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Würde ich so nicht sagen:wirtschaftlich betrachtet machen die namen nämlich kein unterschied.
Würde ich so nicht sagen:
So sparen sie sicherlich an Druck-kosten, und Zeit bei einer eventuellen Fernsehwerbung
Das erinnert mich irgendwie an
:v:
Quelle:Wiping the slate clean
Why The Conduit 2 developers are making all the right noises
Just before Red Steel 2 was released, Tom went to have a chat with its creative director Jason Vandenberghe. One of the things that came up was the game's distinctive comic book design. Tom asked if he had any advice for Wii developers trying to make realistic looking games.
"Yeah, don't bother," was Vandenberghe's reply.
At this point The Conduit came up. "Talk about an incredible piece of technology," Vandenberghe said. "Those guys did an amazing job of modernising the Wii engine. At the end you look at it and you think it's not quite as good looking as a game on Xbox 360. It's got to be frustrating for them."
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It is frustrating for the guys at High Voltage. When I spoke to Josh Olson for an interview to be published in ONM 56, the strong sense I got was one of the determination of The Conduit 2 team to take on board criticisms levelled at the original game and sort them out.
Olson, producer of the sequel, knows he's working with a great engine - and that's why he's able to concentrate almost exclusively on the content of the game rather than the technology driving it. "We've really just been able to focus on the game design, on the fun," he told me.
Often when you ask a developer what they think of their previous, not universally loved game, they'll be defensive, or spin you out a politician's line designed to cover their back and divert you from the subject. That wasn't the case in an honest conversation with Olson. He admitted the team "took their licks" from The Conduit's feedback, and spoke a lot of "learning lessons". No one's kidding themselves, it seems. They know there's work to be done.
It's all in sharp contrast to the noises coming out of the Chicago studio in the run-up to the original's launch. Superlatives were chucked about, 'best looking on Wii' boasts were made and expectations were high only to be dented when we got to play it. But Olson knows this, and even before we get our hands on the playable code of The Conduit 2, this change in attitude is perhaps the most important thing.
High Voltage know where to direct their efforts, or at least they're saying exactly what we're thinking. The proof will be in the playing, but until then, readers, are you willing to give High Voltage a second chance?
Naja...es sieht schon besser aus als der erste Teil, aber halt noch immer sehr austauschbar....erinnert an halo. Der neongrüne Display auf der Waffe lässt aber alles wieder billig aussehen. High Voltage werdens wohl nie lernen, originell und stilsicher zu sein.
- nearly 2 dozen different weapons for the final game
- Vortex Blaster: energy based, charging ability, collects fired enemy bullets into a cluster, throws them back with a blast
- mobile turret gun: move around the level, fired remotely, look down the scope of the gun while behind cover
- oil rig level features weather effects, rolling waves
- firefights take place inside/outside the oil rig
- more variety in enemies
- shoot off armor, helmets with good shots
- flip over tables for cover
- sprint button allows you to run fast, charge down enemies
- levels are more open, feature multiple paths
- ladders for multi-tiered structures
- cut down forcefields, unlock doors with ASE
- motion-based movements to open gates
- twist Wiimote/thrust nunchuk to flick/turn switches
- story unfolds during gameplay
- scripted moments, dialog as well
- fight the 'leviathan' at the end of the oil rig
- leviathan has 3 tiers of damage that you can see via power bar
- big emphasis on boss battles
- Team Invasion co-op mode: 4 players, local or online, take on new challenges
- WiiSpeak supported
- online security will be tightened up in a big way
- upgraded customization includes new body parts to alter your look, customizable weapon upgrades
- 2-12 player individual and team-based competition
- 4-player split screen local multiplayer