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Ich hatte eine schöne Kindheit, was?![]()
Vor allem das Baumhaus Traumhaft aber diese hübsche Lady ganz am Ende kann man durchaus als Naughty bezeichnen. 8)
Im folgenden Video siehst du, wie du consolewars als Web-App auf dem Startbildschirm deines Smartphones installieren kannst.
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Ich hatte eine schöne Kindheit, was?![]()
Vor allem das Baumhaus Traumhaft aber diese hübsche Lady ganz am Ende kann man durchaus als Naughty bezeichnen. 8)

Rise of the Argonauts ungeschnitten in Deutschland
25.07.08 - Codemasters gibt bekannt, dass das Actionspiel Rise of the Argonauts (PS3, Xbox 360) in Deutschland ungeschnitten in den Handel kommt.
Dazu will Codemasters das Spiel in zwei verschiedenen Versionen anbieten:
Eine gekürzte (frei ab 16 Jahren) und eine ungeschnittene Fassung. Release: 19.09.08 (Europa)

Rise of the Argonauts Hands-on
Jason wants that Golden Fleece and he'll smash the head of anyone who gets in his way.
by Hilary Goldstein
US, August 29, 2008 - Jason and the Argonauts is one of the more well-known Greek myths. At least, people know there was a dude named Jason who traveled around with a bunch of heroes searching for the mythical Golden Fleece. Codemasters wants to ensure gamers have a better understanding of the story and of the gods and heroes of Greek mythology with Rise of the Argonauts. An action-RPG, Argonauts takes the common button-mashing combat elements and fuses them with a Western-RPG component. The result is, potentially, a unique experience.
You play as Jason, though there will be many other heroes who will fight alongside you on your quest. Hercules, Achilles, and Pan are among those that take up arms with Jason. For each mission, you'll select an Argonaut to be your wingman. Each Argonaut has an allegiance to a particular god, which plays a role in combat. Herc rips enemies in half and is your strong man. Pan, who bows to Apollo, is a healer and will replenish your health at opportune moments.
Jason doesn't favor any one god. Each god has a different skill tree in Rise of the Argonauts, which opens new skills and powers for Jason. Completed deeds (decapitate a certain number of enemies, complete a side quest, etc.) are dedicated to the god of your choosing to earn points to spend for favors. But there are also points earned specific to gods based on actions taken in game and in dialogue choices. While you could focus on, say, Zeus, you are still going to end up getting deeds to cash in specific to various other gods.
While chatting away with others, you are sometimes given dialogue choices. Each choice is in line with a particular god. So choosing that option not only gives you different responses, but earns favor with that god. But you won't have choices that match each god every time, which is why you can never be fully in the favor of one god. And developer Liquid Entertainment wants it that way.
The RPG side of things is very streamlined. There are no loot drops, no stat sheets and no inventory screens. You earn new weapons -- we saw the mace, sword and spear -- which can be upgraded through the smith on your ship, the Argo. None of the micromanaging of items to be found here, which makes for a friendlier game for those who don't play a lot of RPGs. But this could be a drawback for folks who like having a greater hand in evolving their character. [schade]
What makes this an RPG then? Well, there is a copious amount of dialogue. Jason visits a number of areas where he'll speak to others and gain side quests. And you do upgrade Jason by dedicating deeds to higher powers. Choice also plays a role. At one point you can decide whether to kill Medusa or save her. End her life and Perseus joins the Argonauts. Save her -- and return her to human form -- and she will join your team.
This is an RPG-lite, but there is action aplenty. Jason and his allies battle against a fair number of enemies. The screen doesn't fill up so much that it feels like Dynasty Warriors or similar button masher. This is a tad more thoughtful. While it doesn't have the same type of combat as God of War, it is similar at least in terms of the number of enemies on screen and that they tend to take a few hits to bring down.
Shields are a big problem for Jason. You'll need to roll-dodge to get to an enemy's side and strike from where they are unprotected or perform a shield bash to try and knock away his protection. Rather than health meters, you are given a visual cue that an enemy is taking damage and ready to drop dead. You'll first destroy the shield, cripple limbs and finally get a shot at eviscerating them with one of your moves.
She doesn't look so good.As you power up Jason, he'll earn spells that can be used in combat. It's just a matter of a keystroke on PC or holding a direction on the D-pad on consoles. There are loads of spells to choose from. One of the more interesting ones is Conquest. For a brief time, you gain health back by killing people.
Combat handles well and is easy to get right into. There's not a ton of depth to be found, at least none during the time I played. Still, depth doesn't seem to be the focus here. This is an adventure meant to be easily enjoyed by all that takes you through some imaginative worlds where you battle some cool-looking enemies.
There's still a lot to be done to make Rise of the Argonauts a winner this holiday. Bugs need to be squashed, the framerate needs to be smoothed out, and the visual fidelity could use a boost. While Argonauts still looks a little rough around the edges, it does show some promise. The skill tree is actually very slick. Hopefully the story and the boss battles can deliver.


PAX '08: Rise of the Argonauts Hands-On
Ancient Greece is in.
Maybe it was the uber-manly, over-the-top actionfest that was 300. Or the, uh, uber-manly, over-the-top actionfest that was God of War. Either way, Liquid Entertainment is definitely down with the prevailing cultural opinion that the ancient Greeks simply kicked lots and lots of ass, an idea that is certainly present in their uber-manly, over-the-top actionfest, Rise of the Argonauts.
Well, okay. That's not being entirely fair to the title - from what game designer Andrew Rubino showed me, their Action RPG has quite a bit of, well, RPG under the hood, and the peek at the game's advancement system definitely had me nodding in appreciation for Argonauts' potential in that realm. Even so, that's the sort of thing that one can't really get a feel for in a limited hands-on scenario. What I did get a chance to try out on the PAX '08 show floor was the "action" part, and Argonauts doesn't disappoint.
Let's get the obvious comparison out of the way first: Argonauts isn't God of War, and I don't think it's trying to be. Both games feature blood-pumping action set in heavily stylized versions of mythological ancient Greece with a healthy appreciation for gore - and that's pretty much their common ground. God of War takes "over the top" to an entirely new level, relishing in its "heavy-metal" fantastic setting as Kratos bloodily tears harpies in half. Argonauts has its feet more solidly (though by no means completely) in reality, aiming instead for a slower, more methodic feel. Naturally, when compared to the whirlwind frenzy of God of War, "slower" is a relative term - Argonauts' action is anything but plodding.
Where Kratos hacked and slashed with two magical blades embedded into his arms with chains, Jason (of "and the Argonauts" fame) is content with slightly more mundane weaponry: over the course of the first level, I acquired a sword, a spear, and a mace. While Jason can acquire different specific swords, spears, and maces along the way in his quest for the Golden Fleece, he'll always have the three types of weapons at his disposal to switch between as the player sees fit. Swords are quicker, maces pack a stronger punch and more easily crush through enemies' shields but swing more slowly, and spears have a longer range. The player can cycle through the three weapons at the touch of a button, and can even do so mid-combo - for example, stunning an enemy with a quick sword strike and then grabbing the mace for a devastating and lethal final blow.
Jason also carries a shield around with him at all times no matter what weapon he's using, a welcome defensive tool when set upon by enemies out for your blood. The shield can also be used to bash enemies, either to give yourself some breathing room or to open them up for a followup attack. I found that using the shield came very intuitively, and gave me space to plan out my options more tactically while not taking me out of the sense of combat.
Combat in Argonauts is very quick, with many enemies dying in a few hits: Rubino explained to me that the developers wanted fighting to have a more cinematic feel, where having a sword slice through somebody would and should kill them. Basic attacks are generally used to knock enemies off guard or break down their shields and armor - once they're reeling, a simple tap of a button will deliver the coup de grace. These finishing moves are mainly cosmetic, but that doesn't make it any less satisfying to watch an enemy's head practically explode beneath a swing from Jason's mace. Rubino's personal favorite soon became mine - Jason skewers a foe with his spear and then swings his shield, decapitating the unlucky enemy with its edge. The attack actually exists in the game as more than just an animation, and any foes standing too close to the recently departed will have their own lives at stake.
As the game progresses, Jason will be able to add famous Argonauts to his crew, some of which can be selected to follow him into battle under the control of the AI - familiar names like Achilles and Hercules, among others. In the first level, though, your only companion is Herc (and he ends up getting separated from you early on), so I didn't really get a feel for how much they'll contribute to the fight later on.
While I didn't get a chance to go really in-depth with the RPG aspects and the advancement system, I did like the bit I saw. Jason can earn the favor of any of four Olympic Gods - Athena, Ares, Apollo, and Hermes - depending on his actions during battle and the choices he makes to deal with people outside of battle. Ares, for instance, rewards reckless offensive behavior in a fight, going after one's enemies with little concern for one's own welfare. Hermes favors a more nimble and agile style of play, avoiding hits rather than taking (or blocking) them. Apollo rewards defensive players, and Athena prefers tactical ones who use the spear to interrupt and counterattack.
The bonuses and abilities they award further bolster those aspects, so players can more easily choose their preferred style of play. It's a clever system that I'm looking forward to experimenting with in-depth once the game comes out.
Obviously, Argonauts is a game under construction, still in need of polish and working out the kinks ... but for me, it was easily one of my favorite titles on the show floor at PAX '08. Jason and the Argonauts continue to prove that yes, the ancient Greeks simply kicked ass.

