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FAVORITE VIDEOGAME.
#208
Posted 09 May 2006 - 3:49 AM
Official : Sony ripped off ONCE AGAIN Nintendo. The dirty bastards ! The added a movement captor to their crappy controller. They call that innovation ? They should be ashamed ! They never did any single innovation in the story of video games.
I won't ever buy Sony material anymore. EVER !
I won't ever buy Sony material anymore. EVER !
#211 toomuchstash
Posted 10 May 2006 - 6:34 PM
May need an Xbox360
[quote]
E3 2006: Splinter Cell Double Agent
First impressions of Double Agent in action.
May 9, 2006 - (This preview is based on the Xbox 360 demo.) While Tom Clancy's Splinter Cell helped define the powerful visual medium of Xbox with its fantastic shadows, impressive lighting, and technical prowess, Splinter Cell Double Agent is posed to bring in the next generation in a different way -- with simple, profound choices.
Answer this quickly: Do you kill you an innocent friend to save thousands, or save him and blow your cover? In the world of videogames, losing a life is commonplace. Life is measured in health kits and power-ups. Life means nothing. But what if it meant something? What if it mattered? What if a game placed you in such a dire, serious and emotional moment in which you felt something real? It's hard to do, and most game developers haven't been able to compel gamers to feel anything more than simple reactionary feelings of excitement, fear, shock, rage, and anger. In this next generation of games, however, you're going to see, hear, and feel videogames like you never have before.
Using what Ubisoft calls "directed moments" the Splinter Cell Double Agent team implements in-game scenarios that require you to make a decision -- decisions that affect gameplay, that branch the storyline, and that have wide-ranging affects on your game. The first such scenario IGN witnessed at Ubisoft's pre-E3 event sees Sam Fisher in a different light. With a stubbly shaved head, an angry look of grim determination on his face, Fisher has entered a new stage in his life. In development with the Ubisoft Shanghai Studio, which has for all intents and purposes kept the game's basic mechanics, Double Agent finds Sam in a real story, suffering from depression. While on mission, Fisher's daughter dies. Devastated and depressed, his boss asks him take time off. When he returns to work, Fisher signs up as an "NOC," non-official cover operative, a secret infiltrator who, if discovered, is no longer acknowledged by the government. In other words, officially dead.
After getting into jail to gain the confidence of an insider in the JBA (John Brown's Army), and stealthily making his way through a civil war-torn Kinshasa, Zaire, Fisher has to make a choice. In a dingy room populated with four men, two guards and the JBA boss, you are given a gun and told to shoot a man. You know the man is innocent, but to prove your loyalty to the leader you have to do it. Do you? If you kill him, millions of innocent civilians live. If you don't, your identity be me challenged and your mission ruined. How do you proceed? Double Agent places the gamer into numerous situations throughout the title, giving them hard choices to make, putting them in hopefully emotional moments, and trying to draw the player deeper into the game by making things personal.
Of all the pre-E3 games we saw two weeks prior to the conference, Splinter Cell Double Agent was easily one of the most impressive games we saw. First of all, it was playable. We saw several different levels, and the game looks to deliver so many different ways to enjoy stealth and action. Graphically, it's a top notch, fully next-generation equipped adventure.
"We started thinking about this game two and half years ago, and our idea was to change the way you played the game from the ground up: We wanted to change the level design, story, gameplay, everything," said Julian Gerighty, co-producer at the Ubisoft Shanghai Studio.
On his way to the aforementioned scenario, we watched as Fisher sneaks through multiple pathways from one end of a city to the other. Soldiers shoot each other, snipers pick off soldiers from building tops. A handful of civilians sprint across a dusty street corner as a runaway bus loses control, topples on its side and explodes, rolling down the street in a fiery ball and crushing them in the process. The scene was scripted, but the first time I saw it, my eyes widened and I was stricken by the scene. Fisher will use telephone lines as zip lines, he'll snipe landmines to kill off enemy guards, and use melee attacks in a totally different way than before. Furthermore, the game is taking on the next generation by removing the HUD and the long, previously worthless text blocks; we also witnessed a temporary health/ammo bar. Depending on which part of the game you're in, you'll either be entirely weapons free -- using nothing but your wits and resources -- or full weaponry and gadgetry, replete with guns, daggers, satellite feed intel, your favorite night-vision tri-goggles, and more.
We saw more. One of the levels shows Fisher in dressed in full regalia standing in the door of a helicopter flying above the arctic. The camera zooms in to show the fierce wind causing ripple events against Fisher's clothes as he looks out the helicopter door. He jumps from the copter and the cutscene ends. You then control Sam as he streaks toward Earth. The default position is Sam with arms outstretched and legs apart, face down. He can summersault, spin, and twist, and all of this in real-time, with the wind blasting across his body and the Earth quickly zooming into sight. When you finally decide to pull the chute cord, something happens. It sticks. There is no HUD. There is no help bar. You're free-falling down to Earth, to your potential death, and the chute is busted. You're able to reach around and in a mini-game of quickness and skill you're potentially able to pull an extra chute. If not, you fall to your death.
If and when you land, Sam hits an icy, arctic surface. Reminiscent of the second Star Wars film, The Empire Strikes Back, the wind is ferocious, snow of all sizes and shapes whips across Sam's covered face, strapped with the night vision tri-goggles. You're in a full snow blizzard where everything around you appears in some variation of white. Sam removes the parachute, sneaks past military guards at a remote outpost, and dives into the freezing cold water. While underwater, the view is amazing. He moves fluidly, with streams of bubbles streaming past his body. And Sam is able to employ stealth in an all-new fashion. While under the frozen surface, Sam swims to open holes. From beneath the hard icy surface, certain parts of the ice are thinner or thicker than others. The thinner sections show light piercing through, illuminated with specks, streaks of color and shadows -- shadows of humans. By following the shadows Sam can swim to the open holes, tap on the ice, and draw guards toward them. When close enough, Sam can then reach out of the water, grab a guard's leg and yank him down into the icy depths. The original, organic music is being created to sonically enhance the experience, and it's all terribly exciting -- even the second and third time I watched it.
Ubisoft gave us quick glimpses of these three levels, but the producers held back an enormous amount. What is the full storyline? How do the branching storylines work? What kinds of weapons will there be, what's the online game like? What additional directed moments will be thrown at you? There is a greater story here to tell, and hopefully while we're on the E3 showfloor and into the summer, we'll be here tell it.
[/quote[
[quote]
E3 2006: Splinter Cell Double Agent
First impressions of Double Agent in action.
May 9, 2006 - (This preview is based on the Xbox 360 demo.) While Tom Clancy's Splinter Cell helped define the powerful visual medium of Xbox with its fantastic shadows, impressive lighting, and technical prowess, Splinter Cell Double Agent is posed to bring in the next generation in a different way -- with simple, profound choices.
Answer this quickly: Do you kill you an innocent friend to save thousands, or save him and blow your cover? In the world of videogames, losing a life is commonplace. Life is measured in health kits and power-ups. Life means nothing. But what if it meant something? What if it mattered? What if a game placed you in such a dire, serious and emotional moment in which you felt something real? It's hard to do, and most game developers haven't been able to compel gamers to feel anything more than simple reactionary feelings of excitement, fear, shock, rage, and anger. In this next generation of games, however, you're going to see, hear, and feel videogames like you never have before.
Using what Ubisoft calls "directed moments" the Splinter Cell Double Agent team implements in-game scenarios that require you to make a decision -- decisions that affect gameplay, that branch the storyline, and that have wide-ranging affects on your game. The first such scenario IGN witnessed at Ubisoft's pre-E3 event sees Sam Fisher in a different light. With a stubbly shaved head, an angry look of grim determination on his face, Fisher has entered a new stage in his life. In development with the Ubisoft Shanghai Studio, which has for all intents and purposes kept the game's basic mechanics, Double Agent finds Sam in a real story, suffering from depression. While on mission, Fisher's daughter dies. Devastated and depressed, his boss asks him take time off. When he returns to work, Fisher signs up as an "NOC," non-official cover operative, a secret infiltrator who, if discovered, is no longer acknowledged by the government. In other words, officially dead.
After getting into jail to gain the confidence of an insider in the JBA (John Brown's Army), and stealthily making his way through a civil war-torn Kinshasa, Zaire, Fisher has to make a choice. In a dingy room populated with four men, two guards and the JBA boss, you are given a gun and told to shoot a man. You know the man is innocent, but to prove your loyalty to the leader you have to do it. Do you? If you kill him, millions of innocent civilians live. If you don't, your identity be me challenged and your mission ruined. How do you proceed? Double Agent places the gamer into numerous situations throughout the title, giving them hard choices to make, putting them in hopefully emotional moments, and trying to draw the player deeper into the game by making things personal.
Of all the pre-E3 games we saw two weeks prior to the conference, Splinter Cell Double Agent was easily one of the most impressive games we saw. First of all, it was playable. We saw several different levels, and the game looks to deliver so many different ways to enjoy stealth and action. Graphically, it's a top notch, fully next-generation equipped adventure.
"We started thinking about this game two and half years ago, and our idea was to change the way you played the game from the ground up: We wanted to change the level design, story, gameplay, everything," said Julian Gerighty, co-producer at the Ubisoft Shanghai Studio.
On his way to the aforementioned scenario, we watched as Fisher sneaks through multiple pathways from one end of a city to the other. Soldiers shoot each other, snipers pick off soldiers from building tops. A handful of civilians sprint across a dusty street corner as a runaway bus loses control, topples on its side and explodes, rolling down the street in a fiery ball and crushing them in the process. The scene was scripted, but the first time I saw it, my eyes widened and I was stricken by the scene. Fisher will use telephone lines as zip lines, he'll snipe landmines to kill off enemy guards, and use melee attacks in a totally different way than before. Furthermore, the game is taking on the next generation by removing the HUD and the long, previously worthless text blocks; we also witnessed a temporary health/ammo bar. Depending on which part of the game you're in, you'll either be entirely weapons free -- using nothing but your wits and resources -- or full weaponry and gadgetry, replete with guns, daggers, satellite feed intel, your favorite night-vision tri-goggles, and more.
We saw more. One of the levels shows Fisher in dressed in full regalia standing in the door of a helicopter flying above the arctic. The camera zooms in to show the fierce wind causing ripple events against Fisher's clothes as he looks out the helicopter door. He jumps from the copter and the cutscene ends. You then control Sam as he streaks toward Earth. The default position is Sam with arms outstretched and legs apart, face down. He can summersault, spin, and twist, and all of this in real-time, with the wind blasting across his body and the Earth quickly zooming into sight. When you finally decide to pull the chute cord, something happens. It sticks. There is no HUD. There is no help bar. You're free-falling down to Earth, to your potential death, and the chute is busted. You're able to reach around and in a mini-game of quickness and skill you're potentially able to pull an extra chute. If not, you fall to your death.
If and when you land, Sam hits an icy, arctic surface. Reminiscent of the second Star Wars film, The Empire Strikes Back, the wind is ferocious, snow of all sizes and shapes whips across Sam's covered face, strapped with the night vision tri-goggles. You're in a full snow blizzard where everything around you appears in some variation of white. Sam removes the parachute, sneaks past military guards at a remote outpost, and dives into the freezing cold water. While underwater, the view is amazing. He moves fluidly, with streams of bubbles streaming past his body. And Sam is able to employ stealth in an all-new fashion. While under the frozen surface, Sam swims to open holes. From beneath the hard icy surface, certain parts of the ice are thinner or thicker than others. The thinner sections show light piercing through, illuminated with specks, streaks of color and shadows -- shadows of humans. By following the shadows Sam can swim to the open holes, tap on the ice, and draw guards toward them. When close enough, Sam can then reach out of the water, grab a guard's leg and yank him down into the icy depths. The original, organic music is being created to sonically enhance the experience, and it's all terribly exciting -- even the second and third time I watched it.
Ubisoft gave us quick glimpses of these three levels, but the producers held back an enormous amount. What is the full storyline? How do the branching storylines work? What kinds of weapons will there be, what's the online game like? What additional directed moments will be thrown at you? There is a greater story here to tell, and hopefully while we're on the E3 showfloor and into the summer, we'll be here tell it.
[/quote[
#213
Posted 10 May 2006 - 11:59 PM
TheFlamingDead_ Escribi�:
Dude, it's better that way. Would you like a ps3 better if it didn't have one? Not wanting to be inferior to the competition is hardly something to disrespect.
Yes, it's better for them, but why the hell do they always have to rippoff things on Nintendo, instead of paying a bunch of engineers to develope something new, not seen anywhere else. When they'll do that, then I'll respect them. And when they'll have a REAL controller, I'll play their console... Why the hell did they keep that bloody "dualshock" ?
And another word about Sony : would you REALLY buy a $600 console ? That's a scandal, paying $600 for a video game system... And why ? because it's no video game system, it's a so called multimedia system, with all the state of the art technologies, which no one need ... Only useless things, which are not necessary. When I buy a console, I do it for playing games, not to go on the internet, play blu-ray discs (which will not be useful before at least 5 years in my opinion, when the PS4 will come), or play music or movies or anything else... I have another thing which does all that, way better than a PS3... What is it called ? PC...
So when I'll want to play video games, I'll buy a Wii, one or more controllers, a few games, and I'll have spent less money than to buy half a PS3 and a game...
#216
Posted 11 May 2006 - 10:19 AM
Duck Hunt :D
http://media.revolut...id_1501868.html
And listen to that music you can hear ... It rings a bell...
http://media.revolut...id_1501868.html
And listen to that music you can hear ... It rings a bell...