quote:jammer dat alleen de kleinste versie het bij mij doet, maar op zich ziet het er best grappig uit, net te weinig alleen om echt iets zinnigs over te zeggen.
Op vrijdag 9 mei 2003 07:14 schreef Zeiksnor het volgende:
DE EERSTE BEELDEN VAN MARIO KART en ook enkele beelden van F-Zero.http://www.planetgamecube.com/news.cfm?action=item&id=4350
quote:http://www.n-finity.com/~gary/fzmk.wmv (22MB)
Op vrijdag 9 mei 2003 11:21 schreef Tweek het volgende:[..]
jammer dat alleen de kleinste versie het bij mij doet, maar op zich ziet het er best grappig uit, net te weinig alleen om echt iets zinnigs over te zeggen.
Ik heb wel de laatste codecs bij micrsoft moeten ophalen om hem te laten werken.
Ik vind hem er erg cool uitzien
quote:Op mijn werk heb ik scart koppelstukjes waar je je RGB inpropt en je audio kabel af kunt tappen. En dan ook nog op je tv! Is het niet geweldig? Kosten 5 euro ofzo.
Op donderdag 8 mei 2003 20:27 schreef EriX het volgende:
Even over die RGB-kabel...ik heb de geluidskabels(rood-wit) van de cube aan mijn surround-installatie aangesloten, en de gele videojack via de scartconverter aan de SCART-ingang hangen. Maar de RGB kabel is dan toch direct SCART naar de tv zonder mogelijkheid om het geluid aan de installatie aan te sluiten? Kan iemand hier deze zaak verhelderen? Bij voorbaat dank
quote:Review op IGN.com.
Op vrijdag 9 mei 2003 15:29 schreef Sennaistop het volgende:
Heeft iemand of kent iemand het spel Zapper ?
Is dit wat ? ( speciaal bedoelt voor de allerkleinsten 6 jaar)
Ik ken het spel verder zelf niet.




quote:bron
May 09, 2003 - Well, here it is -- that "baffling game" that you've heard IGNcube rumoring about. Nintendo insiders have confirmed that the company is working with Namco to bring an all-new Pac-Man title to GameCube. And guess what? A running demo of the odd creation will be shown at the Electronics Entertainment Expo 2003. Keep reading.So what is it? It's a bit hard to explain. Insiders allege that, unbeknownst to Namco, designer Shigeru Miyamoto and a team at EAD began work on a Pac-Man demo for Game Boy Advance. After 30 days or so on the project, the team had created a full remake of the title, at which point it was shown to amazed employees at Namco. Afterward, it was decided that making a GameCube version, which could be linked to the GBA build could heighten the experience further. So one was created.
What's the big idea? Once the GBA title is linked with the GCN version, all sorts of unique things start to happen, say sources. First, the experience has been designed with four players in mind: one player -- with the GBA, controls Pac-Man, while three GameCube players control three separate ghosts. The person playing with the GBA can see the action on the handheld's screen in classic Pac-Man form. However, the GameCube players can't. Instead, the action on the television screen is split into three play circles -- each showing an isometric 3D view of the Pac arena; no GameCube player can see the full maze. Because GCN gamers can't see the whole maze, the search for Pac-Man is made all the more difficult and entertaining.
The title is so far still being described by sources as little more than a "full-blown demo." Pac-Man for GameCube is said to have simple, cute graphics.
IGNcube will have more on the game from E3 2003. Stay tuned
quote:omg, dat ziet er mooi uit
Op vrijdag 9 mei 2003 23:10 schreef Chocobo het volgende:
Die nieuwe Prince of Persia screens heersen man
quote:Is dat echt ingame
Op vrijdag 9 mei 2003 23:10 schreef Chocobo het volgende:
Die nieuwe Prince of Persia screens heersen man
quote:die bovenste 2 zijn art's, de 3e is twijffelachtig, en de laatste 2 zijn denk ik wel ingame
Op zaterdag 10 mei 2003 16:45 schreef kipknots het volgende:[..]
Is dat echt ingame
![]()
Ik ben helemaal weg van Zelda, al vanaf de NES
. Ik ben van plan de platinum cube te kopen met Zelda TWW incl bonus disk(s?). Nou heb ik deze al voor ¤199,- gevonden bij Mediamarkt en bij Bart Smit (volgens Kelkoo, op site van BS wordt ie niet vermeldt). Heeft iemand deze uitvoering goedkoper gezien???
quote:Tip in een paar stappen
Op zaterdag 10 mei 2003 21:10 schreef Trancer het volgende:
Ff vraagje aan jullie mede Nintendo fans:Ik ben helemaal weg van Zelda, al vanaf de NES
. Ik ben van plan de platinum cube te kopen met Zelda TWW incl bonus disk(s?). Nou heb ik deze al voor ¤199,- gevonden bij Mediamarkt en bij Bart Smit (volgens Kelkoo, op site van BS wordt ie niet vermeldt). Heeft iemand deze uitvoering goedkoper gezien???
quote:Please,..... haal dat fucking ding gewoon joh
Op zaterdag 10 mei 2003 21:10 schreef Trancer het volgende:
Ff vraagje aan jullie mede Nintendo fans:Ik ben helemaal weg van Zelda, al vanaf de NES
. Ik ben van plan de platinum cube te kopen met Zelda TWW incl bonus disk(s?). Nou heb ik deze al voor ¤199,- gevonden bij Mediamarkt en bij Bart Smit (volgens Kelkoo, op site van BS wordt ie niet vermeldt). Heeft iemand deze uitvoering goedkoper gezien???
De cars:
quote:
Toyota:
2003 GT-S
2003 MR2 Spyder
1998 Supra RZ
Lexus:
2003 IS300 5-speed
Mazda:
2003 RX-8 2003
2000 RX-7 Type R 2000
Acura
2003 RSX
2003 NSX
Honda
2003 S2000
2004 Civic Type R
Nissan
2004 350Z
2003 Sentra SE-R Spec V
2002 Silvia
2002 Skyline GT-R
Infiniti
2004 G35 coupe
Mitsubishi
1999 Eclipse GS-X
2003 Evolution
Subaru
2004 Impreza WRX
2004 Impreza WRX STi
Teaser Site voor de nieuwe MGS

Over 4 dagen moet je hier http://www.konamijpn.com/countdown/count.php nog maar eens heen gaan ![]()
Artwork van Mario Kart: DD
Nieuwe titels voor Players Choice
quote:Info en 2 screens van Sphinx
So which titles have been added? Glad you asked. Star Wars Rouge Squadron 2: Rogue Leader, Agent Under Fire, Spider-Man, Sonic Adventure 2 Battle, and Resident Evil have all joined Pikmin, Luigi's Mansion, and Super Smash Bros. Melee.
quote:
: Is Sphinx a lot like Zelda? How so? And how does it differ?A: There are certainly aspects of Sphinx that are reminiscent of Zelda. The gameplay with Sphinx, our main character, is dependent on his evolution in ability as well as his mastery of the weapons and items he acquires throughout the game. It's up to the player to master these elements and use Sphinx's weapons and abilities in concert to achieve a given goal. As players master these new weapons and abilities, we'll present them with new puzzles and enemies and that challenge that mastery.
A primary difference is our protagonist duality. There are two playable characters in Sphinx and the Shadow of Set, the Mummy and Sphinx. Both have completely different personalities and those personalities are reflected in their gameplay. Sphinx is our brash hero so his gameplay involves a lot of swordplay and traditional action/adventure elements like swimming, jumping and climbing. By contrast, the Mummy is weak and timid and proceeds through the game by stealth and puzzle solving. The player will solve puzzles with the Mummy by "abusing" him through all sorts of tortuous means. He can be set on fire, flattened, and electrified to name a few. It's lucky for the Mummy that he's already dead.Q: This title is coming to PS2 as well. How with the GCN version be different, if at all?
A: We'll certainly be taking full advantage of the hardware. The primary difference will be the GameCube's ability to provide some better lighting. Lighting is very key in getting the characters in the game to look like they are part of the world. We're very excited about how the title is shaping up on GameCube and you'll be able to see all of this at E3.
Q: Can you give us a few examples of gameplay scenarios in Sphinx? What are some of the puzzles?
A: Some of my favorite puzzles involve the Mummy character. Since he's already dead the player will have to use him to solve puzzles in a completely different way than they are used to. If you run into a wooden barrier, set the mummy on fire and you'll be able to burn down the barrier. The Mummy can also turn machinery on by acting as a conductor for electricity. These puzzles make for some interesting new challenges for players as well as some good comic relief.
Q: The 3D engine in the game is very impressive. Can you talk a bit about what it's pulling off? Does it run at 60 frames?A: Eurocom has put together a custom engine to power Sphinx and the Shadow of Set. There is a big focus on presentation quality in Sphinx and the engine is what allows us to achieve it. Running at 60 frames with a high level of detail is an absolute must. We've had a lot of success with getting that presentation feel on the GCN. Eurocom's animation system allows their animators to convey the subtleties in a motion that really convinces the user it's natural.
Q: Will the GCN version support progressive scan and Dolby Pro Logic II?
A: We'll support widescreen with Sphinx and the Shadow of Set on GameCube, but no progressive scan or Dolby right now. Although, we won't rule these features out until we get to the final days of development.
Wat Zelda sales nieuws
quote:En:
Link does more in a day what Sam Fisher did in a week. Looks like the CIA should get someone better.The Legend of Zelda: The Wind Waker was released in Europe on the GameCube's second birthday, May 3. Just recently, the ELSPA (the European version of the NPD Group) showed off their top-20 UK game sales charts for the week ending that same May 3.
It will come as no surprise that Wind Waker conducted its way to the top of the sales on a single day, dethroning Tom Clancy's Splinter Cell and its 22 weeks on the chart. No numbers were given, but it's safe to say that the game sold more than its fair share of copies
quote:Nog wat geheime titels waar
It has been reported that in the UK only over 80.000 copies of Wind Waker have been sold in just the weekend. Throughout Europe Nintendo claims to have sold over 300.000 copies of the game!!As a result of the success of The Legend of Zelda: The Wind Waker, GameCube hardware sales across Europe have more than tripled.
David Gosen, managing director, Nintendo of Europe commented, The sales for The Legend of Zelda: The Wind Waker have been phenomenal this weekend and we are working very hard to ensure our European retailers continue to have enough stock to meet consumer demand. These excellent sales reflect our belief that this is the most eagerly anticipated game of the year and a very important title for Nintendo GameCube.
Nintendo anticipate more units to be shipped to retail by the end of next week and are working hard to satisfy the huge demand from consumers.
quote:DBZ game komt naar de GC
Fear is being developed internally at Nintendo and Miyamoto is heading the project himself. The game follows "a young and sheltered boy who challenges himself to overcome his many fears." From what we have heard the game will be level based with each level ending with him overcoming a fear of some sort. There will be a theme to each level, for example we have heard of a level where he overcomes his fear of heights by making his way up a treacherous mountain.Jungle Emperor Leo was a title originally in development for the Nintendo 64. The game was being programmed by Miyamoto's team with Makoto Tezuka co-producing the game. (Tezuka created the character. Now returning to the GameCube with cel-shading??
Pokemon Stadium Panic The long awaited real first Pokemon GC from the Pokemon Stadium team. No full word on the title but Miyamoto promises it will be more different from the GBA games than the N64 Stadiums were from the GB games.
quote:Interview en screens van FF CC
Atari Brings Best-Selling Dragon Ball Z Franchise to Nintendo GameCube This Fall
Thursday May 8, 8:02 am ET
BEVERLY, Mass.--(BUSINESS WIRE)--May 8, 2003--The blockbuster fighting game of 2002 makes its way to the Nintendo GameCube(TM) as Atari (Nasdaq: ATAR - News) today announced that Dragon Ball Z®: Budokai(TM) will be available for Nintendo players nationwide this October. Created by DIMPS, Dragon Ball Z®: Budokai(TM) has shipped more than 1.3 million units in North America since its December 2002 release on the PlayStation®2 computer entertainment system."We are thrilled to bring Dragon Ball Z®: Budokai(TM) to the Nintendo GameCube with a heart-pounding interactive parallel to some of the most exciting sagas from the animated television series," said Nancy MacIntyre, vice president of marketing, Atari's Beverly studio. "Nintendo GameCube owners who have eagerly awaited the Nintendo GameCube arrival will now be able to enjoy all the Dragon Ball Z® excitement that made Budokai such a hit."
Dragon Ball Z®: Budokai(TM) spans from the Saiyan(TM) Saga through the Cell Games and allows players to experience the fantastic DBZ® universe. The game features five heart-pounding fighting modes, including Story Mode, where players reenact some of the most exciting scenes from the animated series, and Tournament Mode, where players can face off to crown a single DBZ® fighting champion. With 23 of the most famous DBZ® heroes and villains in full 3D, Dragon Ball Z®: Budokai(TM) spans 29 heart-stopping levels and features over 60 different combo moves per character, including their most infamous attacks from the animated series.
Originally developed in Japan, the Dragon Ball series has become the number one animated series in many countries including Japan, France, Spain, Hong Kong and Mexico. It is the top-rated series on Cartoon Network's Toonami block and was the number-one rated show among all U.S. cable TV programs for 'tweens 9-14, boys 9-14 and men 12-24 during the 2002 season's launch line-up.
quote:
Square-Enix on Crystal Chronicles
Director Akitoshi Kawazu spills the beans on Final Fantasy for GameCube in this roundtable Q&A.
May 08, 2003 - Nintendo and Square-Enix will publicly debut Final Fantasy: Crystal Chronicles at the Electronics Entertainment Expo 2003. But readers won't have to wait quite that long to get the goods on the game. Earlier this evening the two companies held a conference call for select members of the press in which details of the game were fully explained.
A short, but informative question and answer session was also held with game director Akitoshi Kawazu. Following we have a speedy transcription of his thoughts on the game along with his answers to various questions about it.
--------------------------------------------------------------------------------Mr. Kawazu opened by stating: "I am Akitoshi Kawazu from Game Designer studio and am the producer of Final Fantasy Crystal Chronicles. I think people will find the game to be quite different from all of the FF we've seen up until now. This is a game in which multiple players can participate. I think the interface is quite different, too -- it's a very action-based interface and I think it's going to provide some new flavor to the game.
Developing for the GameCube platform is a new challenge for me; it's something I haven't done before. I am looking forward to how my efforts are received and my fingers are crossed that it goes well.
The game also features a style of play that we've not seen in games in the US or Japan and that is how you connect the GBA to the GameCube and we think the connectivity feature is going to allow for new styles of control in the game.
Unfortunately this year I will not be able to attend E3, but FFCC will be on the show floor and playable, and I would be very happy if you could all check out the game and try it for yourself.
Q: FFCC as you said supports up to four-player simultaneous play. Can you describe some of the elements of that play and how it works with the GBAs?
Kawazu: With the GBA, you actually use that in place of a GCN controller and the GBA essentially acts as a controller for the game. Because each player would have a GBA with their own GBA screen, the GBA screens will have personal information regarding each character on them and we will be using that capability to interact with the standard gameplay.
Q: Please explain the storyline for the game and how it's set up.
Kawazu: Regardless of whether you're playing alone or with four players, you would be playing the same quest and the same story. As for the gameplay style, it is going to be more mission based where you're going from one stage, clearing it, and going onto the next stage. So I think that will provide a different flavor from most of the FF games that we've seen in the past.
Q: Who is composing the music for FFCC and will it support Dolby Surround?
Kawazu: The same composer who did the music for Final Fantasy 11. We are not going to have the game compatible with Dolby Pro Logic II.
Q: How does the battle system work? How do you fight, use magic and items, and things like that?
Kawazu: A very basic battle in the game would be where you face your opponent and swing your weapon to attack. We've also implemented a charge system where you can charge your weapon for more powerful blows. We also have magical attacks. And because this is a multiplayer game, we've also implemented a feature where players can consecutively attack and inflict more damage.
Looking for a fight? Try this guy on for size.
Q: Do you think FFCC will appeal to a different audience than your usual games?Kawazu: FFCC, I think, has a much higher level of action elements in the gameplay system. I think from that sense it will be easier to pick up and get into the gameplay.
Q: What is the GBA controller there for? Why aren't you just using the GCN controller? And what really does separate CC from other FF titles?
Kawazu: Because this game has a higher level of action than some of our past games, players will not be watching the GBA and playing, but rather the television. Each of the characters will have access to different information and that will appear on the GBA screen. This will introduce different elements of gameplay. A player may have access to information on his GBA and he can choose to share that with his party of keep it to himself.
Q: Is there a lot of FMV or are the cinematics done in real-time?
Kawazu: The cinematics that are in the game are all done in real-time.
Q: When you're playing alone, do you have AI characters in your party or are you simply alone? And how is the multiplayer mode set up? Split-screen?
Kawazu: All of the action, even in multiplayer, will take place on a single-screen -- it will not e split. As a single-player quest, there will be no other AI characters. You will be playing alone. So obviously based on that there will be some adjustments in the game.
Q: Working on this project, how has your relationship with Nintendo been? And what will Game Designer Studio do after this is completed?
Kawazu: [Laughs] I was a little caught off by your question. We have a very good relationship with Nintendo. It has been very supportive. As for our future plans, because we are still in the tail end of development on CC we haven't put forth concrete plans at this point, but I would very much like to continue to work with Nintendo going forward.Q: If you do not share the info on your GBA with your party, does this have a bearing on the story?
Kawazu: No, there would be no direct affect on the progress of the game if players choose to share or not to share. Obviously though cooperating will help in progressing smoothly through the game.
Q: How does character growth work in the game and are there different classes of characters?
Kawazu: At the outset of the game players would choose from one of four different groupings or alignments and each would have different abilities and strengths with varying weapons and things like that. As for growth, when you go through the game and obtain items, these essentially will add new abilities and things that players can do.
Q: Give us a sense for the scope of the game.
Kawazu: There will definitely be many stages covering many areas -- desert, plains, volcanoes, towns, things like that. So from a scale sense it definitely has what people will be looking for.
Q: CC seems to be a major departure from past FF games. Would you say the game is best suited as a multiplayer title or can it be enjoyed in single-player mode as an action take on the franchise?
Kawazu: You can play the game in single-player or in multiplayer mode and I think players will enjoy both. I think playing with more players will essentially get you to the core and you'll be able to enjoy it more fully. Definitely there are more action elements. The setting for the world is certainly more fantasy like. It is going to be the type of action game that will appeal to final fantasy fans.
Collect these giant-sized crystals and save the planet.
Q: Could you explain the magic system? Are there summon monsters and how do they work in the game?Kawazu: The magic system is based on stones that you will collect. These will give you different spells. Unfortunately, this time there will be no summons. However, because you have multiple players playing simultaneously, you'll be able to combine the individual attacks for greater magical attacks.
Q: Since this is chiefly a multiplayer game, will it have the same length of story as other Final Fantasy games?
Kawazu: I suppose it's true that this game does not have quite the story and dramatic sequences that a game like FF10 might have. But I think that the idea of a FF as an action game will appeal to a lot of people. Our interface is more user friendly and more accessible than some of the other interfaces in FF games, and I think based on that this will appeal to people turned off by the heavy menu-based systems of past FF games.
Q: How have you liked working on the GCN hardware versus working on PS2? And have Miyamoto or Sakaguchi helped in development?
Kawazu: Each hardware system has its own unique strengths and weaknesses. I don't think here is one easier to develop for. GameCube has some very powerful forms of expressing things and we've taken advantage of those. I wouldn't choose one over the other. Miyamoto has been looking at the game and giving us a lot of advice on it. Mr. Sakaguchi actually hasn't looked at the game yet, so I'm hoping to show it to him and surprise him with it.
Q: Will we see cameos from other Final Fantasy games in Crystal Chronicles? Kawazu: [Laughs] That's a good question. Play through the game and see what you can find.
Q: Do you have plans to bundle the game with a GBA link cable? And can you only play with the GBA? Are you concerned this might have a bearing on sales?
Kawazu: For the multiplayer mode, it's true that you do need the GBA to play, but in single-player you can play through using only a Nintendo GameCube controller. As for packing in the cable, we are still considering that. And as for sales, we are still in development of the game so we'll see how that goes.
Q: Multiple players are required then to use the GBA to play? No way to use the GCN controller?
Kawazu: That is correct.
Q: How long is the game?
Kawazu: If you were to just play straight through, there'd be about 30 hours of gameplay. But if you were to travel around and collect everything, it'd be quite a bit more than that.
Realistische racegame voor cube? R:Racing Evolution
Wordt deze game het antwoord op onze gebeden?
quote:
Though it's made by veterans of the Ridge Racer and MotoGP series, this is an original racing game, featuring a more simulation-oriented approach.Rather than the pure fantasy of earlier Namco racers, it has licensed cars, eight racing disciplines (including rallying, drag racing, GT circuits, and the like) and some real tracks among its selection of 11 courses.
Factsheet van de nieuwe Need for Speed
quote:Sounds good
Need for Speed Underground Fact Sheet:Enter the world of urban street racing and high performance tuner cars with the latest title in the hit Need for Speed series: Need for Speed Underground. Take on today's most popular tuner cars from Mitsubishi Motors, Subaru, Toyota and many more, building the ultimate street machine by earning cash to pay for custom body kits and a host of licensed car performance mods. But just creating a custom street racing machine will not get you to the top; it takes a certain amount of attitude and razor sharp driving skills to compete in the tough world of urban racing.
A number of diverse events set in gritty, nighttime environments make up the heart of street competition. Players become complete street racers by perfecting skills in each event by nailing the perfect shift in drag racing and by putting their street cred on the line, racing through the city streets at all hours of the night.
Prove you belong in the elite street racing circles, work your way up the underground rankings and take on the best of the best in each discipline.
Key Features
Twenty fully customizable, licensed cars are included in the game from Mitsubishi Motors, Subaru, Toyota, and many more.
Several unique racing events will be featured in the game including the following:
Drag Racing: Explode off of the line with three other racers, on the brink of control, as you race for the finish line.
Street Racing: Heat up the cold city streets with some high octane, high speed racing, finding the fastest lines through a variety of open city racecourses.
Hundreds of ways to customize your ride. Pick from major aftermarket parts manufacturers including AEM Inc., Audiobahn®, Bilstein®, Dazz Motorsport, DC Sports, Eibach®, Enkei, GReddy Performance Products Inc., HKS®, Holley®, InjenTM, Jackson Racing, MOMO, Neuspeed®, Nitrous Express Inc., O.Z®, PIAA, Skunk2 Racing, Sparco®, StreetGlow®, and Turbonetics Inc.
Need for Speed Underground's amazing graphics will immerse gamers in the world of after hours street racing. The diverse urban nighttime environments are modeled after a variety of highly detailed real-world urban landscapes. A new sensation of speed has been created in the game by the award winning Need For Speed team and an OSCAR® nominated Hollywood visual effects expert.
Over 100 unique events give racers the opportunity to earn cash, buy more upgrades, and unlock cars and tracks while increasing their street reputation.
A diverse collection of high-octane music keeps the game rolling.
Product Specifications
Publisher: Electronic Arts
Developer: EA Black Box
Ship Date: Early 2004
Category: Arcade Racing
Vage screens van RS III





64 mb Rebel Strike Quicktime movie
Info en screens over "The Italian Job"
quote:
Get in, get out, get even! Eidos Interactive invites you to take the wheel of the high-octane movie experience The Italian Job. The video game The Italian Job is based on the forthcoming Paramount Pictures feature film. The game is being developed by driving-game specialists Climax (Brighton) and will be released on PlayStation 2, Xbox and GameCube in summer 2003.Charlie Croker and his gang are left for dead in Venice after being double-crossed during one of the biggest gold bullion heists in history. Taking on the role of Charlie and his gang members, you must wreak vengeance on the man who betrayed you and reclaim the gold. In order to achieve this you need to create the biggest traffic jam in LA history and make your escape in super-charged new Mini Coopers.
The Italian Job is an arcade driving game with three modes of play - Story Mode, Circuit Racing and Stunt Driving. The Story Mode is based on the film's plot as you attempt to steal $28 million in gold bullion from under the nose of the man who betrayed you. The game features 15 different missions utilising a range of vehicles and gameplay styles. Create havoc on the streets of LA as you drive at break-neck speeds through environments based on locations in the film including the Hollywood Hills, Downtown LA and the city's Metro and storm drain system.
The film The Italian Job, due for release this summer, is a contemporary remake of Paramount's 1969 classic by the same name. Directed by F. Gary Gray (The Negotiator), the film stars Mark Wahlberg, Edward Norton, Charlize Theron, Seth Green, Jason Statham, Mos Def and Donald Sutherland.
Features:
Story Mode based on the film's plot featuring 15 missions with a variety of gameplay styles Circuit Racing for 1 or 2 players (split-screen) around tracks based on locations from the film Test your driving skills to the limit in the Stunt Driving offering you the chance to control a Mini Cooper over various obstacle courses Environments based on locations from the film including the Hollywood Hills, Downtown LA and the city's Metro and storm drain system Tear through the streets of LA in a variety of vehicles ranging from the new Mini Cooper and muscle car to an armoured truck and cable van Cutting edge graphics engine running at a constant 60 fps (frames-per-second) with highly detailed textures and spectacular graphical effects Exhilarating car handling and realistic damage model including body deformation and component removal The story unfolds through the use of cinematic cut-scenes and voice-overs Hidden extras including movie footage, interviews with the film's cast, film stills, concept art etc.
Info en Screens over LoTR:RotK
quote:
The Lord of the Rings: Return of the King is momenteel in ontwikkeling bij Electronic Arts. De film met deze naam komt al in december in de bioscopen, terwijl het spel ook rond deze tijd uit zal komen. Deze feitjes hadden we al eerder gepost, maar zetten we nog even neer voor de volledigheid. The Lord of the Rings: Return of the King op de GameCube feitjes:Het spel zal geheel gebaseerd zijn op de film Return of the King Net als in The Two Towers zal ook Return of the King weer actiegericht zijn. Toch blijven de experience punten gehandhaafd, je kunt je characters dus weer naar hartelust upgraden Gandalf, Aragorn, Legolas, Gimli, Frodo, Sam en tussen de 2 en 4 geheime characters zullen speelbaar zijn in Return of the King. Al deze characters zullen meer van elkaar verschillen dan in The Two Towers De omgevingen zullen in het spel een grotere rol in beslag nemen (interactieve omgevingen) Characters zullen meer (verschillende) wapens met zich mee kunnen dragen De levels zijn twee keer zo groot als de levels in The Two Towers De vijanden hebben een hogere kunstmatige intelligentie dan in het vorige spel
Nog wat Prince of Persia Screens







Nieuwe screens en filmpje van RE 4
Overige Cube waren
De mode's van F-Zero
quote:5 Finding Nemo filmpjes
Story mode - control C. Falcon to complete missions
Practice Mode - max 30 vechicles to compete together
Grand Prix mode - max 30 vechicles to compete together, different movie can be seen with different winnners
Time Attack Mode - Max 5 replay data record
VS mode - 2 players versus (vetrtical or horizontal split screens), 4 plays also available!
Filmpje 1
Filmpje 2
Filmpje 3
Filmpje 4
Filmpje 5
MGS 3 filmpje
Het is nog niet zeker dat ie naar de Cube komt maar toch dan heb je iig deze trailer al gezien ![]()
Dat was het wel weer voor vandaag
(verder lezen gaat)
quote:Ja klopt
Op zondag 11 mei 2003 16:38 schreef Chocobo het volgende:
Hoop dubbel nieuws maar een top post weerWat steek je daar een aandacht in zeg
![]()
E3 is coming soon en dat begin ik ook te merken aangezien er veel meer nieuws was dan ik verwacht had voor een normale zondag ![]()
Ff lichtelijk offtopic vraagje: ik heb Windows 98, weet iemand een url/link voor de download van Windows Media Player 9? Want ik wil helemaal "klaar" zijn voor de E3 en welke DivX codecs moet ik allemaal hebben
?
quote:http://www.microsoft.com/windows/windowsmedia/9series/player.aspx
Op zondag 11 mei 2003 16:43 schreef febster het volgende:[..]
Heel verhaal.........
Codecs doet ie zelf dus have fun
quote:Ja maar
Op zondag 11 mei 2003 16:49 schreef Chocobo het volgende:[..]
http://www.microsoft.com/windows/windowsmedia/9series/player.aspx
Codecs doet ie zelf dus have fun
quote:Dan ?
Op zondag 11 mei 2003 16:50 schreef febster het volgende:[..]
Ja maar
ik heb gewoon Windows 98 en geen SE ofzo
want dat Mario Kart filmpje is dus WMP 9 en dan speelt ie t wel af maar zeg maar 1 frame per minuut
You be fucked
quote:Topspel
Op zondag 11 mei 2003 17:29 schreef ShadoW17 het volgende:
Ik heb vanmiddag ff Eternal Darkness : Sanity's Requim gekocht!!
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