De trailer is nog steeds zo nep als tijdens de E3.quote:Op donderdag 27 juli 2006 23:18 schreef depax het volgende:
komt langzaam weer meer nieuws idd.
Nog meer developers die voor nintendo (DS/Wii) gaan werken
Kan niet wachten
En red steel ziet er veel beter uit.
Ook de trailer is opgepoetst btw die kan je zien op de site.
http://redsteelgame.uk.ubi.com
quote:It appears that the number of words in each sentence is significant. There are 19 in the first sentence and 26 in the second sentence. 2006 is the given key, so as 26 becomes 2006 then 19 becomes 1009. This gives us 10/09/2006 as the release date.
At least, this is my take on it.
Toby
Het is een launch game.. Launchgames zijn vaak gerusht (tenzij ze geport zijn van een vorige generatie (gecancelt voor die console)), en ze verkopen zowiezo goed. Als 1 miljoen mensen in de eerste maand een nieuwe console kopen, en er zijn 8 games om van te kiezen, dan kun je er al vanuit gaan dat je een 100.000+ seller hebt.quote:Op donderdag 27 juli 2006 23:47 schreef depax het volgende:
ik denk niet dat ubi het kan permiteren om dit te laten floppen zou niet goed zijn voor hun ( ubi is echt niet zo kapitaal krachtig als ze willen doen denken ) vooral in de pc zone gaat het niet goed door early pre released warez versies.( overigens geldt dit ook voor de console versies)
Je vergeet dat ubi soft het niet kan permiteren tegenover nintendo ( en fans) om een launch game the laten zuigen dan krijgen ze toch zwaar problemen. ( ook van de fans die laten ubi links liggen bij de volgende games)quote:Op donderdag 27 juli 2006 23:58 schreef BMH het volgende:
[..]
Het is een launch game.. Launchgames zijn vaak gerusht (tenzij ze geport zijn van een vorige generatie (gecancelt voor die console)), en ze verkopen zowiezo goed. Als 1 miljoen mensen in de eerste maand een nieuwe console kopen, en er zijn 8 games om van te kiezen, dan kun je er al vanuit gaan dat je een 100.000+ seller hebt.
The Sum of All Fears is van Ubisoft. puntquote:Op vrijdag 28 juli 2006 00:05 schreef depax het volgende:
[..]
Je vergeet dat ubi soft het niet kan permiteren tegenover nintendo ( en fans) om een launch game the laten zuigen dan krijgen ze toch zwaar problemen. ( ook van de fans die laten ubi links liggen bij de volgende games)
Nah ik zie het wel goed komen ( gezien de veel informatie en die ign blog die ze hebben willen ze ook echt)
Deze pic vind ik toch wel zo funny ga er mijn desktop van maken denk ikquote:Rayman Raving Rabbids
Ubisoft shows what Wii can do. Gorgeous new screenshots complement a wealth of new details about the ambitious new generation action-platformer.
by Matt Casamassina
July 27, 2006 - Nintendo fans still wondering if the company's upcoming Wii console will be kind to action-platformers can likely put their fears to rest. Not only does Super Mario Galaxy look to be one of the hottest entries into the Big N's lucrative franchise yet, but publishing giant Ubisoft is planning what could very well be the most ambitious Rayman game ever conceived - and it's coming to Nintendo's new system. Actually, that's something of an understatement. Rayman Raving Rabbids, which is developed by Michel Ancel and team (the same folks behind not only Rayman 2, but the cult hit Beyond Good & Evil and more recently, King Kong), is being designed first and foremost for Wii, which is the lead platform; the other versions for current and next generation consoles are ports.
Why start with the Wii version and go from there? According to a recent Nintendo Power interview with Ancel, it's because he was so impressed with Nintendo's innovative new controller. He reportedly tested the device out and was simply blown away. Ancel said to the magazine: "We believe in the Wii and building gameplay around the controller." With this in mind, the team set out to revolutionize the Rayman franchise - not simply with flashier graphics, which incidentally Raving Rabbids does sport - but with a control scheme so radically different and enhanced that players would not want to leave Rayman's world. A lofty goal, yes, but Ancel is no game design amateur.
Ubisoft jumped headfirst into Rayman Raving Rabbids immediately after work was completed on King Kong. Ancel amassed a large team and began the process of recreating the Rayman universe for a new generation of gamers. Of course, the core of this new title is an advanced and fundamentally new control configuration, which is made possible by the motion-sensitive functionality of the Wii-mote. But the team needed a new Rayman adversary to which a storyline could cling, and so it banged its collective head and came up with… evil bunnies?
If you're scratching your head, you're probably not alone. One doesn't often conjure images of bunnies when they think of evil nemeses. However, Rayman's foes are no ordinary evil bunnies. The crazed critters have lived their lives underground for years, all the while planning an attack on the world above, and they're deadly in numbers. As Raving Rabbids begins, the war has started and Rayman himself has become a prisoner of the enemy. Luckily for the limbless hero, the bunnies have no idea who he is, or that he is capable of single-handedly mounting a rebellion. Ancel revealed that the setup is inspired by the movie Gladiator, and that eventually Rayman himself will grow in popularity, challenging the leadership of the Rabbids' grotesque emperor. To do this, Rayman will need to take part in more than 70 contests and entertain the bunnies. For instance, the character may need to run races on animals, fight in the arena, dance, or even engage in first-person-style plunger-shooting challenges.
Popularity seems to be a key goal in Raving Rabbids. As the character becomes more recognized by the (admittedly) insane community of bunnies, he is able to unlock items and customize his jail cell. According to Ubisoft, players can deck out the cell and give it a unique style. "Go punk, pop, rock or hip hop and use your funky dance moves to outwit the bunnies," the studio states in an official release about the game.
Ubi has really capitalized on the potential of the Wii-mote. In one challenge, the character must steer a warthog through a race and to do so players turn the controller on their side and simply turn left and right, gesturing forward to pick up speed. This design is very similar to the setup in Excite Truck for Wii, by comparison. Rayman can swing chained cows around. To execute this bizarre move, players simply hold down the B trigger and swing the remote around, increasing momentum; when the B trigger is depressed, the cows take a ride. And in another entirely different mode, the action switches to a first-person view and the Wii-mote becomes a reticule aim, to which Rayman can fire plungers. Hordes of evil bunnies fill his screen, so it won't be difficult to find something to shoot at.
Rayman Raving Rabbids will also boast an offline four-player multiplayer mode in which gamers can take part in various trials, presumably against each other. As for compatibility with Nintendo's WiiConnect24 service, the chances are not likely, mostly because Ubisoft is still waiting for the specifics of the network from Nintendo.
The new screens featured in today's article are representative of the Wii version, which is the farthest along. Although Nintendo's console is not as powerful as Xbox 360 or PlayStation 3, it does have an edge over the current generation, and Ancel believes that Ubisoft will be able to deliver a beautiful experience. "We did a lot of good looking games on this generation of graphics processors," he explained to Nintendo Power. "The Wii hardware is more powerful than those, so that's good enough for us." The team is concentrating less on polygonal benchmarks and putting its artistic foot forward for Raving Rabbids, and the in-game shots really do speak for themselves.
Rayman Raving Rabbids is a Wii launch game and a project that every platformer fan should already have placed at the top of their must-have list. IGN Wii will keep readers updated as the game advances, but in the meantime feel free to click over to our media section for updated screenshots and some new artwork.
quote:Our Sadness Grows
We bring you exclusive new details on the psychological-horror title.
by Micah Seff
July 27, 2006 - Poland-based Nibris recently sent some exclusive information our way regarding their highly-anticipated yet highly-mysterious Wii title, Sadness. Fans holding their breath for any new in-game shots might as well pass out now; Nibris has said that they will not publish any screens without the direct approval of their publisher. Just who exactly that publisher is remains a mystery at this time. The only comment we could get out of Nibris relating to this issue is that the publisher is neither Atlus nor Majesco (two companies heavily rumored to be publishing the game).
Nibris also is not going to provide any closer information on the game's scenario at this time: "Sadness is a novelty on the video games market. Both the story and the presentation of the game is going to be a surprise for a player," claims Adam Artur Antolski, one of the game's scriptwriters, "You must forgive us the fact that we present such scarce information about Sadness, but we hope that once you play it you will understand our circumspection. We do not want to spoil the fun."
One of the game's many Slavic legend-inspired enemies
Nevertheless, despite withholding specific details about the game, Nibris has given us a whole lot to think about regarding their Wii-exclusive horror title. The information presented thus far has given us but a small taste of a title which could fill a wholly unique niche in the Wii's software lineup. The game is not only much more adult-oriented in content than what we have come to expect from titles exclusive to Nintendo consoles, but it is also stylistically distinct from any other video game on the market at the moment. We must remind readers of the key selling point to Sadness's graphical presentation: the game will be shown entirely in black and white. For Sadness, Nibris is trying to create a haunting atmosphere of Victorian-era horror. In order to better increase the photorealism of the in-game environments Nibris opted for this graphical technique. If this pans out, the game could end up being visually distinct from anything else out there.
Due to the scale of the project, Nibris has invited some recognized development teams to join in on the production of the game. Frontline Studios -- a 30-person team with experience developing for Nintendo platforms -- will be responsible for the programming of the game. 3D graphics specialists, Digital Amigos, will be saddled with the creation of the visual side of the game. A demo reel showcasing the recent 3D graphic work of Digital Amigos can be found here. Additionally many outside consultants including psychologists and horror authors were brought in to aid with the development of the title.
Finally, Nibris supplied us with one more telling detail about the game: Sadness will not have any in-game menu system or HUD. Unlike pretty much every other game on the market, Nibris is attempting to amplify the horrific aspects of their game by making the world as realistic and immersive as possible. This also corresponds to the in-game usage of the Wiimote. "We are aiming at completely intuitive behaviour of the player - just as in life. Every choice a player makes is essential - if you experience traumatic events in your life, they are with you all the time. This will be the same in Sadness. We want the player to feel that he is participating in events, not merely playing a game," says Piotr Bielatowicz, game designer. The Wiimote is going to be a key element in elaborating on this gameplay goal: operations using the Wiimote will be completely intuitive. If there is an item in the environment, such as an umbrella, the player need only reach out with the Wiimote and grab that item. The player can then manipulate that item realistically through motioning with the controller. This should provide players with a whole new level of involvement in the actions of the game's characters. As a further effort to heighten the realism of the game, Nibris has said that they will be employing a save system that will be completely invisible to the player.
Despite the fact that the game remains largely as mysterious as ever, we can't help but feel our excitement growing for Sadness. The Wiimote has offered players an ever-expanding means by which we can interact with in-game environments, but thus far the games announced for the system have not exactly taken advantage of this to its fullest potential. Sadness looks to be one of the first Wii games that fully utilizes the Wiimote in order to really make the player feel the game. Every action in the game will be performed completely intuitively and naturally, making the horrific scenario all the more immersive.
No matter how excited for the title we are at this point, we are going to have to try to contain ourselves. Nibris has said that Sadness will not launch sooner than Q4 2007.
Minigamesquote:Op vrijdag 28 juli 2006 09:17 schreef BMH het volgende:
Dus rayman word een soort single player story driven minigame-game... Jammer
quote:Op vrijdag 28 juli 2006 10:36 schreef RaymanNL het volgende:
Waar staat dat het minigames zijn?
Dat is niet een standaard opzet voor een platformerquote:Rayman will need to take part in more than 70 contests and entertain the bunnies. For instance, the character may need to run races on animals, fight in the arena, dance, or even engage in first-person-style plunger-shooting challenges.
mja...quote:Op vrijdag 28 juli 2006 11:10 schreef depax het volgende:
het kan zijn net als die puzzel games dat er daarnaast ook gewoon een goed verhaal zit wat dus uit komt op een soort van platformer.
Ach we zien wel
Tis nog lang laatste launch datum is nu oktober 2007 productieproblemen schijnt....
quote:Op vrijdag 28 juli 2006 11:10 schreef depax het volgende:
het kan zijn net als die puzzel games dat er daarnaast ook gewoon een goed verhaal zit wat dus uit komt op een soort van platformer.
Ach we zien wel
Tis nog lang laatste launch datum is nu oktober 2007 productieproblemen schijnt....
mag ik je 1 advies geven? Interpunctie, leest iets makkelijkerquote:Op vrijdag 28 juli 2006 11:10 schreef depax het volgende:
het kan zijn net als die puzzel games dat er daarnaast ook gewoon een goed verhaal zit wat dus uit komt op een soort van platformer.
Ach we zien wel
Tis nog lang laatste launch datum is nu oktober 2007 productieproblemen schijnt....
Wil je hem uitleggen danquote:Op vrijdag 28 juli 2006 11:19 schreef kepler het volgende:
[..]
mag ik je 1 advies geven? Interpunctie, leest iets makkelijker
ik moest die laatste zin 5 keer lezen voordat ik hem begreep
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