
BlueYoshi
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[COLOR=Teal]I hope this news doesn't come as much a shock to you as it did for me, because I swear, if I was a few decades older I may have had a heart attack from this. No joke! Apparently, two youngsters aged between the ages of 19-20 stole the MGS3 demo that was at E3. Witnesses have reported that the two crooks cracked the Perspex case on one of the pods on the Sony stands in order to gain the disc. They managed to pull off this stunt by [i]leaning[/i] heavily on the actual unit, dispatching the disc from it. From there they took off with the one level demo to one of the most highly anticipated games of our time. I'm just anxious to know how this will effect the actual release and content of the game, as we all know how secretive Mr. Kojima is of his projects, and him knowing his demo is out there doing god knows what isn't really going to bake his cake. Man, that's seriously rough.[/COLOR]
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[COLOR=Teal]I really hate to be the guy who just posts in random quotes from other sites, but IGN seem to have some pretty good news regarding a Limited Edition copy of Halo 2 that?s due in early November. They're even more excited about telling us by the sounds of it...[/COLOR] [QUOTE]While we were beating our collective heads into the E3 pavement last week, Bungie sneakily announced that come November 9, 2004, a special Halo 2 Limited Collector's Edition will be available for those folks who pre-order the game. Is your creditcard still in your pocket, slowpoke? The Limited Collector's Edition comes in a shiny metal box that's more special than anything that comes from the elite kitchens of Oscar Meyer, Hostess or White Castle combined! The package, due on November 9, along with the regular game, also due on November 9, comprises a complete version of Halo 2 on one disc, and on the other disc, you geeky, obsessive types will get: 1) The Making of Halo 2: Behind the Scenes of Bungie Studios; 2) Featurettes on Game Design, Animation, Music and More; 3) Deleted Cinematics and Characters; 4) Art Gallery: From Concept to game; 5) Commentaries from the Development Team; And, according to Bungie, much, much more. Sounds like a deal to us. So yeah, you know you want that, so stop reading this stupid article and buy that sh#t! We played it at E3 and we know, it's worth it (in case there was any doubt in your mind).[/QUOTE] [COLOR=Teal]Even if that?s not all that Bungie have included in this special Limited Edition version, they are already the typical things you?d expect to at least feature in the original. No news on whether it?ll cost more, but if so, I definitely wouldn?t recommend it.[/COLOR]
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[COLOR=Teal]OMG!!!1 your game iz teh suxorzzzz Shinm@rooo!!!11 Obviously though, my l33t game idea will own you all and will send you back home in tears, heh. Anyway, you're... a vegetable. On a beautiful summer's day in an old country farm, the birds sing and the grass is green. You live the simple life, hang out with fellow sprouts, a little bit of sunshine--life is good on Bill's Farm. But, on one dreary day, where rain fell heavily and a storm roared over the area, your dream--the American dream--was crushed, all by one 'tasty' visit by the Black Locusts, a gang of crop snatchin', vegetable chomping locusts, who'll stop at nothing to get what they want. In the centre of panic, you're stepped on by the bigger, more developed sprouts, and sunk into the soft, wet compost, only to pass out in shock. And now, with no recollection of what had happened, or why, you stand tall over the entire farm, only to see your crew savagely wiped out. In all of your rage and fury, you set out on a quest. A quest of revenge... Enter... "The Rebellious Vegetable!" As the intro states, you start as a sprout and meaningfully work your way up the development stages of any ordinary vegetable. The lifestyles you choose however behold different effects on what type of green you turn out to be. For example, if numerous strawberries attack you, then their seeds will latch onto you, causing an infection that will eventually turn you into a super strawberry. Each vegetable form has different abilities, and will affect the overall outcome of the game. Taking the role of a vegetable in a huge world would require knowledge and understanding. That's why The Rebellious Vegetable! will take up a Shenmue style of gameplay; ask around, get in fights, meet a [i]girl[/i] sprout, etc. Enemies would be other fruits and vegetables who hold some unknown grudge against you, and insects that see you as lunch. Collecting items will enhance your overall physical abilities, pesticides will make you invincible to bugs, and 'Buzz' the friendly housefly will snack down on those more annoying fruits. Your ultimate goal is to find the Dark Omen, the leader of the Black locusts gang. After your revenge is cast upon him then you can go back to your normal life as a crop, where you'll get gift wrapped and sold to some vegetarian to be finally eaten. Ah, bliss.[/COLOR]
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[COLOR=Teal]I have to admit, I know quite a lot about the movie world, let alone celebrities, and to tell the truth there isn't really anything aspiring about them at all. I can't imagine myself dedicating my own lifestyle to one particular celebrity, not the way any screaming fan would anyway, to say the least. A lot of people would want to follow in their favourite celebrities footsteps because it?s most likely the profession they?ve chosen to pursue, and so forth people idolise a certain person. That?s the only decent reason I can think of that suits any individual. Socially, it?s very understandable. From a stereotypical view, it?s usually middle-class workers and their families who choose to idolise these people. Take it from a schoolboy?s perspective for example, youngsters are deemed to their society and will want to fit in at any cost. So if the gossip is derived from cars and vehicles, he/she will take a sudden interest in automobiles, just as this is the case in celebrities. From my point of view, I could never admire someone so much that I?d have to go into fanaticism just to prove my point, however, that shouldn?t say that I don?t respect any of these individuals?after all, quite a few of them really are good people. The majority of Bruce Lee fans will undertake Jeet Kun Dao just to be like him, or tone their bodies to the fullest just to feel good about themselves, which, is fairly reasonable. Most definitely though, I wouldn?t want to take keen interest in celebrities just because society says I have to. It truly is a mysterious concept that uncovers many psychological links to the human mentality. I guess you could almost relate it to other arguments like why people take drugs, or why commit suicide.[/COLOR]
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[quote name='James']The cool thing about GE is that many of the levels allowed for a combination of these two play strategies. The levels were very open to the concept of having a direct firefight, but most of them also had hiding places and some strategic points of interest (particularly when laying Proximity Mines and stuff).[/quote] [COLOR=Teal]True. Many of us are forgetting how flexible the original was; it pursued both tactics and all out firefights. Remember the Archive? Or the Statue? Obviously, you had to think about your sense of direction, what weapon to use, and where to hide, most games performed that factor adequately, but Goldeneye took it to another level. Knowing your enemy is essential, as is knowing how capable they are; like what weapons they have etc, and depending on you or the opponent, the level you?re in may be an advantage, or could prove at a disadvantage. Quite frankly, without all the gadgets that make Goldeneye what it is today, it would just be another FPS title reflecting its abilities off other well known and highly regarded FPSs.[/COLOR] [quote name='SciroDarkblade']Anyway, I'm really wondering about what IGN editor wrote that article on G:RE. Because really, "the combination of duel weapons wielding, grenade throwing, and multiple deathtraps creates a realm in which players can return again and again to a level and never experience it the same way twice"??? What is this? "The combination of dual weapons wielding, grenade throwing, and multiple deathtraps creates a realm in which players" compare the game to Halo 2 and find that some developers are just plain better than others. If I were EA I'd be a bit careful about where they're going. I don't want a little bit of everything. I want a streamlined but polished direction for the gameplay.[/quote] [COLOR=Teal]I think you've got it a little misunderstood, heh... Goldeneye very much focused on both parts of the game, single and multi. G:RA, according to the article, wants to top-up on the multiplayer aspect. EA are actually doing everything they didn't in their previous Bond games, if anything you should be happy about this. I mean, EA are attempting a solid approach, it may not live up to the original but you have to give credit where it's due. They aren?t the best developers around after all. For one, I have high hopes in G:RA, both single and multi player sound great. Overall, it'll be interesting to see how all these new additions work out, for better or worse.[/COLOR]
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[COLOR=Teal]I always preferred the Breath of Fire series as opposed to Fire Emblem, well, the first two anyway... Even though the two games rival each other in similar ways, I think BofF has a tad bit more to offer. While Fire Emblem isn't your everyday RPG, it models a good sense of strategic and tactical influence, plus life span. On the other hand, BofF shows off how cunning a typical RPG can be, and emphasises on teamwork amongst your characters more than anything else, as each part member pursues a different ability or purpose on the world map. It reminds you of the need to have a fully-fledged squad. Regardless, it's still a good game, no major flaws... 'cept the dialogue.[/COLOR] :D
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[COLOR=Teal]I hope EA know what they're doing here; the ability to wield a weapon in each arm seems a bit rash in terms of compatibility. It will probably suit multiplayer better, I suppose. EA are really aspiring in the FPS world though, their flexibility could possibly bring G: RA up the ranks for multiplayer, not shoving a side solo of course. But from how it sounds, it's now become evident that EA are actually trying to produce a stunning game, as well as moving away from quantities like massive storylines, and crisp graphics all together. They don?t really count when it comes to ones judgement. Interestingly enough, controlling each weapon individually seems to be a more routeful control mechanism, which, in a sense could possibly add more depth or complexity if used right. It's good to see that, though I really hope they adapt a similar control system to go with that... it makes you think whether the PS2 is running out of buttons, heh.[/COLOR]
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[COLOR=Teal]I only had the chance to play the game for a short while really, but so far I?m under the impression that it's just another typical 'Wild West' implementation? Rockstar have adapted the western physique quite well though, they haven't made any short cuts in its development seeing as you [I]are[/I] in the third person mode, giving them the chance to show off more of the surroundings as well as Red himself. It's hard to bring realistic visuals of the Wild West to game play along with the reference of many other Cowboy related films; after all, it was a ruthless era and was hard for many of the inhabitants, so the whole idea of sheriffs and bandits support that fact. Given this, I think Red's character fits in well enough as it generally shows a lone wolf attitude, he takes place in quick draws, rides horses, has a heavy arsenal--but, it's all been done before (think Clint Eastwood, lol). I?d definitely find it more interesting to see the opposite of that, and how it would respond to the type of situations Red would face in his world. Not too much on game play to add on I'm afraid, seems basic and quite unpolished in some parts. Despite the story line and whatnot, RDR is still just a shoot 'em up, I'd prefer the likes of Hitman to it any day of the week.[/COLOR]
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Bullies and psycological problems-some kind of link?
BlueYoshi replied to RPGchick's topic in General Discussion
[COLOR=Teal]Many bullies see their targets from a stereotypical point of view, they won't really consider anything else, that's why they tend to go for those who are smaller and more feeble than themselves as it seems to get stuck in their head that they won't retaliate. To them it's an opportunity to show off how robust and 'manly' they are, yeah right. Ultimately, to avoid being bullied, just be yourself, nothing far from it. You can't go wrong there. Traditionally, the victims overcome their bullies as their rage and fury grows. Heh, not true, unless you?re living in a fantasy world that is. A time comes when the line must be drawn, and [i]physically[/i] harming one another represents that line. Obviously, a bullies mind differs from another?s, some may react to your actions more severely than others, and how ever far they may push it, retaliating in their way is [i]not[/i] the answer. Predominantly, counselling is the best path to take whoever it may be with. Bottling up your worries isn't going to help solve anything at all.[/COLOR] -
[COLOR=Teal]Not necessarily. True, DMC did allow you to make use of the surroundings, like jumping up to high ledges, and bouncing off walls, however, it didn't suit the control system as ?challenging?. It was more or less easy to say the least. Bosses did require a bit of brain and creativity if you wanted to get pass them, but they weren't anything you'd lose sleep over, especially with the options Dante has at your disposal, the devil transformations in particular--talk about being broke, lol. All in all, can you honestly say that even if Capcom are sticking with the original team that DMC3 will rise upon the whole series? You have to remember that many aspects of it have changed since the first instalment, and may not be to your liking regardless of the development team.[/COLOR]
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[COLOR=Teal]I think a few of you are beginning to misunderstand my whole point on franchising games. For that I apologise. Quite simply, my argument is that I want something new, in the form of a franchise or not. I want to feel that Nintendo (and Sony for that matter) are making that extra bit of effort to satisfy consumer demands. Still don't get it? Take Mario for example. At first it was merely a 2D platformer with the utmost basic controls and life span, however, Nintendo took it further by releasing Mario 64, where we saw a 3D Mario for the first time showing off new moves and atmospheres--though it held onto its original plot, to rescue peach. But then, Nintendo introduced Mario to the GCN, along with new game play and enhanced graphics, plus a story that entailed Mario as an innocent person convicted of graffiti crimes, thus enter FLUDD, a high-powered water-dispensing machine. This allowed for FLUDD to fit in perfectly with the story's background, it all made sense, even though the plot still revolved around rescuing Peach. Mario Sunshine took the series to the fullest, I think. It made full use of the Yoshi's (who weren't playable in 3D form before), and even had time to introduce a new character to the franchise--Baby Bowser. I'm sure the same can be said for Metroid Prime, too. Switching perspective modes was a huge step for Nintendo, and it also came as a bigger surprise for gamers. That's the feeling I want.[/COLOR]
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[COLOR=Teal]Devil May Cry was never meant to be a challenging game. I always saw it as a simple hack and slash that didn't really appeal to the action genre in general; unlimited ammo, basic controls--you'd be better off playing Super Contra for the SNES, lol. I can't imagine how the Style System would adapt to DMC though, Dante's current arsenal seem enough to do the job, no fancy stuff needed, heh, unless Capcom are trying to add some complexity to the game. In any case, as the previous games suggest, a complete analysis can only be made with some rock-bottom tangible evidence. Oh and, yes, the original DMC team will return to work on DMC3. Apparently the DMC2 team are working on RE: Outbreak o_O. Lucky us.[/COLOR]
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[quote name='James][color=#707875']I don't think that the DS and PSP are really comparable, as I've mentioned before. Moreover, I wouldn't say that the DS is actually a response to the PSP. The DS is more a response to the stagnation of the industry than anything else (not to mention that there are some great flow-on effects from having strong developer support on the DS).[/color][/quote] [COLOR=Teal]Pretty much so. They both characterise different and high-tech specs that the SP currently wouldn't be able to live up to, and [i]if[/i] the SP is Nintendo's battle plan for the PSP then they seriously have another thing coming, as the only barrier between the two systems are the prices. Don?t get me wrong, I?m not saying that it is, that?s just the way I see it. I don't believe that the DS is just an addition to the company to merely boost morale; they have many other products that can accomplish that, in and out of development. The NES style SP, for example. The DS may have been developed for the benefit of Nintendo's own purposes, which may contribute to sales, but when it comes to the crunch, they'll have to bite the bullet and step down to the PSP, because Sony is home to one of the most highly acclaimed consoles of this generation. Overall, Nintendo will definitely need a higher degree of competitiveness, even if it's not a "response" to the PSP.[/COLOR] [QUOTE=James][color=#707875]Firstly, finalized games weren't being shown at E3. As Miyamoto himself said, the demos were all deliberately kept very short. More importantly still, you've mentioned MP: Hunters (and there [i]are [/i]plenty of franchise titles on the machine), but the vast majority of game demos at E3 were totally original pieces (like the Submarine demo). I don't know how many of these will be turned into games, but the same can probably be said for the franchise demos also. The second key thing to remember is that while MP: Hunters might be a "franchise title", the core gameplay is still fundamentally changed as a result of the hardware that it is running on, whereas MGS Acid is a slightly different situation. The PSP essentially just replicates the PS2's control system, whereas the DS attempts to provide something pretty new and unseen. This is why all of the demos at the show actually relied on both screens, as well as touch-screen compatibility.[/color][/QUOTE] [COLOR=Teal]What's seen in the E3 demos is an idea of what Nintendo has planned in terms of software for the DS. True, we can't tell what will be fully developed and what won't, but teasers are enough to demonstrate what's in store for us. I can see your point under this aspect, the DS certainly does provide a new load that hasn?t been seen on a handheld before, however, it won?t necessarily justify the fact that few of these games have already been done, or if they?re going to be poor for that matter. In any case, I do agree with your statement that shows the relative difference between both systems, the PSP seemingly is a replica. MP: Hunters is a typical alien shoot ?em up. It?s been done before and a second instalment is soon to be released. Primarily though, I know it?s a good game and I wouldn?t hesitate to buy it, because it motivates long life span, game play, and decent graphics. Heck, I?d even say it?s up there with Halo. The fact that I know it sustains enhanced controls and game play makes me want it even more. In the light of that argument though, consistently producing games as such would get repetitive and wouldn?t prosper in my books. I don?t want to blow off any of the games even before their release, but I?d just like some form of piece of mind.[/COLOR]
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Bullies and psycological problems-some kind of link?
BlueYoshi replied to RPGchick's topic in General Discussion
[COLOR=Teal]I wouldn't say it relates to bullying completely, it affects different people in different ways. Take me for example, my parents are in the process of getting a divorce and while I do sympathise with that, I don't resort to other means to try and hide that fact. It entirely depends on the person. The best step in coping with all this is to simply ignore it. Obviously, it's a lengthy process and can be mean along the way, but you have to remember, they [I]want[/I] you to fight back--it gives them the satisfaction. Telling wouldn't be very appropriate either I think, you may get that certain individual or group straightened out, but you may attract other crowds your way as a result of it. Teachers are only people after all, so there's always the possibility that they'll eventually get fed up of complaints and just induce milder punishments out of boredom and laziness. In the end, it's everyone's ball game, we all share dilemmas but in our own ways. Just keep your head up high and stick to it.[/COLOR] -
[COLOR=Teal]Seems interesting so far judging by its specifics. It's not as hyped as I would have imagined it to be though, heh. The way Nintendo are going with the DS they'll soon may able to hold considerable prosperity in the handheld market, along with Sony's release of the highly anticipated PSP, which both seem to be on the same level. Some of the major prospects of the DS come from the SP though, you know, keep the good throw away the bad, but there are many other characteristics that make the SP completely inferior to it. Twin screens with much more display capacity support this, for example. Optimistically, I'm sure whatever Sony has to offer, Nintendo will blindly counter. I'd like to think that both ways though, not to produce a one-sided argument. To say the least, neither handheld system shine in the light of originality. They're both simply franchising existing titles (MP: Hunters, MGS Acid) from other consoles, which I don't find considerably reputable. Because, let's face it, every prequel and sequel released has the ability to introduce new types of game play, some do respectively, however, the concept and premise will always remain. Interesting line up overall, very different to what the GBA had planned at first--but maybe that's just because MP: Hunters is there, lol.[/COLOR] :p
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[quote name='James][color=#707875']Good math skills are a fantastic tool, sure. But if worst comes to worst, use a calculator. Unfortunately if you're really bad with English...there isn't much in the way of a quick fix. And being awful at English can be a pretty big detriment to your career.[/color][/quote] [COLOR=Teal]Not entirely true... Maths is an intimidating subject; some areas of it are quite easy, and others are extremely uptight. Me, I'm a maths person, but that doesn't mean I'm poor at English either. I could study and study and study up to a degree that my maths and English are completely flawless, it definitely has nothing to do with 'luck'. Ultimately, your mother tongue is the absolute first step towards your education. I think most people are put off maths because of the impression given at first sight, seeing all those numbers is kind of scary in a way. But, that doesn't suggest that you're born with it. Everything requires hard work and practice, without it you won't succeed, period. Harsh fact of life my friends. There are situations where math is more important than English, too. I doubt you'll get far in Physics or Computer Science without it. Arguably, it's a fifty-fifty discussion, purely and simply based on your profession or course.[/COLOR]
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What tricks do you use to fake being sick?
BlueYoshi replied to 50 cent's topic in General Discussion
[COLOR=Teal]Amateurs. What on earth will we do with you? Please, allow me. My favourite, or best trick, is to drink [B]a lot[/B] of water before going to bed, so when nature calls I'll wake up naturally in the middle of the night, and tell my mum any old bull (make it good). The trick is to say you're losing sleep over it, but, remember, you have to mention it [I]before[/I] you go to sleep, [I]before[/I]. It'll seem more realistic that way. ;) Believe me, it's never failed. But, that was for my years at high school, nowadays I just slip into town from college until the time I'm expected home. Easy as pie.[/COLOR] -
[COLOR=Teal]Bungie have worked seriously hard to bring us yet another revolutionary FPS title, although this one will be focusing mostly on realism, heh, second to multi player mode. If anything, I'd have to complain about the environments, they're pretty much the same--vague and similar to Halo. But I guess the fact that there's more depth in realism pretty much compensates for it, quite well, too. Oh well. I'm still under the impression that Bungie's main intention is the multi player mode. Seems reasonable though, seeing as competition [I]is[/I] soaring in that aspect of FPS games, especially as E3 has just passed. Still, it would be a shame to see the rest of the game fall apart due to the pressures of other worthy titles. Anyway, here's the lo-down on multi player:[/COLOR] [QUOTE]Behind closed doors, Microsoft is featuring one playable multiplayer map from its upcoming Halo 2. That's all the company has to show for the game at this year's E3, but you know what? It's more than enough. The proof is in the pudding with this E3 demo, which plays great, if familiarly, and demonstrates some of the important, but subtle, new gameplay features in the feverishly anticipated game. Let's review the new features since the original Halo. First and foremost, Halo 2 will support multiplayer gameplay over Xbox Live, pitting players against each other in team-based and presumably free-for-all matches. The team-based matches will feature teams of Spartans (like the Master Chief) and teams of Covenant Elites. The two sides, though they look decidedly different, play pretty much the same in practice. They start off with different weapons--for instance, Spartans start off with frag grenades and assault rifles whereas Elites get the sticky plasma grenades and plasma rifles. But everyone can use everyone else's weapons and vehicles. Most of the weapons and vehicles we got to see and use were from the original Halo, and included Earth's shotgun, sniper rifle, and rocket launcher, along with the Covenant's plasma rifle, needler, and plasma blade (which wasn't usable in the first game, but serves as a deadly melee weapon this time around). A single new weapon, a combat rifle, could be used for medium-range sniping when zoomed in, or for effective three-round bursts when not using the scope. As in Halo, all weapons--not just the plasma blade--can be used for powerful melee attacks. We especially liked the attack animation with the standard assault rifle, which Spartans used to deliver a walloping uppercut. There are some additional, new weapon properties this time around, especially in how the rocket launcher can lock onto enemy vehicles and easily take them out. Vehicle damage is one of the big new changes in Halo 2. Most of the original game's vehicles were invulnerable, making them rather overpowered in the multiplayer. This time, though, there's realistic, location-based damage. You can pop the tires on the jeeplike Warhogs. You can take out the wings on the hovering Covenant Ghosts. Vehicles can blow up altogether, killing the pilot and any crew, and then--in a very cool touch--the smoldering husk of the vehicle's remains blows up one more time for good measure. Better stay the heck away. It's possible to carjack opponents by sneaking up behind their vehicles. This won't be easy in practice--we never managed to pull it off--but as vehicles slow down around certain choke points, we expect it'll be more than possible to relieve them of their drivers in a multiplayer environment. Given all of that, coming off of Halo's multiplayer, we got the distinct impression that the Halo 2 vehicles were big, honking death traps. We found ourselves preferring to conduct our business on foot rather than risk getting painted by a rocket-launcher-wielding adversary. It's very possible we just haven't gotten used to the new feel of the game, but it's also possible that more gameplay tuning will help ensure that vehicles remain as deadly as they ought to be. Incidentally, the vehicles will have a few new tweaks, specifically, the Ghosts can now execute a high-speed boost. One of the reasons we were eager to fight on foot is due to the new ability to dual-wield weapons. By forgoing the ability to toss grenades--a considerable sacrifice, since Halo's grenades are extremely useful--it's possible to brandish a second weapon and dump both guns' worth of ammo at your target using both the left and right triggers. Reloading is slower when dual-wielding, so this all-offense approach does have some distinct disadvantages. Additionally, as you'd expect, it's not possible to dual-wield everything. Bigger weapons like the rocket launcher and sniper rifle can only be used on their own. The single map we got to play on seemed extremely well designed for a 10-player matchup. Titled Zanzibar, this map is set in an African outpost and requires an offense team to storm the beach and raid the base (with a Warthog and two Ghosts to help them do it) while the defense team must protect its single flag at all costs. The offense team scores by returning the defense team's flag to their starting point, and the defense team scores by repelling the attack for a period of time--in this case, three minutes. Teams switch sides in between rounds, creating a balanced and diverse gameplay experience. The gameplay already has a rock-solid feel to it, and we got a taste of Halo 2's new audio effects, so we can tell you already that it's going to feature the same sorts of hard-hitting effects and stirring musical score as its predecessor. We were easily able to pick up and play the new game due to our experience with the original, but the relatively large Zanzibar map coupled with the new gameplay features and 10-player networked match, made Halo 2 feel decidedly like a sequel--like a very exciting sequel. The developers at Bungie admit that the success of the original Halo's multiplayer was in some ways unexpected. But this time, the company--which has tremendous experience making multiplayer games, by the way--is obviously going all out to make Halo 2's multiplayer exceptionally good. From what we've played, we believe that's a very distinct possibility. We can't wait to play more.[/QUOTE]
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[COLOR=Teal]I have to admit, I'm impressed that Nintendo are still going ahead with the Star Fox plan after the miserable failure of Star Fox Adventures. It just comes to show that they're listening to what we want, rather than listening to themselves now. Despite the game bearing an uncanny resemblance to Star Fox 64, there are a few new things, such as the Landmaster being able to latch onto walls, and a new female character: Krystal. I'd say it's about time a new character was introduced, the past three adventures were getting pretty repetitive, maybe it'll help. Overall, my hopes are high, but I can't help worrying about the third person mode. Namco have been there before, and I think its something both them and Nintendo would like to forget. I can only hope they can save themselves from it this time round, even if it's just a small 'spin-off'. Not much has been said regarding story yet, just mainly game play and what-knot, but so far it seems promising.[/COLOR]
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[COLOR=Teal]Actually, I'll only be interested in TS:FP if it does go online. Story mode never really made its appeal to me despite there being a co-op mode. I'd preferably go for this game on the GCN, just like Semjaza said, the controls work wonders with the pad's design, but honestly, if versus mode is as far as it goes then I guess I'm out. As TS is a game that mainly emphasises on multi player rather than story mode, it would be interesting to see how the premise of Future Perfect works in accordance to it. I never did get the feel that I had travelled through time in the previous games, mainly because the story lacked and the main characters were always changing. This could be something that Free Radical improves on. On a side note, the monkey was cheap as hell. Ownage.[/COLOR] :P
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[COLOR=Teal]Sounds interesting. What really gets me about the GTA series are the plots involved. While basic and predictable at first, they tend to have a habit of completely twisting, leaving you puzzled and in mystery. It seems that the role-play element has been topped up even further, too. I wouldn't go as far as to compare it to The Sims, but I can easily tell that SA will gain most attention from actually building up CJ's stats and promoting relationships with gangs rather than the actual story, heh. Admittedly, it's hard to get bored of GTA, something new comes along every time. As for minors playing the game, it's not as if actions haven't been taken to prevent this; the game was banned in Australia after all. But I believe it's another case of judging a book by its cover, with the violence at first glance and all, but the game genuinely is fun.[/COLOR]
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[COLOR=Teal]Not much has been said about this game, but I gather that it's aimed towards a younger audience judging by its overall look (which I think is very much lacking detail). However, I can't see how this justifies the 'shared life-bar'. It doesn't appeal to me how the little kiddies who'd be interested would have the mind to make snap decisions, such as conserve energy or team tactics... seems iffy. I hope Konami do understand that they'd actually have to make it work, which means decent camera angles, be able to toggle friendly fire, and of course: glitch-free. But I can see where they're coming from; there aren't really many beat 'em ups around for the new generation consoles, especially not four-player ones. Konami are hoping to generically make something new within the genre--not a bad try, but I don't think it will work out as planned, particularly amongst more mature gamers. Another thing that caught my eye: [IMG]http://media.ign.com/thumb/828/828803/e3-2004-teenage-mutant-ninja-turtles-2-200405110437052_thumb.jpg[/IMG] The TMNT series never was intended to be serious, poor fight-scenes and cheesy one liners helped achieve this, heh, though adding a comical factor to the game is a good move, hence the "BOOM!!". Those parents wanting to buy this game for their children will be able to rest assured that what their children will be playing is a sweet and friendly game, and won't live up to the content of GTA. The harsh truth then comes to question: If kids didn't play this game, then who would? I know I wouldn't.[/COLOR]
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[COLOR=Teal]A prequel to the first instalment of the series, DMC3 looks as if it has much to offer. Rather than just upgrading on visual content, Capcom are promising huge new game play additions, including the 'Style System', which allows you to change between different classes such as Gunslinger or Swordmaster plus many more. One is able to build up each of these job classes and learn abilities through gaining experience points in a very much similar way of that in FFX2 or FF Tactics.[/COLOR] [QUOTE]We all know Devil May Cry 3 is coming. Seeing as how contently knowing is about as useful as trying to kill demons with a sword shorter than 10 feet, we pestered Capcom until we were presented with an official word: "Capcom will formally announce the game at E3." Whoops. Fortunately, we're persistent and about as informal as Ed at a donut and snowboarding convention, so we headed over to our Brisbane buds at PSM to check out the latest June issue of PlayStation 2 Magazine, which also informally heralds the coming of Devil May Cry 3 by putting it on the freaking cover. Official that! What did PSM teach us? The younger Dante is, the meaner and sexier he is. That's right, we said sexy. Subscribers of PlayStation Magazine are already fingering through the seven pages of Devil May Cry, complete with more new screenshots than you thought possible, but since the rest of the gaming world will have to wait until later this week to pick their copies up at newsstands, we figured we'd offer you a quick glimpse of the game. Expect... Setting: Prequel Premise: Not a damn thing to do with Devil May Cry or DMC 2, except for a younger Dante, who's apparently "full of piss and vinegar." Fiction: Over an hour of cinema -- almost no CG. The Suave: Versus, Twin Snakes director Ryuhei Kitamura sets up the cutscenes. Gameplay: Style system allows players to pick a style (hand-to-hand, gunslinger, swordfighter, acrobat, etcetera) and then pour points into that style to develop Dante in specific ways. Pacing: As long as the first game and as puzzle focused. Pugilist Love: Hand-to-hand fighting and expanded combos will proportedly "blow DMC1 away." Fluidity: Better animations and better animation transitions. Chaos: More destructible environments. Bosses: Pattern dependent baddies can no longer be mindlessly chopped to death. Crazy Giant Weapons: The old twelve foot, curvy electro-sword will definitely make an appearance. Release: Fall 2004[/QUOTE] [COLOR=Teal]That pretty much sums up what DMC3 has to offer as of now. It seems Capcom have drastically thought it over in terms of developing the game play, I'll be looking forward to see how that turns out. Can't really say much more. Below are some screens I've attached, It's still a bit early so they're poor quality, but I have to say--Dante's looking his coolest yet, lol.[/COLOR] [IMG]http://ps2media.ign.com/ps2/image/article/513/513983/devil-may-cry-3-20040512094313296.jpg[/IMG] [IMG]http://ps2media.ign.com/ps2/image/article/513/513983/devil-may-cry-3-20040512094300937.jpg[/IMG] [IMG]http://ps2media.ign.com/ps2/image/article/513/513983/devil-may-cry-3-20040512094259812.jpg[/IMG] [IMG]http://ps2media.ign.com/ps2/image/article/513/513983/devil-may-cry-3-20040512094258828.jpg[/IMG] [IMG]http://ps2media.ign.com/ps2/image/article/513/513983/devil-may-cry-3-20040512094255843.jpg[/IMG] [IMG]http://ps2media.ign.com/ps2/image/article/513/513983/devil-may-cry-3-20040512094254828.jpg[/IMG] [IMG]http://ps2media.ign.com/ps2/image/article/513/513983/devil-may-cry-3-20040512094253874.jpg[/IMG]
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[QUOTE=Charles]I just hope that they [b]finally [/b]complete Zelda's cinematic presentation by adding voice acting. I know a lot of you don't mind, but I think it's a touch of flair the series is lacking. I know it can be done right at this point. Iit hasn't been incorporated into the games at this point aside from various grunts and screams, thus there's sort of a void in the presentation. When I played Wind Waker even, I knew that something was missing. The Zeldas are epic, they're scored wonderfully--let's just hear the voices to match. I think it's needed now, or this will just seem like more of the same.[/QUOTE] [COLOR=Teal]Personally I think voice acting isn't necessary, as I mentioned in my earlier post: simplicity is the key to the story of Zelda's success. Extra attractions as such may be for the better or for the worst, but wouldn't generally appeal to me in either way. Nintendo are good at taking risks though, and the WW would prove that, so maybe applying an extra voice or two could work out as a test run overall--just as cel-shaded graphics worked out. It would be a very misleading concept too, I mean if Link was given a voice too boyish or too smug, then I'd definitely see him differently, wouldn't you? But since the success of WW, many other games have decided to take the same visual approach, and might I add not one of them has been able to run effectively on its engine as WW did, but at the same time voice acting isn't the most original of all ideas and given that, I think most of you would be lead to believe it wouldn't work with the Zelda games.[/COLOR] [QUOTE]Well, sure. These are just initial impressions and the train of thought I'm riding with right now. Judging from the trailer alone, the game looks to play identically to the others in most ways. That's not wholly negative per se. I'm very fond of how Zelda games make the most out of Link's repertoire of abilities and collection of items. They're not cool but superfluous gimmicks that the dungeons passively make use of. You're usually required to be familiar with everything in your arsenal and forced to solve puzzles using everything at your disposal creative ways.[/QUOTE] [COLOR=Teal]Precisely my point. Zelda games tend to revolve around a mixture of many elements alike, game play, story, puzzles--all short but sweet. Nintendo were able to allow Link's arsenal to adapt to each dungeon since the very beginning, you can never use something too much or too little. In the end it's up to you to decide. The monsters, while they look great, are also a bit too distort. I doubt anyone really noticed how you would come across one neither too easy nor too hard, there never was a catch to defeating an enemy. Just plain and simple.[/COLOR]
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[COLOR=Teal]Nice. Very nice indeed. Yet again Nintendo have changed the entire concept of the next addition to the series, though maybe the return of the medievilish look could be what most gamers are searching for, particularly amongst new comers. I could almost admire Nintendo for it, but I'd only go as far as to call them brave none the less. I think many of you are forgetting that what helps Zelda sustains its glory along the action-adventure genre is the simplicity of it, and I doubt that adding new moves or spot-on graphics will help promote it entirely. Think of it in terms of speech, Link hasn't much to say, I'm sure a cast of poor voice actors would inspire a different image upon Link altogether for the most of us. Regarding Sen's comment, I can only agree. Each and every dungeon holds an elemental spotlight to it, but you have to see it from a realistic point of view. Random caves as such in Golden Sun or the FF series are pretty substantial but admittedly are as boring as hell, having seeing them too often and all. The elements add some source of suspense and expectation to the dungeon - so you'd know what kind of boss you'll be up against at the end, but that's just me. Looks great overall though, I'll be looking forward to reading further previews and announcements from Nintendo. This could be a biggie.[/COLOR]