GameFAQs Contests
transience's video game topic -- soon to be an e3 megathread.
Too
bad too, cause I'd really like a version of SoM with reasonable hit
detection. Maybe eventually we'll be able to play the iphone version in
an emulator. :) --- I made a living on time trial blowing myself off to cross the finish line at ludicrous speed. -transience |
Kirby gameplay demo http://www.destructoid.com/e3-10-kirby-s-epic-yarn-showfloor-demo-he-is-string--176643.phtml --- xyzzy |
cause I'd really like a version of SoM with reasonable hit detection how dare you --- http://i48.tinypic.com/2cgh5cj.jpg |
I liked the DKC mine cart levels. Least its not a low rider one like Sonic tried doing --- My God, did that predict good! Dr_Football-l-l it no goin' and you tell me do things, I done runnin'... |
man,
I dunno how I feel about that Kirby game being retail. it looks like a
XBLA type of offering. it kinda reminds me of that Wario game that came
out a year or two ago for Wii. --- xyzzy |
From: KleenexTissue50 | #453 Don't try to pretend I'm not right >_> --- I made a living on time trial blowing myself off to cross the finish line at ludicrous speed. -transience |
the wonky hit detection is part of the CHARM kaxon and it's not really the detection that's the problem, it's the feedback on stacked hits before the enemy recovers --- http://i48.tinypic.com/2cgh5cj.jpg |
also yay third birthday! |
Kirby's Epic Yarn looks really fun actually, even if it's not traditional and he doesn't suck. --- Check out my soon to be playthrough topic! http://www.gamefaqs.com/boards/8-gamefaqs-contests/55123489 |
it's official http://e3.gamespot.com/story/6265862/legend-of-zelda-ocarina-of-time-coming-to-3ds --- xyzzy |
http://www.youtube.com/watch?v=WjyMYS40iUo I'm cautiously optimistic about this. While I'm still worried that it's going to be a crappy God of War type game, the trailer did a lot of little things right - the bloody tears cheesy line, Carmilla, Cornell, lots of neat Castlevania looking enemies, and what is more or less a whip. I wanna see some gameplay. and it's not really the detection that's the problem, it's the feedback on stacked hits before the enemy recovers I thought that was intentional! That makes it more fun to play with multiple people, so long as you're fighting a roomful of enemies and not just one. Magic stacking is what breaks the game for me, but I always avoid it when playing multiplayer anyway. --- Mustache...and Green... |
Miyamoto
is talking Nintendogs + Cats: "So you know cats are interesting. They
are kind of like girls. If they come and talk to you it's great. But if
you try to talk to them it doesn't always go so well" --- http://img691.imageshack.us/img691/4377/feelsgoodmanf.png http://card.mmos.com/psn/profile/ca/p/CaptainRockman/card.png |
Nintendo Roundtable -- Nintendogs, Zelda, OOT remake, Q&A http://e3.gamespot.com/story/6265821/nintendo-developer-roundtable-live --- xyzzy |
SHINE beat me to it. I love that quote. --- xyzzy |
this is the one that has me wondering what they have planned Aonuma says that recent Zeldas have been focusing on things like story and dungeons. Skyward will instead focus on "fun". --- http://img691.imageshack.us/img691/4377/feelsgoodmanf.png http://card.mmos.com/psn/profile/ca/p/CaptainRockman/card.png |
http://www.youtube.com/watch?v=WjyMYS40iUo And with this, all my hope for Castlevania:Kojima edition is pretty much dead. Thanks Kojima. --- My God, did that predict good! Dr_Football-l-l it no goin' and you tell me do things, I done runnin'... |
so who wants to do me a favor ! over at pc ign they habe some civ5 update from e3. i'm not sure what it is exactly, and i can't access it for some reason. can someone copy/paste some of the bigger stuff for me? --- |
that's a good quote, shows promise that nintendo understands the problem --- one generation plants the trees, another enjoys the shade |
it's a huge article. I skimmed through it but I have no idea what any of it means. here it is - http://pc.ign.com/articles/109/1096888p1.html --- xyzzy |
Mario Kart 3ds impressions Ever since Super Mario Kart wowed the world in 1992, no Nintendo system is truly complete without a Mario Kart title to call its own. Thankfully, the Nintendo 3DS should get its own version soon enough. The demonstration Nintendo had in their booth wasn't playable, but the pre-recorded footage looked like a lot of fun, and the 3D visuals were really well done. The trailer started on a close up of Mario drifting around a track. The karts looks as detailed as what you would find in Double Dash, but there isn't an extra seat to slow things down. Instead, the kart designs look like the original in the franchise, which is a welcome return to simplicity. The first track took place outside and inside of Peach's castle, with cherry blossom leaves blowing in the wind. Blue sparks shoot off the wheels when you perform a power slide, though it's unclear if you need to quickly wiggle left and right to activate it. The 3D effects are really well done. While watching Mario and Luigi race toward first place, it looks like a standard Mario Kart game. But items and objects are given the 3D treatment. When Luigi let loose a blooper on Mario, the ink had extra depth. Flying past bats in a cave had the same visual flair, and it was really cool having them fly into your face as you sped by. The newest rendition of Mario Kart looks to continue the franchise's proud tradition. Stay tuned to GameSpot for more coverage of this 3D racing game. --- xyzzy |
Stand back. Firaxis' Civilization V is a big deal. Around the IGN offices, the Civ franchise has as sterling a brand value as any game series could, and it's appeared at nearly the top spot on lists like our top 100 games of all time and top 25 PC games of all time. When we heard we could interview Jon Shafer, lead designer & principal gameplay programmer on the upcoming sequel, we were quick to respond. Big changes are in store this time around, and to learn all about it, we conducted Q&A via email. In case you weren't paying attention last week, we also learned the game's release date: September 21st in North America, and September 24th elsewhere around the world. IGN: First off, would you be able to give us a brief account of your own personal history up to Civ V? What sorts of ideas about how to move Civ forward developed as a result of your work on Civ IV and other projects? Jon Shafer: My life was forever changed when I discovered the Civilization series in 2001. I was in high school at the time and quickly became a part of the online community. While in college I got the opportunity to join Firaxis as a programming intern in 2005 to work on Civ IV. I moved on to the expansions where I started doing design work, and when Civ V was getting started I was chosen to lead the project. The ideas that have made it into Civ V have come from a wide variety of sources. Some of them were inspired by games I'd enjoyed back in the 90s. Others originated while playing the Civ games prior to working on the series. And of course, a lot of them came up during development and just stuck. Firaxis' iterative development process guarantees that the form of a game is discovered as we go, rather than through creating a monolithic design document before any programming has been done. IGN: Civilization is obviously a big franchise, one that draws in a large, diverse crowd. How do you go about moving the franchise in a new direction without losing the essence of the game, and what do you consider that unalterable essence to be? Jon Shafer: Keeping what makes Civ "Civ" is obviously something very important to the team as a whole. Ultimately, the addictiveness of "just one more turn" is the most important factor, so with that, many of the fundamental building blocks of every Civ game are still in place: tiles, turns, units, cities, technologies, etc. They can be reorganized but they have to be there in a clearly recognizable form. So we've tried to keep the core gameplay as much as possible while switching up some of the details around the edges. cont'd --- http://i48.tinypic.com/2cgh5cj.jpg |
IGN:
Removing religion, at least for franchise fans, seems like a move that
could shake up the experience. Can you talk about why that decision was
made and the kind of impact it will have on the gameplay experience? Jon Shafer: One of our early goals was to improve the diplomatic experience in the game. In particular, we want there to be a sense of mystery to it, where the player doesn't know exactly what to expect from the other players. Additionally, we want the AI to be fairly rational when it comes to how to deal with challenges and opportunities. The leaders all have unique personalities, but they are not locked in to any particular behavior. Gandhi might have a strong preference towards peace, but that doesn't mean he will never declare war. In Civ V a leader will not hate you simply because of a social policy you've adopted, or something along those lines. The religion system in Civ IV was a method for directly influencing the actions of the AI players that simply didn't fit within our new vision for diplomacy. The team discussed possible mechanics for a religion system in Civ V, but without the diplomatic effect it simply lacked a lot of what made it interesting in Civ IV. We have no desire to include a feature just to say we included it - the goal is to make sure everything fits and adds to the fun. Civilization games have typically retained a satisfying degree of complexity to their gameplay systems without becoming overwhelming, ensuring a wide range of players can easily enjoy the experience. IGN: With Civilization V, how do you continue to expand the franchise's user base while retaining enough depth to keep franchise fans satisfied? Jon Shafer: A major goal with Civ V is that it's accessible to more people than the previous Civ games. The best way to address that without chopping a lot of features out is to improve the interface and provide players with new tools for learning the game. With the interface we've tried to focus as much as possible on displaying only the information that's important at the time, instead of placing as much on the screen as possible. This makes it more likely that new players will find what they need. We also have options to turn on more advanced UI settings, so we're trying to be mindful that some people do want more on the screen. Something else we've added to try and appeal to more casual players is the new advisor system. As you play the game they'll pop up with useful information. The advisors in many ways serve as a tutorial for the game, without forcing everyone to go through pre-scripted missions. We recognize the fact that most people don't want to sit through an hour or more of lessons before getting the opportunity to actually have fun. The advisors should help make players more confident when just jumping into a game. IGN: One of the most obvious changes is how units no longer stack, but instead occupy one plot of land on the new hex grid system. Can you talk about how this will alter the experience from what people might be used to in Civ, and what sort of advantages it might have in battle? Jon Shafer: The most noticeable effect will be that wars are now more spread out across the landscape. We wanted to reduce the focus on capturing cities, and instead make controlling the landscape significant. A single hill can now make or break an invasion - while this was possible in previous Civ games, it was much less likely because the stacked combat rewarded numbers above all else. To make it easier to shuffle units around the battlefield, unit movement rates have been increased. Standard infantry can all move 2 tiles now, and mounted units can move 4. Additionally, units can move through one another as long as they don't end up on the same tile. Together, these changes have made the one-unit-per-tile system more enjoyable. cont'd --- http://i48.tinypic.com/2cgh5cj.jpg |
IGN:
Many enjoy playing Civilization with others in multiplayer, but for
those that would rather engage in conflicts against AI opponents, what
sorts of changes might they see to how their artificial adversaries
behave? Jon Shafer: The AI has been a big focus for us. We've had several programmers working on various elements of it to ensure the AI is a competent and interesting opponent. We talked above about the removal of religion, and as noted, a major reason for that was to provide a more rational AI. For players looking for more from the AI, this should be a noticeable upgrade. IGN: From what's been talked about so far, it sounds like the leaders in the game will play a more prominent and dynamic role in the experience. Can you talk about the way this part of the game has been altered, the way a leader's influence will change as a game progresses, and the overall effect you're aiming for it to have on the experience? Jon Shafer: The AI in Civ V is quite perceptive, and will be able to determine when you're settling aggressively, when you're stationing units near its borders, and so on. A big part of diplomacy in Civ V is discussion with other leaders. Depending on their personality, they might raise the issue and demand a response from the player. Decisions made will have an impact immediately as well as down the road. The AI leaders will also ask the player to work with or against other civs in the game - and in turn, the player may ask the same of the AI players. All of this means there's much more to diplomacy in Civ V than simply trading things. IGN: Based on what's been talked about so far it sounds like there could be more to consider, particularly with regards to the independent city states that dot the terrain. How do those factor into gameplay, and how does that tie into the overall vision of what Civ V is supposed to be? Jon Shafer: The biggest role the city-states play is to spice up the diplomatic relations between different players. With only major civs, everyone in the game is a competitor that's only worth dealing with until you can scheme up a way to eliminate or weaken them. City-states flip that around, introducing players into the game that aren't trying to win - this means they're very much worth protecting and fighting over. There are three types of City-States in the game: Maritime, Cultured and Militaristic. Befriending one provides bonuses relating to their type. While City-States can be friends with any player, they can be allied to only one at a time. City-States grant all of their resources to their ally, and will join him in war, making this a very handy status to possess. As the game progresses, City-States will make various requests of the players. Some might request the major powers kill another neighboring City-State, while others might take a more peaceful route, asking to clear out nearby barbarians. cont'd --- http://i48.tinypic.com/2cgh5cj.jpg |
lol ign --- RustyMrMokka - 11th place in uoty2010 ... goddammit. RUSTY ~ your messiah |
IGN: At this point, would you be able to provide any details on how the multiplayer component works? Jon Shafer: The biggest change is that Civ V uses Steam to manage multiplayer games. This means we'll have all of the standard functionality you'd expect from a Steam-based multiplayer game. IGN: Many like to fight, but what's being done for players who prefer to take a more peaceful, diplomatic approach? What sorts of options are there for them to try and win a game by working with others, building up their cities and cultures, and striving for non-violent victories? Jon Shafer: A major new feature that we haven't talked much about before is the Social Policies system. As players accumulate culture over time, they're able to spend it to adopt social policies. There are 10 branches to select from, most of them requiring the player be in a particular era to utilize. Each branch is themed around a different aspect of the game. For example, the early-game "Honor" branch provides bonuses to one's military, while the later "Commerce" branch improves one's gold output. With the Policies system we wanted to keep the feel of mixing and matching to construct one's government that was in Civ IV, but we also wanted to instill a sense of forward momentum. Rather than having to switch out of one policy to adopt another, you build upon the policies already unlocked. The thought process we want to promote is "what cool new effect do I want?" rather than the feeling of needing to perform detailed analysis to determine if switching is a good idea. The cultural victory is now tied to unlocking a certain amount of the policies tree. The policies give quite a bit of punch to the cultural side of the game, in addition to being a viable path to victory. Additionally, we're enhancing the diplomatic victory in Civ V. Similar to the previous games, this requires winning the UN election. Every player in the game has 1 vote, including the city-states, making them vital to winning this way. Should a city-state be conquered, they can be liberated, and if this happens that city-state is guaranteed to vote for the liberator in the UN election. The ability to provide "gifts" of gold to the city-states should result in some exciting finishes. IGN: How does actually managing your civilization, meaning dealing with resources, unit promotions, and border expansion, work in this version of Civ, and how does that differ from what fans may be used to? Jon Shafer: The feel of the game is very much recognizable. Civ V is merely a different flavor within the universe of Civilization. Players still have worker units that construct tile improvements on the map, collecting resources and improving the output of tiles in use by cities. Resources are now quantified, so a single source of oil is no longer able to fuel an entire fleet. Unit promotions are still in the game, and are now more tailored to the particular unit class. Additionally, a promotion opportunity can be "spent" to fully heal a unit, providing an interesting trade-off between long and short-term benefits. Border growth now takes place one tile at a time instead of a bunch at a time in large rings. Cultural accumulation still provides a long-term method for expanding one's territory. The order in which tiles are claimed depends on the geography. For example, nearby tiles with resources will be first in line, while others across a river will be picked up later. Spending gold to acquire land is a new feature which has a pretty big role to play, particularly early on. Players may choose which tiles are obtained with money, but the price will depend on how easy or hard it would be for the city to claim the tile by culture. This gives players some element of control, and provides a compelling reason to save up. If you need 200 gold to get that iron tile, you're going to be much less likely to spend your money carelessly. |
new Sonic Wii game trailer - http://www.youtube.com/watch?v=pHMHMupoSDE doesn't look like it controls especially well, but it looks good for those people who like those on rails fast levels from the 3d Sonics. also, I might be being a bit harsh because the guy who's playing it obviously sucks. --- xyzzy |
it was described as Sonic Unleashed minus everything but the running and Sonic doesn't talk in the game --- http://img691.imageshack.us/img691/4377/feelsgoodmanf.png http://card.mmos.com/psn/profile/ca/p/CaptainRockman/card.png |
much thanks, kleenex! civ5 soundsreally great, better than before even. there's really nothing about the game that has sounded like bad news. good show, firaxis. has there been any new media on the game? --- one generation plants the trees, another enjoys the shade |
Not that I've seen. As you can imagine, Civ5 isn't exactly a marquee title that the media is scrambling to cover. --- http://i48.tinypic.com/2cgh5cj.jpg |
Arg I need to get into the Civ series one day. I get through a couple turns, and just get pissed at how boring it is. I keep hearing how great it is once you get a few cities rolling, but I just can't make it that far. --- Vote Deckard Cain from the Diablo series! http://www.megavideo.com/?v=57N0YAEJ |
yeah,
that's how it goes. the best games usually aren't makin' headlines.
hopefully someone tries to get something, assuming civ5 and firaxis are
at e3. so what's in store for tomorrow? any conferences or just more impressions? --- one generation plants the trees, another enjoys the shade |
i think there's a konami conference, but that's it. --- "It's a magical world, Hobbes ol' buddy...let's go exploring!" - Calvin |
we'll
get more impressions of the smaller games tomorrow. also Konami, but
I'm not expecting much there. they go so late in the game that people
have seen all their stuff. --- xyzzy |
are we expecting anything from konami? maybe some news on rising. i don't think konami has much to show. did sega and capcom announce anything today? --- |
Hopefully Konami shows off some more Castlevania stuff. I really want more details on Harmony of Despair. And that other one. --- http://i48.tinypic.com/2cgh5cj.jpg |
yeah i'm guessing konami will show that 3D castlevania game they've been working on. at this point i'm just hoping some sleeper game is discovered, because i wasn't really enthralled by any game announcement by any company in the conferences... actually Dust looks sweet. So I guess that's one. It'd be nice to have another, though. --- "It's a magical world, Hobbes ol' buddy...let's go exploring!" - Calvin |
oh hey, that reminds me -- have there been any impressions of enslaved: journey to the west? --- one generation plants the trees, another enjoys the shade |
i haven't even heard of it. --- "It's a magical world, Hobbes ol' buddy...let's go exploring!" - Calvin |
that's
ninja theory's game yeah? some media came out last week or something.
haven't heard anything from e3 but I can't say I've looked either. --- xyzzy |
you know.. I don't know why, but when OOT 3DS comes out I kinda wanna finally play it. REMAKE --- xyzzy |
You see, it was always destined to happen. People were just misled on the game. --- http://i48.tinypic.com/2cgh5cj.jpg |
Jon
Shafer: The most noticeable effect will be that wars are now more
spread out across the landscape. We wanted to reduce the focus on
capturing cities, and instead make controlling the landscape
significant. A single hill can now make or break an invasion - while
this was possible in previous Civ games, it was much less likely
because the stacked combat rewarded numbers above all else. To make it easier to shuffle units around the battlefield, unit movement rates have been increased. Standard infantry can all move 2 tiles now, and mounted units can move 4. Additionally, units can move through one another as long as they don't end up on the same tile. Together, these changes have made the one-unit-per-tile system more enjoyable. Based on my (very limited) Civ experience, this sounds very nice. It's kinda weird that for such a deep game, combat is basically pillaging and stacking a bunch of units inside a city to defend or outside to capture. --- Mustache...and Green... |
nba jam trailer http://www.gametrailers.com/video/e3-2010-nba-jam/101702 there's some more gameplay stuff on cam at gametrailers, too --- xyzzy |
goddamn lords of shadow really is god of war http://www.gametrailers.com/video/e3-2010-castlevania-lords/101680 --- xyzzy |
Portal 2... man I'm not sure http://ps3.ign.com/dor/objects/64329/portal-2/videos/e310_portal2_demo_01_061510.html http://ps3.ign.com/dor/objects/64329/portal-2/videos/e310_portal2_demo_02_061510.html the second video shows the new mechanics - portals that can float items, lasers that you can pass through cubes to kill turrets - but there's something missing for me. I think I liked Portal because of the simple mechanics. it feels kind of overcomplicated to me based on what I've seen here but that could just be because I'm seeing it back to back to back instead of being layered on gradually. --- xyzzy |
oh
and I watched some Enslaved gameplay. the game looks fast - you move
fast and there's lots of combo driven stuff, but it seems fairly simple
and mashy. you focus on melee attacks and you're fighting big mechs.
there's a lot of cover and stealth gameplay. you're usually avoiding
enemy fire and then sneaking up on them to go in for a melee kill.
you've got a partner that you communicate with and do some co-op stuff
with - I imagine this game has some co-op features so you can both play
together. I saw one part where a mech clipped straight through a wall. seems like an alright game, the kinda thing you'd get if you ran out of top-tier action games. --- xyzzy |
Other M gameplay demo - http://www.gametrailers.com/video/e3-2010-metroid-other/101696 Nintendo guy confirms that you get powerups by being granted access via Adam. it's Metroid Fusion all over again. ugh. --- xyzzy |
REMAKE --- http://i48.tinypic.com/2cgh5cj.jpg |
