op de aankomende E3!

3) Het is hoogstwaarschijnlijk (sorry voor het gebruik van dat vreselijke woord) dat de volgende Zelda game realistische Link zal bevatten. Deze Link verscheen in de demo van 'een GameCube Zelda spel' op de SpaceWorld show in 2000!

4) Matt kreeg de indruk dat Nintendo binnenkort een network functie voor de Cube gaat onthullen. Dat wil zeggen dat je meerdere GameCubes aan elkaar kan sluiten om zo, op meerdere TV's tegelijk, tegen elkaar te spelen (zoals de i-Link bij de PS2). Miyamoto bleek, zoals Matt zegt, hints te geven dat het een draadloze optie zal zijn!

5. HAL wordt steeds belangrijker voor Nintendo. Het bedrijf dat op dit moment bezig is met Kirby's Air Ride heeft meerdere geheime games in de maak op het moment!

6) Miyamoto wilde niet zeggen wie de developer van Wario World is, maar zei wel dat het een second-party developer was die in het verleden ook al met Nintendo heeft gewerkt! Wij denken aan Treasure, omdat daar eerder al geruchten over gingen dat die aan Wario World gingen werken.

7) Miyamoto heeft nogmaals bevestigd dat Nintendo nauw samenwerkt met Konami aan een Metal Gear Solid game.

Hij zei ook dat Nintendo waarschijnlijk weinig tot geen online games zal laten zien op de aankomende E3.

9) Ook is hij aan het bedenken of hij een F-Zero bonus disc gaat uitgeven (zoals die van Ocarina of Time en Master Quest).
Dit kan de N64 versie betekenen met misschien de 64DD versie!

10) 70-80% van de aankomende GameCube games zal gebruik maken van connectivity tussen de GameCube en de GameBoy Advance.

11) Kirby's Air Ride wordt inmiddels ontwikkeld bij het al eerder genoemde HAL. Air Ride wordt een soort racer met powerups en dergelijke. Mario Kart-style dus.

12) Toen het gesprek over een vervolg op het immens populair Super Smash Bros Melee ging, grapte Miyamoto dat het leuk zou zijn als Sonic in het vervolg zou zitten. Geintje of hint? Je weet het nooit bij Shiggy.

13) De Noord Amerikaanse versie van The Wind Waker zal een klein beetje anders zijn vergeleken met de Japanse versie. Miyamoto zei dat saaie secties uit het spel wat verbeterd zullen worden. Het plot van de game zal totaal hetzelfde blijven.

Hou CubeZone goed in de gaten. Later op de dag zal het interview gepost worden en zal veel duidelijkere informatie bevatten, die zullen we gelijk aan je doorgeven. Het zal een belangrijke dag worden!


Gamespot interview met Miyamoto
quote:
We chat with the creator of Mario about Links new look, Mario Kart for the GameCube, sequels, and more.

At the annual DICE Summit in Las Vegas, we had a chance to sit down and chat with Shigeru Miyamoto, the creator of Mario and other characters that have become mainstays of Nintendos lineup for over a decade, along with Eiji Aonuma, the director of the Legend of Zelda: The Wind Waker. Miyamoto and Aounuma talked about a range of topics, including the current state of the industry, the GameCube hardware, sequels, and of course, working with third party developers to produce high profile content for the GameCube.
GameSpot: Now that The Legend of Zelda: The Wind Waker has shipped in Japan, how do you feel about the reception its received?

Eiji Aonuma: Ive been very happy with the reception its gotten. When we showed off the new Zelda look at Spaceworld, we received a lot of comments and criticism on the new look and wondered if we were going in the right direction. At that time I really had faith that once people played the game and saw the game in action, they would understand the reason we took that direction with the graphical style. [Now with all the recent feedback from both Japan and the US], it really convinced me that my idea was right from the beginning and it was right to have faith in myself.

GS: How do you feel about it, Mr. Miyamoto?

Shigeru Miyamoto: Obviously, I gave my stamp of approval to this project despite the fact that there were many voices on all sides of me saying, are you sure this is the right thing to do? So, to be honest, I feel somewhat rescued.

GS: In yesterdays conference with Yu Suzuki, you mentioned that in the process of developing games, youll occasionally start working on something, only to scrap it and then start from scratch. Did that sort of thing happen with the latest Zelda?

EA: We actually didnt have to do that this time around, which was a relief because you know I like to throw everything off the table sometimes [laughs]. This time around, I would take my ideas to Mr. Miyamoto, and he would look at them early on in development and give his approval, [after that] he wasnt too involved in the development process. Then towards the end, we would have him sit down, play the games, and get his feedback on it. At that point he would say, This is good, but you might want to change a little bit here or make other changes here and see what you can do. So development went very smoothly and it was quite a relief.

SM: The one thing you could say that we tore apart and started from scratch on was the original experiment we did that had the more realistic Link and the more realistic Gannon at Spaceworld.

GS: After completing Wind Waker, do you have more ideas of what can be done with the cel-shading technique used in the game?

EA: One thing that first made this process of cel-shading take off was that we were able to take Link, and use him to create a different experience for the player. Link would be looking around the environment and his eyes would move around and focus on one thing--the player would then become curious about what Link was looking at, so were able to add that as a gameplay mechanism and use it as a hint. Thats an example of how weve used cel-shading in the current Zelda game and I think that theres still a lot more that we can do with toon shading and there are a lot more features we can add in future games.

SM: Since weve already developed this technology, wed really like to use it again, but we were able to use it with Zelda because in the game Link is always a child and he never becomes an adult. Since we dont whats going to happen with Link in the next Zelda game, we dont necessarily know if [were going to use cel-shading for the next Zelda game], but wed definitely like to use it again for a game that best suits that style.

GS: How much involvement do you have with Soul Calibur II?
SM: Yeah its actually kind of weird. Ive found that Im more involved with meetings about projects that arent even being developed by Nintendo, so Ive had a lot of meetings lately and Ill bring the artists along and theyre very involved in that process. But it struck me one day that Im in all these meetings on outside projects and the number of Nintendo-related projects has really fallen off--Im starting to think Im paying more attention to what other people are doing rather than what were doing. [laughs]

Namco, the guys that are creating this game, they are big fans of Link and they really wanted the opportunity to use him in this game. From the very beginning theyve been giving a lot of thought on how to use Link in the game and what sort of attacks he would perform, so theyve been very attentive to how Link appears and what hes doing in the game.

GS: Some of the attacks in Soul Calibur are somewhat violent? Are there any sort of attacks that you didnt want to see Link doing?

SM: We didnt give Namco any guidelines to follow but theyve been very considerate with how theyre using the Link character, so they would say, were going to have him do this, is that OK? So thats been very good to us.

GS: Youve talked about how much youve enjoyed working with different third parties, so whats your involvement with Capcom been like lately?

SM: Yeah, its really fun working with Capcom, and actually the Capcom Zelda team is almost like a part of Nintendo now since were so used to working with them. We would totally feel comfortable with them just joining us [laughs], but not that would happen [laughs]. Theyre really great to work with, even though its certainly true that the two companies are quite different. Capcom is more of a regimented company whereas Nintendo is more free-spirited, so its funny that were able to work together and get along so well.

There were a number of people working on Wind Waker who are big fans of the work Capcom has done with Zelda, and the people that are working on Zelda are huge Zelda fans and love the Zelda universe. But since theyre always working, they rarely have a chance to play Capcoms Zelda games and vice versa. One day Capcom came by and showed us the game they were working on, The Four Swords, and our staff members were so excited that they started playing it right away. Of course, we would send them updated builds of The Wind Waker and tell them to try it out as well. We have a great working relationship.

GS: Segas a well-known developer, what strengths do they bring to the table for the F-Zero project?

SM: F-Zeros always been an intense game with its focus on high-speed racing and its the type of game that people get really dedicated to. Mr. Nagoshi took a liking to the F-Zero franchise early on and thinking about the F-Zero franchise we always try to hype it as being a game about speed and in that sense thats something that we felt that Sega and Mr. Nagoshis team are very good about doing that, creating games with a sense of speed. I think the two of them together [F-Zero and Sega] are a perfect fit.

Theyre also working very hard to bring new ideas to gaming with this project with the idea of bringing the game to the arcades and having the interactivity with the console version--even what theyre doing with the arcade cabinet and how it moves is something new. Were really excited about it.

GS: So whats going with Konami and the reported Metal Gear Solid game on the GameCube?

SM: I spoke out of turn I suppose [laughs]. Yeah, were actually working on a couple of projects with Mr. Kojima--hes working on his new Game Boy Advance project. Actually, quite a while ago, he talked to us about wanting to bring the Metal Gear franchise to the GameCube and that plans been in motion for a couple of years now. I spoke about it when I shouldnt have so if you want details on that project, you might want to try asking Mr. Kojima.

GS: Will do.

SM: He might say no [laughs].

GS: Lately, theres been some grumbling from third parties about working on the GameCube, how do you feel about the concerns of third party developers? Also, how do you feel about the GameCube hardware? Is there anything you wouldve gone back and changed?
SM: Well, I really think the video game market overall is seeing declining sales of individual games. Of course, now you see a lot of publishers that are using multiplatform strategies. Nintendo has always used the philosophy that a multiplatform strategy is not the best path for a profit-oriented company. I think a lot of the third parties are starting to find out that this is accurate.

If we can increase the user-base, I think a lot of developers are going to come and support the GameCube with great enthusiasm. One way were trying to do that is by focusing on games that players can only enjoy on the GameCube and games that specifically take advantage of the GameCube hardware and the Game Boy Advance. Weve been in talks with companies like Electronic Arts to take advantage of the connectivity idea and bring new ideas to gaming. I think by supporting this and by working with third parties to increase the user-base will be able to win back some of that support.

GS: Third parties havent done a whole lot with GBA connectivity or online functionality when its there, how frustrating is that?

SM: It doesnt bother me that much. I mean, obviously, we need to work to increase the install base, but also I dont think weve even shown all the strengths of connectivity ourselves. Nintendo needs to take the lead in doing that, coming up with new ways to use connectivity, and when third parties see that theyll think they can make a project off that too. At that point, I think well have so much support that well have to turn people down [laughs].

Its important for the industry to look at these new forms of games that are going to expand beyond the current styles you see now because developers are so focused on creating gorgeous games and incredible graphics, which requires so much more time, energy, and money--I think all of the software publishers are having a hard time with some of these costs.

GS: Similarly, is it frustrating when people talk about the user base when its approximately three million? Thats not exactly a small amount.

SM: It used to be in the toy industry that you could sell a million units, it would be considered a success. Now with Nintendo where the software titles are selling 600,000 to 800,000 units, we consider that to be a big success for us in Japan, so looking at our user base we want all of our games to achieve that level, but we need [to sell more consoles] for that to happen. In that sense, it is kind of funny that despite our user base we need to sell more, but at the same time, the industry as a whole is focusing on how a game sells across all platforms. So ultimately, I think we need to increase the user base to get up to that level.

GS: Youve often talked about the pressure of having to get certain games out, and weve noticed that Pikimin 2 is coming out rather quickly. Did you feel pressure to get this game out?

SM: The original plan was actually to release Pikmin 2 in October of last year, but because so many members of the EAD development staff had to lend support to The Wind Waker, its a little behind schedule [laughs].

GS: On the subject of sequels, can you say anything about Mario Kart?

SM: Well after winning the innovation award for Animal Crossing at DICE, I wish we could discuss some of the innovation that were going to be introducing with Mario Kart but I cant just yet. I can tell you that work is progressing on it and just the other day a North American localization group just completed voice recording for the game.

GS: What about online possibilities for the game?

SM: Weve been conducting online experiments with Mario Kart for quite some time. This time around, weve looked at it and I still feel that [the kind of experience Mario Kat delivers] would be very difficult to pull off online.

GS: What kind of expectations did you have for Animal Crossing since it was such a different game? Also, in terms of a sequel for Animal Crossing, how do you improve on a game like that?

SM: I really didnt know at all whether or not the game would be a hit, but I really did think that for the style of gameplay that it offers, it definitely has a place in life and its a game thats suited for everyday life. I came to this conclusion watching my kids play Zelda games with their mother, specifically Majoras Mask. They would try to help her through it and urge her on, and they would sit there and play for hours on end. My wife complained about the fact that you would have to play for such long periods of time to get anywhere in the game. So the thing I like about Animal Crossing is that its a style of game that if you want to play it for a long period of time you can, but at the same time, you can also play it for a few minutes per day.

There are also a lot of families that want to play videogames but they find them too difficult to play. One thing that were doing in terms of a sequel is bringing the connectivity features of the North American version to Japan, which didnt have them originally. I think that expanding on that connectivity and the non-network network style of gaming is one way to expand on the game. That doesnt mean that its going to an online Animal Crossing game, but it will be the Animal Crossing experience with a network style application to it. It will be It will be very difficult.

GS: Thanks for your time.


[Dit bericht is gewijzigd door febster op 05-03-2003 23:55]

" tonight we proved once more that the true strength of our nation comes not from our the might of our arms or the scale of our wealth, but from the enduring power of our ideals: democracy, liberty, opportunity, and unyielding hope."
  woensdag 5 maart 2003 @ 23:54:38 #159
13452 Ketel_1
sedert 1691
pi_8900252
quote:
Op woensdag 5 maart 2003 23:45 schreef Dr.Daggla het volgende:
Weet iemand waar ik Zelda kan pre-orderen met bonusdisk? .
Ik heb 'm besteld bij Dimension Plus (http://www.dimplus.nl) en voor zover ik weet zit daar die Bonus disk bij.

en dit heb ik gisteren al tegen je gezegd

[url=http://www.woestforum.nl/forum/index.php?s=3f5c47b3981ca3157c0a55141cf1a9a5&act=SF&f=9][b]Woeste Games![/b][/url]
pi_8900330
De samenvattig is dus dit:
quote:
Cel-shaded engine from Wind Waker likely to be used for a future game not Zelda related.

+Mario Kart Cube will have several new innovations. Progressing well and North American localization has been completed.

+Miyamoto intends to show at least one new franchise at E3

+Spaceworld 2000 Zelda models and engine still running. To be re-evaluated for a future game or possibly the next Zelda.

+Small development team still working on Stage Debut. Release this year seems very doubtful.

+Pikmin 2 in development by EAD.

+Encouraging third party developers to make use of GC-GBA connectivity in impactful ways.

+Online gaming will most probably not be present at E3 from Nintendo

+LAN GameCube Linking and GC-GBA connectivity look to be Nintendo's showcase this year

+Pokemon Stadium in development. Possibly two different versions to correspond with Saphire and Ruby GBA games.

+Roll-A-Rama development has slowed down. Not likely for release this year and probably will be redesigned.

+HAL developing Kirby's Air Ride

+Wario World is being developed in conjunction with an internal Nintendo team and a close partner. (Obviously R&D1 and Treasure)

+Miyamoto considering releasing Star Fox 2 (SNES) likely for GBA.

+Nintendo developing a Donkey Kong game for GameCube.

+The Legend of Zelda: Wind Waker improved in design towards a controversial later moment in the adventure.

+Nintendo in talks to strengthen support and quality from Electronic Arts.

+Metal Gear Solid title in development for the Nintendo GameCube.


" tonight we proved once more that the true strength of our nation comes not from our the might of our arms or the scale of our wealth, but from the enduring power of our ideals: democracy, liberty, opportunity, and unyielding hope."
pi_8900344
Mario Kart toch niet online ?
quote:
Nieuws] Mario Kart informatie


In een interview met GameSpot werd bekend gemaakt dat MK hoogstwaarschijnlijk niet online gaat.

De geruchtenmolen over Mario Kart is al weer geruime tijd op gang. Vele gamers hopen op een online versie van Mario Kart, maar die dromen kan iedereen nu achter zich laten. Shigeru Miyamoto heeft in een interview met GameSpot namelijk gezegd dat Nintendo al jaren bezig is met het proberen van online mogelijkheden bij MK, maar dat het gewoon niet het gevoel overbrengt.

"We zijn bezig al geruime tijd bezig met online experimenten voor Mario Kart. Deze keer [bij de GC versie] hebben we er echt goed naar gekeken en ik denk dat het [gevoel dat Mario Kart iedereen geeft] heel moeilijk te behalen is online."

Een grote domper dus voor de fans. Gelukkig had Shigsy ook nog wat positiefs te zeggen:

"...[I]k zou graag wat van de innovaties die we bij Mario Kart gaan gebruiken en waar niemand ooit nog aan gedacht heeft met jullie delen, maar dat kan ik nu niet doen. Ik kan jullie wel vertellen dat we druk bezig zijn en dat pas geleden een Noord Americaanse lokalisatie groep het inspreken van de stemmen heeft voltooid."

We zullen tot op de E3 moeten wachten waar Nintendo hoogstwaarschijnlijk de game zal laten zien. Of zou Shigsy nog eerder wat uitspattingen hebben...?


" tonight we proved once more that the true strength of our nation comes not from our the might of our arms or the scale of our wealth, but from the enduring power of our ideals: democracy, liberty, opportunity, and unyielding hope."
pi_8900369
Vaag gerucht over de opvolger van de GBA (SP)
quote:
NOA has confirmed that they are now working on the next Game Boy handheld system..

While hundreds of thousands of gamers eagerly await the release of the GBA SP in just a few weeks, Nintendo of America has already sent out word that they are indeed working on the successor to their current 32-bit handheld. Unfortunately, there are no other details available at this point. Maybe Nintendo will implement some of the features similar to those found on Nokia's N-gage.


Deze site over de geschiedenis van Metroid is ge update
quote:
Once they had the gameplay down, Retro went a step further in designing Prime's interface. Rather than relying on the standard control setup for most console first-person shooters--one stick for movement, another for aiming, and a button to cycle through weapons--the designers took full advantage of the GameCube's unique controller and made Metroid Prime a lot more enjoyable in the process. Cycling between your weapons and visor implements, which are all essential throughout the game, is as easy as a flick of the C stick or a tap of the control pad. Even better, Prime features a lock-on system that helps immensely with aiming. This feature removes the imprecision and guesswork that exists in the combat of most console FPS games and lets you focus more on exploring. From a design standpoint, Metroid Prime blew away all the industry's expectations, and it will forever stand as a classic and a triumph of game design and artistry.
" tonight we proved once more that the true strength of our nation comes not from our the might of our arms or the scale of our wealth, but from the enduring power of our ideals: democracy, liberty, opportunity, and unyielding hope."
pi_8900388
quote:
Op woensdag 5 maart 2003 23:54 schreef Ketel_1 het volgende:
Ik heb 'm besteld bij Dimension Plus (http://www.dimplus.nl) en voor zover ik weet zit daar die Bonus disk bij.
"Voor zover jij weet".

Ja, maar dat is niet zeker. En ik wil het zeker weten.

quote:
en dit heb ik gisteren al tegen je gezegd
kut-communicatie dus bij jullie. dat neem ik mee naar achter .
Die Welt ist alles was der Fall ist.
pi_8900394
Medal of Honor nieuws
quote:
spills the beans on Medal of Honor Rising Sun!

We reported earlier today that EA would release details on the game later today. Well, they just sent us the first info...

In the game you play a Marine Corporal trying to survive the devastating attack on Pearl Harbor, and drive the Japanese Army from the Pacific. Developed by EALA, Medal of Honor Rising Sun creates an immersive and authentic WWII experience in either single-player or multi-player modes. Medal of Honor Rising Sun will be available for the PS2, Nintendo GameCube and the Xbox in the fall of 2003.
Set for the first time in the Pacific Theatre of Operations from 1941-1944, Medal of Honor Rising Sun gives players a sense of the courage it took to fight the Japanese from Pearl Harbor to the shores of the Philippine Islands. Players will assume the role of Marine Corporal Joseph Griffin, as he survives the attack on Pearl Harbor, leads the assault of Guadalcanal, and finally rescues his brother from a Japanese POW camp in the Philippines. Armed with his wits and a variety of authentic weapons, it's up to players to stop the Japanese war machine in its tracks. Players can even team up with a friend in the all-new co-op multiplayer mode to battle the Japanese forces. Along the way, players will earn awards and medals for their meritorious service in defeating the enemy.

As with the original Medal of Honor, the producers sought council from numerous outside sources to make certain the game is as historically authentic and realistic as possible. EALA continues to work closely with the Congressional Medal of Honor Society to ensure Medal of Honor Rising Sun reflects the ideals and integrity of the prestigious Medal of Honor. In addition, Capt. Dale Dye, who served as military technical advisor on the previous titles in the Medal of Honor franchise, continues his efforts with the Medal of Honor Rising Sun team to ensure the authenticity of the game.


En plaatjes










Met Co op mode

" tonight we proved once more that the true strength of our nation comes not from our the might of our arms or the scale of our wealth, but from the enduring power of our ideals: democracy, liberty, opportunity, and unyielding hope."
pi_8900410
Nieuwe Prince of Persia
quote:
Old-school gamers brace yourselves...

Ubi Soft and Jordan Mechner Announce a Fresh Take on the Legendary Prince of Persia Series for Holiday 2003

Ubi Soft Entertainment today announced it is developing a brand new Prince of Persia game: Prince of Persia: The Sands of Time. Jordan Mechner, creator of Prince of Persia, is working hand in hand on the latest title in the series with Ubi Soft's Montreal production studio, most recently renowned for creating Tom Clancy's Splinter Cell. Scheduled to ship for all platforms starting in Q4 2003, Prince of Persia: The Sands of Time is poised to become the latest success story in a series of hit games from Ubi Soft.

First recognized for groundbreaking cinematic techniques in games like Karateka, The Last Express and, of course, Prince of Persia, Mechner is now widely heralded as one of the world's premier computer game designers. Ubi Soft's partnership with Mechner is a reflection of its ongoing strategy to work directly with the industry's best and brightest.
"With Prince of Persia: The Sands of Time, Ubi Soft and Jordan Mechner are channeling their combined talents to breathe new life into the action/adventure genre. They're creating rich characters, white-knuckle action and a plot with more twists than the exotic, elaborate castle featured in the game," said Serge Hascoet, Editor in Chief, Ubi Soft Entertainment. "We're thrilled to move forward with the legendary Prince of Persia brand and eagerly await the launch of the next masterpiece from our world-famous Montreal studio."

A new Ubi Soft brand, Prince of Persia is credited with changing the face of computer gaming in the 1990s by introducing lifelike animation and story-driven action. The franchise was one of the first to gain success based on an appealing human lead character and a dramatic storyline. The first three games in the series boast combined sales of more than 3 million units.
Prince of Persia: The Sands of Time takes place within an exotic, mysterious world representing Persian architecture, animals and attire. After his father invades the palace of the Maharajah, the Prince, tricked by a treacherous vizier, uses a magic dagger to release the dangerous Sands of Time from an ornate hourglass. With the aid of a beautiful, mysterious, and potentially untrustworthy ally, players embody the Prince to recapture the Sands of Time and restore peace to the land.

more on this title as it breaks!


Van de makers van Splinter Cell
" tonight we proved once more that the true strength of our nation comes not from our the might of our arms or the scale of our wealth, but from the enduring power of our ideals: democracy, liberty, opportunity, and unyielding hope."
  donderdag 6 maart 2003 @ 00:02:06 #166
38849 Notorious_Roy
Doomed since 1889
pi_8900412
Ik verwacht toch wel dat ze online zullen gaan eigenlijk... Onlne gamen is echt een hype... Als ze daar niet aan mee doen kost het ze gewoon gamers
The hardware is just a box you buy only because you want to play Mario games - Yamauchi
Mr. Zurkon doesn't need bolts, his currency is pain
Roy-O-Rama | Backlog | Wish-list
pi_8900445
Hands on van PN 03 (van IGN)
quote:
Hands On: P.N.03
First impressions from Capcom's unique action title.
Product Number 3 (P.N.03) Board
news preview
1 Movie 41 Screenshots

Product Number 3 (P.N.03) Board Contribute a FAQ
all updates more articles more media game help community


March 03, 2003 - The big "Capcom Five," a set of five high-profile GameCube games announced by Capcom late last year, has at last begun making its way into the public eye as Capcom put the first of the games, P.N.03: Product Number 03, on demo in Tokyo over the weekend. IGN was on hand to sample this latest title from Shinji Mikami, the mastermind of Resident Evil, and Hiroyuki Kobayashi, the producer of the original Devil May Cry.
One word seems to sum up the game quite well based on our experience: original. P.N.03 plays differently from just about every character-based action game out there, and that includes other titles made by Capcom itself. Good? Bad? With our limited 20 minutes play time, we can't judge for sure, but what we saw certainly left us impressed.

You take control of Vanessa Schneider (there will be no Peer-related jokes in this article), an assassin for hire some time in the future. We're not sure how much story will figure into P.N.03, but the end result has your leading Vanessa through a series of missions in which you take on and take out countless robotic enemy creatures.

The term "Mission" is actually Capcom's wording, not ours. From what we can tell, P.N.03 is pure arcade-style gaming. The first stage of the game begins in a dusty desert wasteland, with your attempting to get into a base in the near distance. There aren't any puzzles to solve -- just progress into the building, taking out any enemy robots you encounter along the way. Once inside, you march through a series of hallways, blasting enemies, then proceed outside for even more carnage, and so-forth. Eventually, you arrive at a boss of sorts, a collection of more powerful robots.

It may sound somewhat generic when taken just as a description, but P.N.03 is more than just a standard kill-fest. While your goal is to destroy enemies that you encounter, you also have to avoid their attacks. And that's where the game differentiates itself from other action titles: the way in which it keeps you engaged in defensive/offensive duals with enemies in front of you.

The scene outside AsoBitCity in Akihabara on
Sunday. Capcom threw away the posters without
even asking if we wanted them (and we did!)


At the heart of the game is its unique control system, which resembles something akin to a first person shooter, despite P.N.03 taking place entirely in the 3rd person. The analogue pad makes Vanessa move forward or step backward (while still facing forward). Pressing right or left pivots her around. The two analogue shoulder buttons are used for side stepping, with the face buttons used for firing your primary gun, putting Vanessa into a crouching position and jumping. Aside from the primary attack, you can input commands into the D-pad to pull off special attacks. You can also perform a 180 degree turn in case you need to turn back in a rush.

Free movement in any direction ala your typical action game is clumsy with the control setup, but that doesn't seem to be the point of the game. Instead, the controls keeps you focused on the scene in front of your character, without resorting to a "lock-on" button. The result is that you can take hiding behind a wall, dash out into the open, fire a few blasts, duck behind the protection of a barrier on the floor, roll out into the open to fire a few more blasts, do a backflip into a standing position, fire a few more blasts, do a couple of summersaults to avoid enemy fire, and take hiding behind another wall, all while continuing to face forward (we did something akin to this). Vanessa automatically aims at enemy targets, but you can switch off between enemies at the push of a button.
This control set-up works particularly well in the enclosed hallways, but what about in open areas? Our first time with the game resulted in almost instantaneous death, as we made the mistake of rushing ahead and found poor Vanessa surrounded by enemy units. On our second time through, we took a more deliberate pace, taking out any enemies within sight before advancing. The outside areas are set up with debris and mounds of dirt providing shielding in place of the walls and panels of the halls. Vanessa herself can shoot far into the distance with pin-point accuracy, and by taking our time, we were able to get by without a scratch.

Don't take this to mean that P.N.03 is a tactical snore-fest. The enemies are anything but passive. In the outer area at the beginning of the first level, the enemy robots in the distance send off flying pods, which you have to destroy before they get behind you and start blasting away. Elsewhere, in the hallways, the more constricted outdoor areas and the level one boss encounter, you're constantly in the heat of things, meaning that you can't just take cover behind a barrier and hope for the best. You've gotta take the enemies on or you'll be taken on by them.

There's some added incentive to playing well. By collecting points throughout the level, you can purchase upgrades to Vanessa's weapons and suit, and can even obtain special attacks. Vanessa actually has a number of different space suits available to her, also selectable from the shop screen. You automatically go to the purchase screen once you've completed a mission, but we also found a shop in the middle of a level, suggesting that changing suits may be essential for progression.

The first level of play was pretty simple overall, allowing us to do just fine with Vanessa's standard suit, but things seem to get more complicated as the game progresses. From what we could see, the levels grow larger and offer multiple paths along with more complex enemies who fire in trickier patterns. Vanessa begins dodging tiny missiles at one point, which looks somewhat Matrix-ish.

The look of the game through the areas that we saw reflects its subject-matter well. Set in the future, the outside areas look like dusty, debris-filled wastelands, where the sun's been shining a bit too hard for a bit too long. Go inside, and everything has a cold, metallic, manufactured look to it. There's much variety to the levels in color schemes, objects and, as mentioned immediately above, layout. We were a bit worried that the game would end up repeating the same dusty outdoor level and white indoor level that you've seen in all the trailers, but that, thankfully, doesn't seem to be the case.

It's not your typical action game, or your typical gaming world, but then again, the main character Vanessa isn't your typical character. We're not sure of the complete details behind her history, but we presume professional dance is listed somewhere in there. Vanessa likes to do a combination of dance and gymnastics as she takes out enemies. She shakes her little booty as she blasts away, and does cartwheels and flips when side-stepping and unleashing super attacks. We couldn't hear any voices coming from the game, unfortunately, but aside from that she seems to have all the personality of a Dante, only in tight clothing that's sure to grab attention.

Our limited playtest left us wanting to play more of P.N.03, and you can bet we'll do so when the game sees Japanese release on the 27th. Stay tuned!

-- Anoop Gantayat, Contributor


" tonight we proved once more that the true strength of our nation comes not from our the might of our arms or the scale of our wealth, but from the enduring power of our ideals: democracy, liberty, opportunity, and unyielding hope."
  donderdag 6 maart 2003 @ 00:03:46 #168
38849 Notorious_Roy
Doomed since 1889
pi_8900449
Van dimensionplus.nl
quote:

Release 3 mei 2003
Genre RPG
Developer Nintendo
Publisher Nintendo
Homepage >>> Klik hier

Ook in ons assortiment:
Zelda: Wind Waker (Guide)
Legend of Zelda: Link to the Past/ ... (Gameboy Advance)




Opgelet: Er komt een gelimiteerde oplage van Zelda waarbij een bonusdisc wordt geleverd met daarop: Zelda: Ocarina of Time, URA Zelda & demo's van verschillende games!

Te linken met Link to the Past voor Gameboy Advance:

The Wind Waker, voor de Nintendo GameCube, kun je linken met de Game Boy Advance, waardoor je geheime gebieden kunt binnengaan. Op de spelcassette van A Link to the Past voor de Game Boy Advance, kun je ook Four Swords vinden: het eerste Zelda-multiplayer spel ooit.

In The Legend of Zelda: The Wind Waker, ontmoet Link Tingle (het vreemde ventje uit Majora's Mask dat aan een ballonnetje hangt) en krijgt hij een apparaatje, de 'Tingle-ceiver' (die verdacht veel op een GBA lijkt).

Dan sluit je gewoon je Game Boy Advance aan op de Nintendo GameCube met een Nintendo GameCube Game Boy Advance Link-snoer (er hoeft geen spel in de GBA te zitten) en er verschijnt een plattegrond op het scherm van de GBA. Betaal een paar Rupees, en je kunt je GBA gebruiken om een 'Tingle-Bomb' te plaatsen, waardoor je bijvoorbeeld een grot kunt ingaan die eerst afgesloten was.


[Dit bericht is gewijzigd door Notorious_Roy op 06-03-2003 00:04]

The hardware is just a box you buy only because you want to play Mario games - Yamauchi
Mr. Zurkon doesn't need bolts, his currency is pain
Roy-O-Rama | Backlog | Wish-list
  donderdag 6 maart 2003 @ 00:04:21 #169
38849 Notorious_Roy
Doomed since 1889
pi_8900461
FEBSTER


Heb je vandaag nix te doen gehad ofzo

The hardware is just a box you buy only because you want to play Mario games - Yamauchi
Mr. Zurkon doesn't need bolts, his currency is pain
Roy-O-Rama | Backlog | Wish-list
pi_8900465
Filmpje van Redfaction 2

Kirby nieuws

quote:
By IGN.com

Kirby's Air Ride
March 04, 2003 - Last week at the annual DICE Summit in Las Vegas Nintendo of America showed off a brief video of the HAL-developed racing oddity Kirby's Air Ride. We didn't see much -- the demo ran a number of seconds, not minutes. But it was enough to certainly leave a mark and possibly even scar on us for life.
From what we could tell, players assume the role of Kirby as he jettisons through various 3D-like stages while gobbling up characters and taking their abilities. It was never made entirely clear exactly how the character could use his acquired powers to his advantage, but there will obviously be interactions with the courses in this vein. The tracks appeared to be open enough and based on environments from various Nintendo franchises, including Zelda, but it also looked as though Kirby couldn't stray too far from the roads he traversed. The blob could in some cases, however, turn entirely around and soar into the opposite direction. The sensation of speed, meanwhile, was muted compared to the likes of speedy projects like F-Zero. Kirby moved along at a Mario Kart pace.

From a visual standpoint, we were left entirely unimpressed. The game is crisply textured and the various 3D models are detailed, but the environments lack depth, seem boxy and primitive by comparison to some of today's titles.

Certainly one of the stranger, more baffling games we've seen in a good while. We're frankly not overflowing with anticipation to play it so hopefully Kirby's Air Ride is not representative of Nintendo's E3 2003 lineup.

Look for much more on the game as we head into the big show, which kicks off this May in Los Angeles.


Engelse Zelda pics (jaja HET moment komt steeds dichterbij....)




" tonight we proved once more that the true strength of our nation comes not from our the might of our arms or the scale of our wealth, but from the enduring power of our ideals: democracy, liberty, opportunity, and unyielding hope."
pi_8900480
Wat SC2 screens met Link (wel tikje vaag..)





2 SC2 filmpjes

Filmpje 1
Filmpje 2

Wat The Hobbit screens














" tonight we proved once more that the true strength of our nation comes not from our the might of our arms or the scale of our wealth, but from the enduring power of our ideals: democracy, liberty, opportunity, and unyielding hope."
pi_8900495
Wat screenies van Lost Kingdoms II/Rune 2 zoals hij in de USA heet










Hier!!! kun je grappige Zelda Comics vinden

" tonight we proved once more that the true strength of our nation comes not from our the might of our arms or the scale of our wealth, but from the enduring power of our ideals: democracy, liberty, opportunity, and unyielding hope."
pi_8900511
Wat Men In Black 2 info&screenies
quote:
Step into the famous shoes of the worlds most stylish secret agents. Infogrames, a leading global publisher of interactive entertainment software, is blasting Men in Black 2: Alien Escape, based on the hit movie franchise, onto the Gamecube computer entertainment system for February 2003. Featuring snappy one-liners, weird conspiracy theories and bizarre, humorous situations, Men in Black 2: Alien Escape isnt your ordinary video game experience!

In the game, the Men in Black discover a space prison hulk carrying the most dangerous alien gangs in the galaxy that crashed into the Earths ocean decades ago. With a large number of unlicensed and unaccounted for aliens hiding out on Earth, each one a hardened criminal, theres only one possible course of action. Its time for agents Jay and Kay to hunt them down and bring them indead or alive.

Game features:

- Men in Black humour captured in-game provides players with a hilarious gameplay experience
- Play either agent Jay or Kay with different gameplay outcomes based on each character
- Weapons and Aliens from the Men in Black universe allow players to immerse themselves in the world of Men in Black
- Characters from the MIB2 movie (DVD: February 2003) make the game come to life as an interactive movie experience

Men in Black 2: Alien Escape is a fast-paced third-person perspective action game liberally infused with the trademark humour of the smash 1997 movie and recent hit sequel. The game is divided into five distinct episodes, including a Nuclear Station, the Docks and the streets of Manhattan. All episodes include various levels and challenges to complete prior to progressing through the game.

At the beginning of each level, players select either Jay, the athletic, reckless fast-talker, or Kay, the confident veteran. While Jay moves at a faster pace, Kays knowledge of weapons gives him a higher weapon damage and health bar. Allowing players to switch between characters gives them the opportunity to experiment with various weapons and character strengths, adding variety to the gameplay. Additionally, the non-playable character partner often appears in computer-generated cut-scenes and via comlink throughout the game, providing back up, advice and, of course, wisecracks. Other key members of the Men in Black 2: Alien Escape team, like Zed, also make appearances. Adding to the mayhem is a host of new aliens featured in the blockbuster movie sequel as well as popular creatures from the 1997 film, including the coffee-drinking Manitoba. While some aliens are allies and informants, most are hostile and will do anything to take over the planet.

Men in Black 2: Alien Escape features the stylish signature silver weapons from the film like the J2 pistol, the Pulsar Blaster, the Arquillan Arm Canon and more. Other familiar Men in Black 2: Alien Escape equipment will be featured, including the Neuralyser, also known as the flashy thing.











" tonight we proved once more that the true strength of our nation comes not from our the might of our arms or the scale of our wealth, but from the enduring power of our ideals: democracy, liberty, opportunity, and unyielding hope."
pi_8900538
The Movies een game van Peter Molyneux aangekondigd
quote:
Activision have signed the rights to publish Peter Molyneux's new game, The Movies.

SANTA MONICA, Calif., Mar 4, 2003 / Activision, Inc. (Nasdaq: ATVI) announced today that the company has signed an agreement with legendary U.K.-based game designer Peter Molyneux. Under the terms of the agreement, the company has secured the exclusive worldwide rights to Molyneux's new project tentatively titled The Movies for the PC and all video game console platforms. The agreement also grants Activision the option to publish sequels and add-on products to the title.

The game allows you to create movies and starts you off in the 1920s and lets you work all the way through to the current day. The player can decide the scripts, sets, stars, director and more as well as behind the scenes things, such as money and star treatment.
"Peter is undoubtedly one of the most talented video game designers in the world, and Lionhead is one of the very few development studios with the knowledge and resources to develop a game that will allow players to fulfill the fantasy of building a movie empire," states Larry Goldberg, executive vice president of Activision Worldwide Studios. "We are incredibly excited to have entered into this long-term partnership and are confident that this alliance will result in one of the most innovative and anticipated games of the next few years."

"Activision has always been synonymous with quality and innovation. The Movies offers a perfect opportunity for both of our companies to collaborate in the creation of a multi-million unit selling franchise," responded Peter Molyneux, managing director of Lionhead Studios. "A major factor in our choice of Activision as publisher for The Movies was its impressive attitude toward development and developers."


En dat ziet er dan ongeveer zo uit (artwork??)





Online titel van Capcom aangekondigd voor de GC

quote:
Ghouls and Ghosts was announced a while back for all three major consoles. Three weeks later, Capcom confirms that online play will be available on Gamecube. As of yet, you won't be able to play online with XBox and Playstation 2 owners. Look for Ghouls and Ghosts in Winter 2004.
" tonight we proved once more that the true strength of our nation comes not from our the might of our arms or the scale of our wealth, but from the enduring power of our ideals: democracy, liberty, opportunity, and unyielding hope."
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Japanse PN03 boxart


Def Jam Vendetta trailer hier

Famitsu score voor Zelda a Link To The Past (GBA)

quote:
Famitsu gave Zelda A Link To the Past + The Four Swords a pretty good score for being a port with a multiplayer mode. Hopefully the sales will be more stable because of this.

Zelda A Link To the Past + The Four Swords (GBA, Nintendo): 8/9/9/9 (35/40)


Meer nieuws is er niet

Sorry voor het gekloot met tig posts meer de server pikte mijn post echt niet zelfs niet in 2 of 3 of 4 stukjes dus dan maar zo


Bastard/Smots/Strolie : mocht je het anders willen ik heb de totale post in Word staan (vandaar de snelle tijden tussen de posts, je kunt me mailen als je hem wilt hebben om hem zelf in 1 post te plaatsen)

" tonight we proved once more that the true strength of our nation comes not from our the might of our arms or the scale of our wealth, but from the enduring power of our ideals: democracy, liberty, opportunity, and unyielding hope."
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