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nicolasmasset

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Everything posted by nicolasmasset

  1. That's so true. The production of crap games on the DS should fade away over time. Developers just needed to see the possibilities, as Reggie said. As will be the same for revo.
  2. Forgive maybe, but never forget...
  3. I'm in the castle sewers now, but already got 14 hours on the clock due to several areas where I had to keep on retrying to get through them by using only maximum 1 herb mix. So I guess it is doable, but it just takes longer cause of the times I have to retry certain areas. It is more rewarding though when you finally get through an area.
  4. Nintendo is keeping it this "simple" so the japanese would play online. The japanese are scared by online, they think they'll instantly get some wierd porn freak trying to get their email address or stuff like that. That's why they've put this sort of parental friends only lock on their online strategy. Japanese haven't gotten on the online train yet. But I hope they change it for revo. I don't mind mariokart having this friends only lock, since the online portion is so limited anyways.
  5. Marvellous! This one really made me chuckle! LMAO really
  6. So here we are then jordan! Sorry you had to lock it, didn't think my thread was that console hardware related. So here goes! Check out the sneaky M$ marketing strategies! http://www.gamespot.com/news/show_blog_entry.php?topic_id=23907002
  7. Check this out! The smart bastards :p http://www.gamespot.com/news/show_blog_entry.php?topic_id=23907002
  8. I for one love all the speculating! I find 40% of the fun of a new generation of consoles being all the excitement and suspense leading up to it!
  9. Didn't they do the mark rein one with bill gates in it? Too bad the "interactive demo" is only drawing shit.
  10. Cheapshot, what are your tactics then? Do you keep avoiding the enemies or do you kill a few and keep running around till the cutscene comes or what? I can't imagine having enough bullets to kill all of them. And shorty, you said it's good so you learn to go for headshots. But I thought it didn't really matter that much where you hit em in this resi. I found the following handy when you have time: shot in the knee -> roundhouse kick -> 3 moren knive slices.
  11. You sure you took professional? Cause they DO suck Leon's healthbar empty in two blows you know.
  12. Think I'll stick with pro mode then, cause I hate it that when you start a second playthrough you get all your guns 'n ammo right from the start. No fancy weapons for me either. What professional mode does seem to offer is a greater sense of "survival" horror, as in: conserve ammo, only pick off the ones that are right up in your face, and keep running and dodging cause they're obviously too quick and too many! Seems there ain't no time to relax anymore. The only real drawback is that I'm guessing it'll take twice as long to finish, with all the continues I'm gonna have to use in tough areas.
  13. I wanted to start Resi4 again, but this time on professional mode, but it took me a good half hour alone to get past the freekin' intro section of the game in the village! It was THAT hard!!! Has anybody played through professional mode yet, and if so, does it stay this hard? Cause if it does, I may opt to degrade myself and go through it again on normal mode with all my ammo and such, cause professional seems pretty frustrating "you died -> continue"-ish.
  14. Yeah, saw the patent earlier but has been dismissed on ign as being nothing revolutionary. Some guy said the patent was always stating a screen or projection monitor (=screen), so no holograph stuff or whatever. It would just be a new way for the viewpoint to be displayed.
  15. Yeah, read that article earlier today, indeed some very interesting stuff!
  16. BGS, here's an article from ign: spielberg patent I'd also like to see one of those in a shop, but heck, who am I kidding? I live in Belgium, ha! But Yen-Rug, didn't you see the movie with the dancers? Or the Diesel girl fitting clothes? That was done with only a projector, no mirrors.
  17. Some of you may remember this from the cube-europe tech boards, or at least that's where I think I discovered it Aaaaanyways, it shows some pretty neat holographic stuff for commercial and business use. I must point out I don't think it's in 3D, although the cheoptics360 sure looks like it. Just a little link to spice up your imagination. Enjoy! Vizoo holograph technology Edit - By the way, I was just listening to the Revolution Report #10 podcast of some guys at ign and one of them mentioned that Steven Spielberg patented his new fantastic way to immerse the viewer. I'm guessing they're talking about the amazing 3d stuff that "a famous videogame company" was going to implement in 2006 before the movie industry could, remember? So if he patented it, he pretty much kills that rumour.
  18. Check it out guys! http://seriousgamer007.blogspot.com/2005/10/sg007-is-in-shock-i-just-played.html
  19. He is making a new game from scratch. Remember Iwata promised us at least one completely new franchise for the rev!
  20. oh spong, how we love thee
  21. Yep, read the full interview on ign forums. Here goes for those of you who can't log on there: Meet Mario's Papa Legendary designer Shigeru Miyamoto talks how he aims to bring the family together around Nintendo's new console As the brains behind the video games at Nintendo, Shigeru Miyamoto has shown a knack for inventing games that kids would get hooked on. In 1985, his Super Mario Bros. -- the world's hottest-selling game ever -- was the first with a scrolling screen, which expanded the playing space vertically, not just horizontally. The next year, he came up with the labyrinthine fantasy world called The Legend of Zelda, which could take skilled gamers hours, and sometimes weeks, to complete. And in the 1990s, his Super Mario 64 was the first console title with 3D graphics. It even forced him to tweak the Miyamoto, 52, recently spoke with BusinessWeek Tokyo Correspondent Kenji Hall about video games, how they have changed, and what to expect in the future. Edited excerpts of their conversation follow: What do you think was the biggest innovation in video games since the 1980s? The biggest change was when 3D graphics came to Nintendo 64 and PlayStation. Before that, arcades had the edge in game technology. In the pecking order, game consoles for homes came last. 3D changed that and made home consoles the front-runner. But I had no idea how quickly technology would change everything. Economies of scale were allowing game hardware makers to spend lots of money to develop new consoles. Suddenly, we were working with consoles that were 10 times faster than anything I had ever imagined, and the disk-storage space was vast. What's the secret to creating a hit game? Whether it's a new game or a sequel, we want anyone to be able to play right away. That's why I think Rubik's Cube was so brilliant. I saw it for the first time at a toy convention in Japan in the early 1980s. The moment you see a Rubik's Cube, you know you're supposed to twist the pieces. And it's beautifully designed. Even if you've never handled one, you want to pick it up and try it. And once you do that, it's hard to walk away until you've solved it. Supercomputing power has improved game graphics to the point where characters can be made to appear almost lifelike. But the characters in your games are mostly cartoons. Why? Nowadays, software makers want games to be so realistic, but first and foremost games should evoke emotions. When I made Pikmin, I wanted people to feel a mix of sadness and happiness. The Japanese word itoshii is used when you think fondly of someone. You wouldn't normally feel that when playing games, but that's what I was striving for. Games aren't just about recreation and getting to the next stage. People often tell me nobody would play a game that isn't that way -- it would be too boring. But I don't agree with them (see BW Online, 10/13/05, "Indie Gamers Hit the Right Buttons"). Does Nintendo target a certain age group with its games? We want our games to be for anyone from 5 to 95 years old (see BW Online, 10/19/05, "Attack of the Gaming Grannies"). We disagree with people who say, "Nintendo is for kids, and Sony (SNE ) is for adults." There are plenty of 60-year-olds who will play the games we make. Women in their 20s haven't been a major target for game makers. But many young women have found our games fun, especially Nintendogs. What's the most important ingredient in your games? The most basic element is fun. Games are interactive. They must challenge you, and reward you when you rise to the challenge. In my view, the game begins the moment a person touches a console -- everything builds from that. When I first started creating games, I mainly wanted to make something that would surprise people. Actually, I never imagined I would be making video games. I thought I would be designing toys, like Dr. Rubik of Rubik's Cube. Where do you get ideas for your games? It's hard to remember. Sometimes I rely on childhood experiences. For instance, what did I find scary? Some ideas are spontaneous, some come from notes I've kept. I used write down things I saw or heard on a Post-it, which I would stick in my scheduling book. It could be a game or something funny on TV I saw, or a story I heard someone tell. Do you remember how you came up with Super Mario Bros.? It started with a simple idea. I thought: "I wonder what it would be like to have a character that bounces around. And the background should be a clear, blue sky." I took that idea to a programmer, and we started working on it. Mario ended up being too big, so we shrank him. Then we thought, "What if he can grow and shrink? How would he do that? It would have to be a magic mushroom! Where would a mushroom grow? In a forest." We thought of giving Mario a girlfriend, and then we started talking about Alice in Wonderland. How will Nintendo's next-generation platform, Revolution, differ from others? Most people think video games are all about a child staring at a TV with a joystick in his hands. I don't. They should belong to the entire family. I want families to play video games together. That was the concept behind the Revolution (see BW Online, 10/4/05, "Nintendo's Revolutionary Man"). I also redesigned the Revolution's controller to look more like a regular TV remote, so anyone who saw it would know instantly how to use it, and so they wouldn't think they had to always stash it away. Do you have a favorite video game? The only time I play is maybe the 20 minutes I spend testing rivals' new machines. I don't play video games in my free time. On the weekends, I fix things around the house, garden, or play the guitar. Or I'll exercise, go swimming, take the dog for a walk, or go for a hike. In the future, what do you think video games will be like? It's convenient to make games that are played on TVs. But I always wanted to have a custom-sized screen that wasn't the typical four-cornered cathode-ray-tube TV. I've always thought that games would eventually break free of the confines of a TV screen to fill an entire room. But I would rather not say anything more about that. You've been called the Steven Spielberg of video games. Recently, some gamers have been making movies using game software. Are games and movies converging? It's a common comparison, but I don't think it's an appropriate one because movies aren't interactive the way games are. Even so, I've learned a lot from movies. For instance, I pay attention to how movies use music to create a mood, how many camera angles there are, or how the director sets up a scary scene.
  22. Dammit I thought they meant within 14 weeks as of now :p Now THAT would have rocked! And by the way, Europe isn't last because of market share :s We're always last because of all the languages we got here. And heck, who says Europe will be last? We're getting mariokart before japan aren't we!
  23. I'd have to say that Fable on the xbox sits right up there alongside your zelda's and metroid primes and castlevania IV's. That music is totally amazing for the game!
  24. dabookerman, yes they do.
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