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Semjaza

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Everything posted by Semjaza

  1. Times like this I wish GCN would go online... which is unfortunate because I really do feel the game played best with that controller. I guess I'll just stick with the Xbox version in that case. I'm looking forward to this game. I actually did enjoy the single player of Timesplitters 2, although I do feel it felt more like a bunch of random stuff crammed together rather than a real, coherant game. I'm looking forward to Free Radical's other game, Second Sight, as well.
  2. The original game did sell pretty well. If it didn't, Konami wouldn't bother with a sequel. This game already has one good thing going for it: four players. The original only allowed two, which made absolutely no sense considering there are four turtles. It's the perfect game to take advantage of that. Konami really dropped the ball there, I think. I think it's cool that TMNT: The Arcade Game is being included. The great thing about Konami heading up the new TMNT games is that they have full control over all the past ones as well. I'd love to see some of their other old TMNT games make appearances. In terms of the actual game, I don't know. The original was not all that exciting. The areas were extremely dull and a lot of the enemy designs were incredibly generic. The boss fights were an improvement, but not enough for the game to really grab me. I have some hope, I suppose.
  3. Semjaza

    Nintendo DS

    [url]http://gameboy.ign.com/articles/514/514688p3.html[/url] Here's a transcript of the roundtable with Tazuka and Miyamoto about the DS. I found one thing in particular interesting. [QUOTE]Question: With the DS' chat and instant message capabilities, are you competing with mobile phones? What direction are you going with this? Miyamoto: I think there are two ways of looking at it. Our target user is everyone: people age 5 to 95. And if you look at that wide user base, you have children who see their parents with PDAs and such. So there's a lot of appeal for kids to use the DS and the stylus for its chat and IMing. And it's possible for someone with a wireless router in their home to potentially link up the Nintendo DS to that router, the computer and the internet and then to potentially link up to other instant messenging programs. I don't know how Microsoft will see this or if anyone will put anything out for this, or we may put something out independent as well. But maybe since Microsoft isn't making any cellphones maybe we'll be fine. (laughs).[/QUOTE] There had been a bunch of developer quotes about how the DS could "link people all around the world" and I never quite understood it. Mostly because while the wireless capabilites are great, they apparently don't go beyond 30 to 100 feet (30 being a modest estimate and 100 probably being in only the best conditions). So I thought this quote was particularly interesting. I'm really interested in seeing what they could do with that. Another interview about the DS is here: [url]http://gameboy.ign.com/articles/514/514177p1.html[/url] They further talk about the idea of one cart multiplayer games. [quote]IGN: Is there any aspect of the Nintendo DS abilities that you just didn't get around to showing off in the E3 demos that you would have liked to have shown? Hideki Konno: Two of them. Wireless capabilities is extremely promising, and we'll be able to do a lot more features with it in the future than what you've seen here. I like the idea that someone with a DS can wander into an area with other DS system and automatically send over a copy of a game to that system for multiplayer. The voice recognition is another feature that we didn't have time to expand on and show off at E3.[/quote] To me, this is potentially a huge step in videogaming. If enough people buy the DS there could literally be an entire network of people sharing games, talking and playing against eachother. Sounds great.
  4. I finally finished the high resolution video download... It's actually supposed to be IGN Insider only, so take advantage of it if you can. 74 MBs and 640x480 resolution. This is hands down the best looking game I've seen at E3 thus far, at least based on what I can actually see myself heh. Definitely worth downloading. Gives you a very good idea of the presentation, gameplay, storyline, voice acting, sound effects and music. I was very surprised by Leon's voice. He doesn't sound as loser-ish as I remember. So many cool things are shown in here. The gore level is definitely heightened. Direct head shots are back, finally (although you'd know that if you've seen the other videos of this heh). The AI seems great, for both enemies and friendly NPCs. The fire is absolutely mindblowing. I don't know how else to put it. The explosions are light years beyond anything I've ever seen in a game thus far.
  5. New video from Nintendo... Large (15 MB): [url]http://media.nintendo.com/mediaFiles/7f614905-d9ca-4996-b65e-b42c8257b30e.mov[/url] Small (3 MB): [url]http://media.nintendo.com/mediaFiles/348f17bf-c656-4ac6-8337-f02f15d58710.mov[/url] Still looking great heh.
  6. Here's the first videos of this game in action... Large (7 MB): [url]http://media.nintendo.com/mediaFiles/b8a26c0a-0471-4bbd-9a23-e8d388cd77ab.mov[/url] Small (2 MB): [url]http://media.nintendo.com/mediaFiles/fbbd9508-0626-4d1f-ac20-ea41e464139b.mov[/url] And some new, clear screens: [IMG]http://media.nintendo.com/mediaFiles/36cb1067-2ef5-4cf8-b91b-c91439504ce2.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/7e438fa6-fd0a-44d4-823b-948f6063eb4f.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/1a670171-fe93-465a-98ce-b53bc8e9c78c.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/2a7fe75c-9313-4b9f-9a6b-8462c4cf04cc.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/0c085edc-9ade-4e19-b8b0-db2ae86e97cc.jpg[/IMG] Hands on from IGN: [url]http://cube.ign.com/articles/514/514092p1.html[/url] [quote]Capcom Entertainment on Monday held its pre-E3 Producer Day, an event designed to show off much of its 2004 lineup to the press before the kick off of the big show. One of the game's the company spotlighted was Viewtiful Joe 2, the sequel to the hit beat-'em-up of the same name for GameCube and (coming soon) PlayStation 2. Producer Atsushi Inaba told press on hand that at last year's Producer Day he begged them to help make the game sell so that he could make another. He thanked everyone for helping to achieve that goal. "His moves. Suave and ravishingly Viewtiful." This is how Capcom described Viewtiful Joe 2 in an opening trailer for the game, which it premiered at its Producer Day. The publisher also showed off a playable version of the title, running on -- gasp -- PlayStation 2. (The GameCube version is expected to debut at the E3 show floor.) Crowds gathered and -- as with the first title -- those lucky enough to play didn't easily relinquish the controller. Viewtiful Joe 2 was officially announced for GameCube and PlayStation 2 in late April and at that time IGN wrote a preview of the game. What we saw at Capcom's Producer Day confirmed our hopes and expectations. VJ2 is more of the same. The title plays almost identically to its predecessor. Joe is still manipulated through stylized cel-shaded environments in a linear left-to-right fashion. He fights with an impressive selection of enemies -- more than 40 -- and is able to use his special superpowers to knock their lights out, simultaneously scoring points for well-executed combos. New to the sequel is Silvia as a fully playable character from the start. She now uses a gun and can link combos with the projectile. Indeed, on more than one occasion in our play test with the title we used her gun to stun an enemy and then really pounded into the foe with a well-choreographed punch-and-kick combination for many, many Viewtifuls. "They fight Viewtifully together," exclaimed Capcom of Joe and Silvia, who can battle side-by-side in a newly included two-player cooperative mode. Judging from the teaser video shown and the play test, it appears that in two-player mode both players are affected by the special moves that one gamer or the other activates. So, if Silvia goes into slow mode, so will Joe. And if Joe speeds up, so shall Silvia. It should make for some very interesting and unique teamwork. Capcom's teaser video showed off for the first time some of Six Machine's new abilities. The vehicle, which Joe took to outer space at the end of the first game, is now able to transform into everything from a sniper gun to a submarine. Though it's clear that it'll play a far more integral part in VJ2 than it did in the original, we were unable to test it out. What we did get to try, though, were some of Joe and Silvia's "Viewtiful" new moves. (We apologize for that, but it seems to fit.) Of course we're referring to the new VFX powers such as replay. This power enables Joe to record moves or frames, which can then be played back three times in a row for multiple times the damage. So if Joe were to combo kick an enemy, that recording could be tripled up to inflict massive amounts of hurting. The power is as stylistic as the others, slowing the action and zooming in to show off Joe or Silvia's agility and overall coolness. But as Inaba explained in his presentation, using the move may also open the heroes to attacks. If players accidentally triple-copy an ineffective move, they will do no damage and may instead receive three times the pain from enemies. Inaba also explained that Viewtiful Joe 2 will feature more content, will be a longer game, and will be based more and more in the movie-themed environments. We saw a couple of these demonstrated. Joe or Silvia is able to travel through a prehistoric land filled with erupting volcanoes and dinosaurs. The hero must find a way to fill the volcano with a giant rock so that it no longer vomits out dangerous particles and later they must reverse the process to proceed. In the following stage, Dino Park, Joe and Silvia will encounter more creatures, as well as molten lava that they'll need to jump over or else they'll catch on fire. Generally speaking, Silvia seems to be able to jump higher and move slightly faster than Joe, but the Viewtiful one is able to dish out the damaging blows. "Viewtiful Joe was the killer app for the GameCube in 2003, and this winter Viewtiful Joe 2 will raise the bar for excellence and innovation even higher with the second generation of the series," said Todd Thorson, director of marketing at Capcom Entertainment. "With new visual effects, enemies and challenges, Joe and Silvia are ready to take on an all new Viewtiful adventure." Viewtiful Joe 2 will release for GameCube and PlayStation 2 later this year.[/quote]
  7. [url]http://cube.ign.com/articles/513/513962p1.html?fromint=1[/url] [quote] IGNcube on Tuesday uncovered new details about Nintendo's upcoming action-adventure Legend of Zelda for GameCube. A couple of important questions about the game have now been answered. Leading up to the pre-E3 2004 show, gamers believed that Nintendo was working on a sequel to Legend of Zelda: Wind Waker, which would in turn indicate that the action-adventure would be cel-shaded in nature and would also likely feature a young version of hero Link. But as the newly redesigned Legend of Zelda proves, the company has instead reverted to a presentation more akin to the dark and gritty look of Link and Gannondorf previewed at Space World 2000 in Japan. Nintendo however confirmed to IGNcube that the newly redesigned title does in fact run on a modified version of the Wind Waker engine. The company also revealed that the new Legend of Zelda is in fact not a remake of any kind, but instead an entirely original undertaking. Meanwhile, more gameplay details were divulged. Link will feature the same eye-tracking system used in Wind Waker. He'll be able to knock all types of enemies off their horses and send them crashing to the ground. And a new dynamic camera system will shoot some dungeons from new perspectives. Evidently when Link explores some still-unrevealed dungeons the camera will pan back and shoot the action from a top-down angle. Players will be able to see parts of the 3D maze that lies in wait. But when the character encounters an enemy the camera will seamlessly sweep in again to shoot the battle from the normal behind-the-back perspective. Neither Shigeru Miyamoto nor Eiji Aonuma will be directing the Legend of Zelda title. Both serve as producers. A new, still-secret director will helm the project. A new, longer Legend of Zelda video that shows off never-before-seen areas and scenarios will be previewed behind closed doors at E3. IGNcube will have eyes on impressions for readers shortly after we see it.[/quote] I hate this behind closed doors crap heh.
  8. Video (3 MBs)[url]http://media.nintendo.com/mediaFiles/c3bdbf39-b51d-4eec-80a4-b473e71ea8da.mov[/url] The little one is half the size, so I see no reason to bother. Get this one. Looks awesome. I'm under the impression that the so-called "kinstones" are required to understand the various Minish people in this game. Like translators of sorts.
  9. [quote name='Shinmaru']I'll be so bummed if this doesn't end up coming out for GameCube :([/quote] Be bummed. It's not. PS2 and Xbox only. It's not coming out till early next year though... so I'm sure you can get a PS2 by then. They're only $150 with the Network Adapter now heh. I mostly think of Bender when I think of this game... "Hey sexy mama... Wanna kill all humans?"
  10. David Bowie - The Rise and Fall of Ziggy STardust and the Spiders From Mars As far as I am concerned, this is the best single LP ever recorded. There's a song for every mood on it, I'd say. Beautiful writing, great guitar work, everything sounds perfect. There's songs on there that are really uplifting in a sense. Songs that make you want to be a rock and roll staryourself. It's my favorite aspect of the album. Pixies - Trompe Le Monde This is my favorite Pixies release. Most critics and fans prefer Doolittle or Sufer Rosa, but I love Trome Le Monde. So many great fast paced songs with wonderfully explosive choruses. Good at getting you going. Apocalypse Hoboken - House of the Rising Son of a ***** My favorite punk band. I think this is my favorite CD of theirs. Some great songs with some decent aggression levels heh.
  11. I think you might be going a bit too far with a bit too little information. Does this game look good? Yes. Do we know how it plays? No, although I'm sure it's safe to say it won't be radically different from the last few at its core. I think THAT is the main problem. The graphics, voice overs and such are really just superfluous by comparison, in my opinion. They're just more cinematic additions. What needs to be altered is the gameplay. Not radically so, but it would be nice if there was more to it for once beyond what really just feels like an upgrade. If it wasn't for the graphics in Wind Waker, I don't really know what would have pulled me into it to be honest. However, this does have my attention because it looks good and was very unexpected. While I loved and still love Wind Waker's approach, I'm not going to try and trick myself into thinking that Nintendo cannot pull off interesting and charming senarios with a more realistic graphics engine. We don't know anything outside of what was shown. We don't know about the other characters, the items, the enemy, the story... so how can anything be judged other than the graphics? Wind Waker engine has its own charm, I don't really think that this game won't have its own as well. I really want to see what Nintendo can do with a game like this. Nintendo itself really hasn't made any gritty, releastic games that I can think of in recent memory. This is a change for them, especially if EAD is responsible like I'm assuming. Because of this, I find it far more interesting than I would a Majora Mask-style sidequest to the Wind Waker. If one can consider this more of the same, then why would making a game that looks just like Wind Waker be any different? If anything, I'd think that'd be the far more simpler thing to do. I'm sure Nintendo has its own reasons for this, as I can't see Miyamoto or Aonuma (who was the main person resonsible for the cel shading) changing the graphic style just to appease a bunch of people who ***** online constantly. If they thought that way, they'd probably never do Wind Waker in the first place. I'm not concerned. I suppose there is a certain amount of genericness to this currently, but we don't really know where the game is at right now. I still don't want voice acting in Zelda games. I don't think it will lend anything other than one less thing for the player to imagine and about ten other things to go wrong. Screw that. I'll never agree on that point heh.
  12. [IMG]http://ps2media.ign.com/ps2/image/musashi_051004_005.jpg[/IMG] [IMG]http://ps2media.ign.com/ps2/image/musashi_051004_004.jpg[/IMG] [IMG]http://ps2media.ign.com/ps2/image/musashi_051004_003.jpg[/IMG] [IMG]http://ps2media.ign.com/ps2/image/musashi_051004_002.jpg[/IMG] [IMG]http://ps2media.ign.com/ps2/image/musashi_051004_001.jpg[/IMG] Unfortunately these aren't the best shots in the world. I'm under the impression that the originals were quite small and IGN and Gamespot blew them up too large. Still, looks good.
  13. Well, I think by watching the video you can get a good idea of how this is played. This is first and foremost an old-school DK game, really. Don't expect it to play like any normal Super Mario Bros title. It just doesn't. It's more puzzle based than standard Mario games.
  14. [QUOTE]Due in spring 2005, Destroy All Humans! (known internally at THQ as DAH!) is a third-person action-adventure game with fully open design, giving players the ability to jack humans like Tommy Vercetti jacked cars in Grand Theft Auto: Vice City. That's right, you can hypnotize or simply inhabit any living creature. As an alien, players have numerous "alien" capabilities, including the most delectable one, the ability to inhabit their bodies. The most common example we were given is the idea that players can human-jack a military general. At any point in the game, as the general, you can attend a special UN forces meeting and clarify to the rest of the staff that the recent "Alien" citings are nothing more than hearsay and conspiracy theory. With this special ability, players can confound numerous citizens and genuinely mess with the order of humanity. And haven't you always wanted to do that, anyway? Build around the 1950s premise of aliens -- small-bodied, big-headed, evil-eyed, with small but powerful laser guns that naturally pilot flying saucers, DAH! is filled with in-jokes, parodies and tongue-in-cheek jokes that touch upon the colossal vault of alien conspiracy and myth created over the last 50 odd years. The story is hilarious in itself. You're a clone of an alien, the 300th or 500th (some special number we can't remember right now) one of a certain alien from a distant planet, and you're told to go back to one of your old colonies where DNA as been planted long ago to help save your race from a weakened and failing bloodline. You travel via the classic flying saucer to Earth and realize you know knowing about it -- which creatures are smart, which aren't, and which ones dominate. Naturally, being an alien, you think that cows are the smartest creatures on the planet, so a significant amount of time is spent trying to get cows to give you information. This is about as alien as they come folks. But you do eventually move on from cows, and figure out finally that humans are what you're after. Players can travel via foot or through the air in their upgradeable spaceship. On foot, you can sizzle humans by laser gun, but a much more entertaining way is to use your alien powers. You can levitate or use a jetpack to move around; you can hypnotize humans, commanding them what to do and where to go, you can harvest their brains, or you can corral them and scare the heck out of them. Or, you can temporarily take over their bodies -- without anyone else knowing -- and life their lives. The amount of dark humor one can have on ground is tremendous, and though this game sounds a little goofy, maybe a little abstract, just think of it like this: It's like Grand Theft Auto, except you're an alien with near ultimate powers to jack humans, abduct animals, cars, and humans for research, or cause large scale destruction just for the fun of it. The environments, naturally, are destructible, and you can explore the five vast 1950s American landscapes using your arsenal of alien abilities (hypnotize, body-snatch, read minds, levitate, kill, etc.). Weapon-wise, players can arm themselves with a glut of alien weaponry on land or in the air, including the Ion Detonator, the Zap-O-Matic, the Sonic Boom, or even the Quantum Deconstructor -- used to eradicate those silly, feeble humans. Destroy All Humans is still very early. In fact, THQ just announced it yesterday. But Pandemic, the red-hot developers behind the upcoming military action/RTS Full Spectrum Warrior is fueling this game with an enormous amount of ideas, humor and classic gameplay elements. (Technically, the Pandemic team behind this game is Pandemic Australia.) THQ would not reveal its potential online plans (just yet), but there very well will be more to announce in the upcoming months. Due in winter 2005 on Xbox and PS2, Destroy All Humans has us captivated with its open design and hilarious premise. We'll have more soon.[/QUOTE] [IMG]http://xboxmedia.ign.com/xbox/image/article/511/511813/destroy-all-humans-200405050615235.jpg[/IMG] [IMG]http://xboxmedia.ign.com/xbox/image/article/511/511813/destroy-all-humans-200405050615314.jpg[/IMG] [IMG]http://xboxmedia.ign.com/xbox/image/article/511/511813/destroy-all-humans-200405050615001.jpg[/IMG] I think this game sounds awesome. It reminds me of a combination of Body Harvest and Zombies Ate My Neighbors, with some GTA and Syndicate Wars thrown in. I only wish it wasn't half a year until its release heh. I'm most interested in the fully destructable environments.
  15. Here's some video of the game in action... Small (3MB): [url]http://media.nintendo.com/mediaFiles/624298ee-b5ff-4a99-b28e-d44ffbda7d2b.mov[/url] Large (15MB): [url]http://media.nintendo.com/mediaFiles/24d29e64-ed0e-46c9-a5bd-8774d65ec3d3.mov[/url]
  16. This is basically the unofficial sequel to Donkey Kong, released in 1994 for the Game Boy. In my opinion, it was the greatest Game Boy game ever developed. [url]http://www.nintendo.com/gamemini?gameid=bdd3bc1d-dd88-48e1-b520-f2cdfee80e22[/url] [QUOTE]After years of apparent good will, Mario and Donkey Kong are at it again -- this time on Game Boy Advance! Donkey Kong has stolen all the Mini-Mario toys from the Mario Toy Co., and now it's up to Mario to hunt down his long-time nemesis and retrieve the pilfered goods. He'll have to race through confounding levels, finding keys and releasing Mini Marios, before time runs out. Along the way he'll master new moves in order to scale the puzzling heights of six action-packed worlds! Features * Leap, climb, and battle through increasingly difficult levels as you use switches, conveyor belts, hammers and other tools to save the day. * A unique mix of action and puzzle gameplay elements will challenge your brain as well as your reflexes! * Shy Guys, Piranha Plants, Bob-ombs, and other classic Mushroom Kingdom baddies stand between Mario and his goal. * Before battling Donkey Kong at the end of each world, you'll have to collect all the Mini-Marios and lead them to safety. Mario has always been more athletic than his somewhat portly appearance would have you believe, but he really struts his stuff in Mario vs. Donkey Kong. Mario backflips high into the air, walks on his hands, and even spins on gymnastics bars. You'll have to master all of Mario's new moves to save all of the Mini-Mario toys. Once you've collected all of the Mini-Mario toys in a world, you then have to lead them into a toy box in a follow-the-leader game. The Mini-Marios will follow big Mario anywhere -- even if it means falling to their demise. Safely guiding them into the toy box is a tough task which will require you to overcome both action and puzzle challenges. Even with the Mini-Marios safely tucked away, Mario's mission in each world is not done until he goes toe-to-toe with Donkey Kong. The big ape may not be the smartest enemy Mario's ever faced, but he sure is strong! Bottom Line Mario vs. Donkey Kong perfectly blends action and brain-teasing elements into a unique title that's a great choice for gamers on the go. Increasingly difficult challenges will put even the most advanced gamers to the test, and there is enough replay value packed in to keep you coming back for more. The classic confrontation begins on May 24![/QUOTE] Comes out in a couple of weeks. Yay! Here's some screens... [IMG]http://media.nintendo.com/mediaFiles/a89ca2e9-bd7e-419a-a971-fc1216af5768.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/ef9a6a2f-5047-470d-9a0a-e6bb8c24e522.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/1fd87118-5953-4cba-90b1-8aadcf0f89af.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/f83d58d5-4368-47ea-86de-b505acbfead8.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/13a1575f-7db8-479e-9749-dd09776413e6.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/4e824515-4760-41dc-9a17-f3ef808cdba0.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/af37d1a4-9579-4100-922c-c635993967d9.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/e38a5469-107c-45dd-8b5a-97470fde6838.jpg[/IMG] Videos: Little (2 MB): [url]http://media.nintendo.com/mediaFiles/d93dbad9-cd93-4f41-b582-82d5938c4eda.mov[/url] Big (3MB): [url]http://media.nintendo.com/mediaFiles/826a21d1-c874-460d-9fbf-aae54d722f6f.mov[/url]
  17. Well boys and girls, Nintendo.com has a video for us... Larger 14 MB version: [url]http://media.nintendo.com/mediaFiles/d2998fd9-4de4-4999-b974-cb162a874975.mov[/url] Tiny 3 MB [url]http://media.nintendo.com/mediaFiles/6e77e0e5-144f-432f-98f6-9c66a321fbad.mov[/url] REALLY needs to be seen in motion. Looks awesome.
  18. [img]http://media.nintendo.com/mediaFiles/9cecf6d4-f1ab-401b-988b-f61487f3cef6.jpg[/img] This one has been rumored for weeks now, right down to the actual name. Nintendo.com has finally confirmed its existance along with some screens. [IMG]http://media.nintendo.com/mediaFiles/d34d4d20-6513-42cc-acb0-87105925266f.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/5d147fab-7a3a-4d15-9bd7-aec2590dbbad.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/9c48697d-f095-4f3c-9ed9-bbd295b8999a.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/6ab08b93-fc0a-40c8-841e-ad7c428844f9.jpg[/IMG][IMG]http://media.nintendo.com/mediaFiles/844632a1-f6a7-478d-b455-cdae78192c3f.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/1ef55266-d2df-419c-a681-cf9528efb834.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/fd06797f-007b-4058-b92a-9378d2a1a5b4.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/352a01c7-d7bd-4d37-bda2-e909e48db885.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/beef3f26-8919-4d58-b552-f11b8457f666.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/4ff67f7e-ffce-4a1f-abbc-e76f6b112434.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/5261ef45-14b2-4be8-8a6c-8b1180d336b7.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/9b94d282-21e4-4071-ad9c-d192b1865d6a.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/ca8be9a1-f252-4c4d-9e8a-f9fc5fe426c3.jpg[/IMG] [QUOTE] As he searches an unfamiliar land for fragmented relics called Kinstones, Link will have to take a closer look at the ground beneath his feet. When he discovers a magical hat called The Minish Cap, he gains the power to shrink down to the size of the Minish people, who are in grave danger. As he travels back and forth between their world and his, he'll solve puzzles, fight through dungeons and slowly uncover the evil behind their plight and vanquish it.[/QUOTE] It's being developed by Capcom, like the excellent Game Boy Color Oracle titles. A few show off his new shrinking ability, which I think is quite cool.
  19. Apparently this game has dropped the "2" from its title. It's due in Novemeber of this year. Namco is still developing... The Ace Combat team, specifically. [url]http://www.nintendo.com/gamemini?gameid=0b746eac-10e2-4bf6-8a49-9d3441139961[/url] [quote]Several years after disaster was narrowly averted on Dinosaur Planet, Lylat Central Command detects a new threat spreading throughout the galaxy. The Star Fox team is sent in to eradicate this growing menace, but what begins as a standard combat mission quickly takes a dramatic turn. Legendary team members Fox McCloud, Slippy Toad, Peppy Hare, and Falco Lombardi join forces to form the most formidable team in the history of this celebrated series: the Star Fox Armada! Features * Soar through space and attack an armada of strike fighters in your Arwing * Roll over hostile terrain in a heavily-armored Landmaster Tank, or bring the hurt to the enemy on foot * Play missions solo, join the fight with up to three other players, or engage in four-player split screen battles * Play wingman to another player, riding on the wing of the Arwing or side of the Landmaster Tank, and blast enemies while the pilot controls the vehicle * Powerful weapons including automatic blasters, sniper rifles, and shoulder-launched rockets [/quote] Looks better than it did last year... but that was to be expected (and hoped). Hopefully it's fun. Seems like it could be a nice arcade shooter style game. [IMG]http://media.nintendo.com/mediaFiles/030bba01-4a75-405b-b48c-96cd61d7da2e.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/9cccb46d-fca3-4ec0-b1ce-94559ef14a18.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/e42cfb2d-aa37-449d-beea-d40e9f411c75.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/dda86d0c-7414-40ba-b3c6-81d2c6717040.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/225f3db6-3e82-4e28-aad4-9efe65856ccc.jpg[/IMG] Video: Small (3 MB): [url]http://media.nintendo.com/mediaFiles/ee3688d0-3733-4510-bd25-d415f637b216.mov[/url] Big (15 MB): [url]http://media.nintendo.com/mediaFiles/5d028163-4a2b-44d9-87c5-bb5e23cea9c3.mov[/url]
  20. [url]http://media.nintendo.com/mediaFiles/e2769481-390b-4eb6-94ca-9cac27d1fe87.mov[/url] Here's a 15 MB video of the game in action. Nintendo's site is getting hammered, but the movie and screen downloads seem to be going just fine, thankfully. Looks awesome. Similiar to the first, but it just seems more polished. It looks as though they addressed my main problem with the first's graphics... Samus's low res textured suit. The suit looks great now, it seems. The movie also shows Samus battling something known as [spoiler]Dark Samus[/spoiler]. Multiplayer looks pretty decent.
  21. You're forgetting games like Mario Kart: Double Dash!!, which sold extremely well in a shorter time span. This is something I think Nintendo knows people in general want. I was very happy with cel shading in Wind Waker and I would have been happy with another game in that vein, but I can't deny the fact that this has me even more interested right now. I think Nintendo knows this. Sure, I'm sure it will help sales, but a good game is a good game.
  22. Semjaza

    Halo 2

    It would be nice if Bungie would release more screens of the game being played. I'm tired of these third person action shots trying to show off the graphics. I already know it's going to rock, especially after last year's video, but I do find it rather annoying.
  23. [IMG]http://media.nintendo.com/mediaFiles/754292bf-4965-4191-969e-bfde241e14a3.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/8c3bb913-c29f-415b-9d11-9d91b5320805.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/fb05d3dc-a792-4681-8dbe-d8db5df70d93.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/c2614fdb-87de-4b59-b0c6-d3e2eac5796b.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/bd1de4b3-2635-4c6a-b10a-e2c5ffbefee8.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/f4d8f436-e686-4e7a-b4d2-eb70f207b075.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/94f83d5f-a86c-4e98-bd79-b209e14cfce5.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/b6059bc5-cedc-435a-acd5-81c54cd66b9f.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/c10dadb1-4e8b-424f-99c0-9bfb350829fd.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/c63e1ad3-8e41-4de3-8e21-b957db7e1bff.jpg[/IMG] :love: [quote]In 2005, Link will be let loose on a new and exciting Nintendo GameCube excursion to fight evil and seek treasure. Stay tuned for more information![/quote] Holy crap. That's all Nintendo.com has to say about it. I can't wait for more information. Nintendo wins lol. The last shot is orgasm enducing. This Link kills Spaceworld Demo Link as far as I'm concerned. Videos, right click and save: Small 3 MB: [url]http://media.nintendo.com/mediaFiles/e2bcbfd3-aa36-4b65-8170-b07c7083bab5.mov[/url] Large 18MB: [url]http://media.nintendo.com/mediaFiles/b080225c-960e-4a52-a2c6-d7db10bdaef0.mov[/url]
  24. Semjaza

    Nintendo DS

    That's how the system looks. They've just debuted it and are talking about the games. The USAToday article was wrong in one spot: the DS uses wi-fi, not Bluetooth. Why does this matter? Apparently you can link up to 16 players within 100 feet of eachother wirelessly. Freaking awesome. Launches in Japan and America this year. Software screens: [url]http://www.nintendo.com/e3_2004/ds/ds_software.jsp[/url] The graphics on this thing are certainly better than I expected. Lots more screens thanks to Something Awful [u][url="http://www.sofuckingemo.co.uk/ds/"]here[/url][/u] Random 1st party game shots thanks to N-Sider: [url]http://www.n-sider.com/newsview.php?type=day&date=2004-05-11#181[/url] From Gamespot: [quote]Nintendo unveiled its mysterious dual-screen portable system today during its E3 press conference. Prior to the event we had the chance to get some quality time with the hardware to see what it's all about. While the units we tried were obviously playable, Nintendo reps noted that the design wasn't quite final as yet and would likely still undergo a few cosmetic tweaks--perhaps even a name change--before the device ships this fall. The rectangular system is slightly larger than a standard PDA, and features a clamshell design similar to the GBA SP and the old school Game-in-Watch systems from back in the day. The system uses two backlit screens that are each roughly the size of the GBA screen. The DS features a total of six buttons, in a configuration reminiscent of the Super Nintendo Entertainment System controller. You've got buttons A, B, X, and Y on the face as well as left and right shoulder buttons. The twist to the system's control inputs is the lower screen's functionality as a touch screen. The screen will respond to input from the included stylus, or your finger instead. The system will be backwards compatible with the Game Boy Advance (and, therefore, with other, earlier Game Boy models), with GBA cartridges fitting in a slot in the front of the system and the DS cartridges fitting in the back. The DS cartridges will be noticeably smaller than the GBA carts, and while we weren't able to see one, they were described as being roughly the same size as a standard SD media card used for devices such as Pocket PCs and digital cameras. The system will use a rechargeable battery that's estimated to last roughly 10 hours. In addition, the system includes a few extra perks such as a built-in headphone jack and a microphone input, which suggests that voice support of some kind will be in some games. The most impressive extra built into the system is its wireless connectivity, which is composed of Nintendo's own wireless technology as well as standard WiFi. Of note, it was hard to get a sense for how heavy the system was, as the units were firmly bolted into their respective kiosks and we'd left our industrial strength bolt cutters at home. As far as the system's graphical muscle goes, there was plenty of evidence of` the DS' versatility. In addition to a selection of first- and third-party offerings, there was also an assortment of eight technology demos to show off the hardware's potential. The most notable demo starred Sega's own Sonic the Hedgehog. The demo proper was displayed in the top DS screen and featured Sonic running through a familiar island setting. You were able to control Sonic's movements by using the stylus on the lower touch screen. Tapping the screen made Sonic jump while sliding the stylus across the power meter style image on the lower screen let you build up Sonic's speed. The more you slide the stylus, the faster an onscreen meter built up. Every time the meter filled, Sonic's speed would bump up to a higher level. Another component of the demo let you manipulate the camera on Sonic by switching between different angles on the fly by tapping icons on the touchscreen. The graphics in the demo looked good and ran at a smooth clip. Texture detail and polygon count were respectable but didn't quite match the quality of console hardware. The effects used as Sonic's speed leveled up were pretty slick and made use of a wide variety of color and particle effects. Balloon Trip is a demo starring Mario's lovable baby incarnation from Yoshi's Island and finds you guiding him to safety as he falls to the ground. At the start of the demo Baby Mario is dropped by a stork and starts a freefall to the ground. You'll use the stylus to create cloud trails that will gently guide his descent to the ground and steer him to collect coins and avoid enemies that will kidnap him and end the demo. You'll be able to take out certain enemies by quickly drawing a circle around them, trapping them in bubbles that Baby Mario will collect along with coins. The demo forces you to make use of both screens as Baby Mario is falling in the upper screen while you draw his path in the lower one. The trick is to plan ahead and go about arranging the clouds so that they reach the baby and line him up for the next set you send his way. The ultimate goal of the demo is to get the little guy to the ground where Yoshi awaits to ferry him off to safety. The graphics in the game mimic the Yoshi's Island style of graphics with some extra flourishes such as the clouds that help keep it looking fresh. The Carving demo is a cool little bit of tech showing off the sensitivity of the touch screen and the graphics speed of the unit. Basically the demo lets you choose from one of four materials: watermelon, wood, chrome, and Mario clay. Once your material is selected and on the screen, you'll be able to run your stylus over it and carve a design much like working on a pottery wheel. After you've finished you can choose to destroy your creation or display it. You'll be able to use the stylus on the screen to manipulate your work of art by turning it any way you like. The graphics in the demo weren't exactly mind boggling, although the chrome looked quite sharp. The eye-catching aspect of the presentation is how the stylus interacts with and affects the graphics. The Mario Face demo was just that, a demo that starred both Mario and Wario's mug in the lower screen. The demo was much like the tech demo in Mario 64 that let you manipulate Mario's face. You'll use the stylus to grab the characters' faces and stretch it in a number of ways. Whose face you'll be tugging at is determined by which of the pair's 2D versions jumps down the warp pipe in a rolling guide that plays out on the upper screen. In it the two characters are running around underneath blocks that correspond to the four buttons on the lower screen you can select with the touch pad and offer brief explanations of what they do. Basically the buttons affect what your manipulation of the face does. One lets you stretch various parts of the face anyway you like and sends whatever piece you had hold of ricocheting back to normal once you lift the stylus. The second button forces the face to hold whatever ungodly stretched form you drag it in even if you remove the stylus and "let go". The third lets you rotate the image anyway you want with the stylus. The fourth lets you switch from normal or toon shaded graphics. Finally the last button lets you choose to play with either Mario or Wario's face by calling down the appropriate guinea pig from up top. The Table Hockey demo was a simple version of table hockey that you played with the stylus. The top screen displayed the area around your opponent's goal while the lower touch screen displayed yours and let you control your paddle with the stylus. The game had a slightly space age feel to it as your goal and that of your opponent featured energy shields that had to be hit with the puck once in order to give you a clear shot. The demo featured sparse graphics that pretty much recreated the basic look of an air hockey table. However the demo's big draw was naturally its simple but addictive gameplay. Once you get the handle of using the stylus it's possible to pull off some fancy blocks that give the puck some spin, which is cool. The special effects demo offered three modes of effects, selected by hitting one of three icons on the lower touch screen, which displayed various special effects in the upper screen on the fly based on your actions. The first option let you mess around with an assortment of cubes that displayed erratic light patterns as you jostled them every which way. The second option let you push around circles that would yield different patterns of effects. The third option let you select one special effect by tapping any circle in a grid that took up much of the lower screen and waving around your stylus, repeating the effect. The effects included everything from clouds and fireworks to spinning batons. The Pikachu demo offered a virtual Pikachu to love or abuse with your stylus. The hopelessly peppy critter alternated between the two screens. Obviously you're only able to interact with him when he's on the lower screen. In addition to following his whims, onscreen text will let you know when he wants some attention, you can also call up a menu that lets you play with him in a variety of ways using musical instruments,such as a xylophone, or even drawing (well tracing really) over him with the stylus. The graphics in the demo surpassed their nearest cousin, the Pikachu in Nintendo 64's Hey you Pikachu!, but weren't quite as crisp as the Pikachu in the GameCube's Pokemon Channel. The last demo we tried, the submarine demo, was said to be Miyamoto's favorite. The simple game, featuring a submarine, took place on the upper screen while the sub's controls appeared on the bottom. The goal of the demo is to get your submarine across a stretch of ocean. The trip will force you to raise and submerge your sub as well as deal with obstacles such as rocks and enemy ships that block your way. The controls consist of dials that you'll manipulate with the stylus. You'll be able to adjust the craft's depth, pitch, and speed on the fly and fire off torpedoes as the need arises. The mechanics, while simple, took some getting used to and offered a fun "lunar lander" style challenge as you try to beat the clock. The graphics in the game were simple but clean, and offered some nice effects for water bubbles and the sub as you go through the demo. All told, the Nintendo DS is an interesting piece of hardware that's the most versatile piece of hardware the company has ever put out. The design is unusual--we're a little iffy on the stylus considering how easy it is to lose those things, and the amount of features crammed into it is certainly impressive. Compatibility with the GBA is a good thing and the tech behind the hardware is certainly sound. The tech demos we saw made a case for why the DS is a platform that may offer some truly unique experience. However, that's just part of the story. In addition to the demos, there were several games on display for the system that we checked out, as well. Namco's Pac-Pix and Pac'n Roll, Konami's Yu-Gi-Oh!: Nightmare Troubador, Bandai's Mobile Suite Gundam Seed, Square Enix's Egg Monster Hero, Hudson's Bomberman, and Nintendo's own DS Picto Chat, WarioWare Inc. DS, Super Mario 64 4x4, and Metroid Prime Hunters all showed off some unique and interesting ways to use Nintendo's new hardware. The Nintendo DS is currently slated to ship this fall. Look for more on the system from the E3 show floor and in the coming months. [/quote]
  25. [quote]The wild multiplayer action of the smash Nintendo 64 hit, Mario Tennis, returns with even more powerful shots and new, character-specific power-ups guaranteed to make for the craziest matches ever. Everyone's favorite Mushroom Kingdom characters are here! Donkey Kong and Bowser can hit insanely powerful Megaton Balls, finesse players like Shy Guy can use instant Tornado Returns and defensive masters like Luigi have all kinds of tricks in their bags. Players of all ages can pick up the game and instantly start whacking tennis balls around and yet a deep level of skill awaits those willing to master it. Build up more and more skill points as you play to use stronger and stronger shots with all kinds of spin.[/quote] I REALLY hope the release date on Nintendo's site is wrong. It says 2005, which I think is pretty freaking ridiculous. What is taking so long to make this game? I want it now :( [IMG]http://media.nintendo.com/mediaFiles/7e37ed2e-944c-4991-9ecc-d466abeff3a2.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/b4e2d6c9-c842-465c-96b3-be745346891a.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/08882745-959a-4b49-aed4-de1490d854f0.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/3cc3bd79-6020-4cc4-b33d-8a06ebc2dee3.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/e7efd2ec-d880-4c0d-8f41-b39c8e26e55f.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/7683b56d-06b5-4c95-a59f-91a36e694f3e.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/6acf882f-b01f-43ad-9bfc-83d3902dd112.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/3afbd11a-1d36-4c87-8a98-a9db731a1ef2.jpg[/IMG] [IMG]http://media.nintendo.com/mediaFiles/b6fdc1d0-5cf9-42e2-87d0-c08a4e47b3db.jpg[/IMG] I like the new themed courts... I'm just not sure what to think about all the crazy stuff going on in each screen. None of it really looks like normal tennis anymore heh. Video: Big (14MB): [url]http://media.nintendo.com/mediaFiles/72556410-f4dd-4ed2-a68f-97cbc719fb3b.mov[/url] Small (3MB): [url]http://media.nintendo.com/mediaFiles/ca49e690-88b4-4466-8d5f-8883c7260690.mov[/url]
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