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Xbox 360 Console Discussion


Stocka

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Well guys, i'll see you on PSU tomorrow morning ;)

 

No, you won't.

 

We apologize, but the BETA release dates have changed. The release date will no longer be Oct 11th, but should see release very soon after. Please watch this page, as well as our Official Phantasy Star Universe forums for more information. Thank you for your patience, we look forward to seeing everyone online very soon!

 

http://www.phantasystaruniverse.com/news_beta.php

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An editor of a dutch Xbox fan site called 'Xlife' let us know that at a recent MS press party in Rotterdam called 'Mission 360', MS revealed that Xvid and DivX playback would be heading to their system within 2 months. It was also emphasized that they plan on rolling out alot of new colours for the Xbox 360 console.

 

Source: http://www.maxconsole.net/?mode=news&newsid=10834

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Why not show the actual difference between the two formats like they used to do with pirated vs legal dvds, I think that would be more appealing to me

 

What a great idea! That way everyone who doesn't have an HDTV will then think there is no need to get one due to the fact that they wont be able to see those differences!

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Interesting read for all those getting Smackdown Vs Raw

 

GamePro: Why should wrestling fans care about WWE Smackdown! vs. Raw 2007?

 

Cory Ledesma: This year we are really focused on giving players ultimate control of their superstars. We focused on giving players the abilities to control the more entertaining and high-power moves rather than controlling every single aspect of the game.

 

CL: What's great about the new levels of control is that these choices are very strategic. Players can use all of these new moves to inflict high levels of damage to their opponents, but they can also sacrifice other strategic elements such as Stamina and Momentum. [We've added Ultimate Control Moves, Environmental Grappling Attacks, and Fighting in the Crowd.]

 

GP: We understand WWE SvR 2007 will give fans the ability to use the a "classic" control scheme. If the new Ultimate Controls are so good, why give fans that option at all?

 

CL: We always want to give fans of the WWE SmackDown vs. Raw series tons of different options to customize their own experience. That's really what the franchise is all about. Since the beginning of the franchise, we've always tried to offer as many match types, match rules, A.I. settings, Create-A-Superstar options and different creation modes so that the game has a tremendous amount of depth to keep fans busy for months.

 

We feel that adding last year's control scheme as an option is just another way of letting users customize their own play experience. Since adding last year's control scheme wasn't a difficult feature to implement, we felt some long time fans of the series might prefer to use the face buttons for their attacks. We're not ones to restrict our diehard fan base.

 

GP: Are there differences players will notice between the XBox 360 and PS2 releases, apart from the graphics?

 

CL: The main differences between the Xbox 360 and the PS2 versions will be solely on the graphical and hardware-specific side. Both versions of the game will offer close to the same features and options. We will not be scaling down any part of the game for the Xbox 360 version and we will be offering the same depth and features that our WWE SmackDown vs. Raw PS2 fans have grown to love.

 

GP: How have you used the greater muscle provided by next-generation machines like the XBox 360? What graphical flourishes are you now able to pull off that you couldn't before?

 

CL: Working on the next generation machines gives us a whole new sandbox to play in. The realism in the game is starting to get pretty scary. When you start seeing the veins pulsating on the top of Kane's forehead as he is staring you down with a chair in hand, you'll really wish you didn't challenge him to a hardcore match.

 

But in all seriousness, the staff at Yuke's is doing a tremendous job in maximizing the power of the next generation consoles and achieving levels of realism that we've only dreamed about. The Superstar models they are creating are now 20,000 polygon characters on the Xbox 360, with detailed texture maps and bump mapping. We are now able to create extremely detailed character models where players can see even the smallest details, such as veins, muscle definition, scars, detailed cloth textures and clearly defined tattoos.

 

GP: The sweat system for next-generation releases sounds interesting, and obviously affects next-generation graphics, but does it come into play in the ring as well?

 

CL: Our new sweat system this year works in conjunction with our Stamina and Damage systems. As a superstar begins to lose Stamina and accumulate damage in the match, sweat will begin to appear on the superstar's body. As the match goes on players will notice that superstar appearances will start to change as they collect blood, sweat and tears ... literally. We wanted players to feel as if their Superstars really were enduring a gruesome battle and that their bodies were showing it.

 

In previous games, the superstars would look exactly the same from the beginning of the match to their victory scenes. This year through our new sweat system, improved model textures and new body damage animations, the level of realism really starts to immerse the player into the game.

 

GP: What other areas are affected by the Xbox 360's power? Are you able to spend more processing power on AI decision-making, crowd interaction, and so forth?

 

We are indeed spending more processing power on our 3-D crowd this year. Since we have this great new Fighting in the Crowd area, we wanted to make sure that players can interact with 3-D crowd members and that we can support some of the new features we really wanted to introduce this year.

 

So, now with this increased processing power we can support fans handing the superstar weapons, taking crowd signs away from the fans and taunting with them, very high detail crowd members with facial animations and the ability to throw superstars into the front row of the crowd. With this increased processing power we no longer have to worry about sacrificing the quality of our models or environments to support all of our great new features. We are starting to now mix high levels of quality with quantity.

 

GP: How has the audio system, including commentary, been improved to keep up with the graphics?

 

CL: The audio system in games is a major part of production and can sometimes go overlooked during the course of a project. However, we feel very strongly that audio is one half of the presentation of the game and that we can't create a Triple-A product without spending quality time improving our audio system and experience each year. This year in particular, we've thrown out all of our old in-game sound effects, completely overhauled our entire audio system and added all new sound effects to the game.

 

When you pick up and play the game this year, you'll now hear a more realistic and dynamic crowd with all new crowd sounds and chants, grunts and pain sounds from the superstars for the first time in the series and brand new sound effects all in Dolby 5.1 sound. We've also spent a lot of time updating our commentary system with new lines from our Raw and SmackDown commentating teams as well as new commentary triggers for some of our new game play features. Commentary will also be more prominent in Season Mode, where we now have commentary during all of the entrances and victory scenes to help further the stories along.

 

GP: How will the new Career and GM modes differ from the 2006 edition of the game? Can you elaborate on the reported "tier" system?

 

GP: It looks like you've got some new tricks up your sleeve for Ladder matches. Can you give us the details?

 

CL: Absolutely! Recently, there has been an abundance of quality ladder matches in WWE, and it was felt by all members of the team that our ladder matches were in desperate need of an overhaul.

 

CL: Our mission statement from the beginning was to faithfully capture the drama and highflying excitement so commonly seen during ladder matches. In WWE SmackDown vs. Raw 2007, players will have the ability to lean a ladder against a set ladder and perform a running clothesline or spear attack against the player attempting to remove the suspended item. Players will also be able to position ladders in the turnbuckles horizontally as well as vertically, which is a first for the series. By Irish Whipping an opponent into a horizontal or vertically placed ladder, players will be able to perform numerous bone crunching grapple moves using the ladder as a weapon.

 

GP: Likewise, rumor has it that Table matches are getting an overhaul, making them last longer. What are you doing to improve this type of bout?

 

CL: The Table Match in previous iterations of the WWE SmackDown vs. Raw series had the reputation of being a rather short match type because of the rather simple rules to the match. This year we selected the Table Match as one of the matches we wanted to significantly improve.

 

Players will find two major changes in game play when they play a Table Match. In order to put an opponent through a table in WWE SmackDown vs. Raw 2007, players will need to meet two requirements: 1) A finishing move must be stored; and 2) At least one part of the opponent's limb damage meter needs to be red.

 

Once these requirements have been met, drag the opponent toward a set table in order to position him/her against the side of the table. With the opponent leaning against the table, players will have the option of smashing him/her through the table from a side position or they can lay the opponent atop the table, climb the turnbuckle and perform a special diving Finishing move from the turnbuckle. However, if you want to really rev up the crowd, nothing beats the feeling of smashing an opponent through two double-stacked tables!

 

GP: What can you tell us about the new "Money in the Bank" match type, and how it'll translate to the game?

 

The Money in the Bank ladder match is a match that first made its appearance on WWE programming at WrestleMania 21 and was an overwhelming success. The overall goal of the match is to place a ladder in the middle of the ring, climb up the ladder and grab the suitcase that is hanging above. This suitcase contains a contract for a Title Match that the winner can execute any time he wishes. However, it's never just that easy, as the match has six participants all fighting for that same suitcase.

 

Naturally we felt this was a great addition to our current lineup of match types for WWE SmackDown vs. Raw 2007. When we decided to add this match, we looked to the great WrestleMania matches for inspiration. During the design phase, we focused on creating ways for players to re-enact some of the death-defying stunts that the superstars pulled off in those match types. This year in the Money in the Bank match, players will be able to set up ladders in all new ways, use multiple ladders to create new attacks, perform high risk attacks off those ladders, and play some of the most dramatic matches we've ever had in the franchise. There is also a new mechanic for retrieving the suitcase, where a player must use the analog sticks as their arms and hands to pull down the suitcase.

 

GP: What details can you give us about plans for online play? How many players can be involved at a time?

 

WWE SmackDown vs. Raw 2007 will support voice chat this year. Beyond that, we are not disclosing any information about our online plans at this time.

 

GP: Wrestling is notoriously fast-paced; how do you make sure lag doesn't get in the way for online games?

 

CL: We definitely want to keep the action fast-paced when players go online, so we spend a lot of time making sure that lag does not significantly hinder game play. Since some of the game's mechanics are timing based, we focus a lot of efforts on tuning the timing of the game mechanics so that the game feels natural and similar to the offline experience.

 

We feel extremely confident that players will be able to jump online with high-speed access and enjoy the speed of the game without the frustrations of lag.

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Lol in what way were they "thuggish"?

 

You silly loon.

 

Breakdancing is what chav monkeys do to burn off all the alcohol and cigarettes and other stuff they have been smoking.

 

And as we all know chavs = thugs = hiphop/rap music = break dancers

so with that expression in mind we can see the link

 

What a great idea! That way everyone who doesn't have an HDTV will then think there is no need to get one due to the fact that they wont be able to see those differences!

 

you hit the main problem less than half the country actually has an HDTV therefore there won't be any point in buying the system

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We've also spent a lot of time updating our commentary system with new lines from our Raw and SmackDown commentating teams as well as new commentary triggers for some of our new game play features.
Certainly didn't seem it from the demo. The commentary was exactly the same (and I mean exactly the same) as SvR 06.

 

I was wondering, should I get Perfect Dark Zero?
If you like terrible games, go for it!
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Breakdancing is what chav monkeys do to burn off all the alcohol and cigarettes and other stuff they have been smoking.

 

And as we all know chavs = thugs = hiphop/rap music = break dancers

so with that expression in mind we can see the link

 

You sleep on a Nintendo pillow, don't you?

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