Coreian
L16: Sensei
@ dhi
dann warte bis scarface erscheint, das ist wirklich klasse.
dann warte bis scarface erscheint, das ist wirklich klasse.
Im folgenden Video siehst du, wie du consolewars als Web-App auf dem Startbildschirm deines Smartphones installieren kannst.
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Coreian schrieb:@ dhi
dann warte bis scarface erscheint, das ist wirklich klasse.
We promise you that Alt-Ctrl, our occasional series that examines alternative input devices for games, is not in any way beholden to Electronic Arts, or the Wii, for that matter. It's just that EA has been very cooperative thus far with our requests for additional information about its Wii titles. This installment of Alt-Ctrl focuses on The Godfather Blackhand Edition--which ships in March for the Nintendo Wii--complete with exclusive screenshots of how the game uses the Wii Remote and the nunchuk for combat. And we've also got a Q&A with senior producer Joel Wade, who offers up some valuable insights into the development process.
When did development begin on Godfather Wii?
We began development in June of last year, starting with a trip up to our Vancouver office for a Wii conference with Nintendo. Nintendo gave us lots of hands-on experience with most of their titles in development at the time including Super Mario Galaxy, Wario Ware: Smooth Moves, and of course Wii Sports. When we actually got our hands on the controllers and got to give them a workout we were instantly excited about how we could use them to rethink the way combat--both hand-to-hand and firearms--was controlled for The Godfather. Hearing and reading about the Wii's specs is one thing, but getting actual hands-on time really got our creative juices flowing.
The Blackhand controls were an essential element of The Godfather on PS2 and Xbox. What was the philosophy behind translating those moves onto the Wii remote and the nunchuk? Have any new moves been added to Godfather Wii?
The easiest approach for a developer of an existing game would be to figure out what gestures would work for the existing button-based actions, and simply plug them [into the Wii version.] Combat is core to The Godfather, and incredibly varied [punching, grabbing, strangling, throwing, clubbing, and shooting.] We knew that for the game to be successful we had to get the combat feeling just right, so decided to turn this approach on its head. We actually went around asking people to show us how they would throw a punch, or swing a bat. When we felt we had a good sample, we went out and re-mocapped most of our moves. We wanted to make it feel as close as possible to seeing "yourself" throw jabs and charged attacks.
Ultimately this philosophy led us to completely rework the melee system and make the nunchuk act as an extension of the player's left hand while the Wii remote would represent the player's right hand. We did also end up adding a bunch of new moves that suddenly made more sense for the controller. For example, grabbing and swinging both hands together does an overhead smash with a baseball bat, and making a twisting motion while garroting an enemy now performs a neck snap. Just to name a few.
What challenges were there in bringing this game from the traditional PS2 controller to the Wii?
The challenge and the fun for us was making the player feel like they really are a tough-as-nails mobster delivering a vicious beat-down to a rival family member or uncooperative merchant. Videogames are a fantastic way to deliver the fantasy of allowing you to do things or be someone that you aren't, and being a part of The Family has definitely been an appealing fantasy for a lot of people. Once we were able to get the motions and animations feeling responsive enough, which took more than a few cycles, the game instantly started feeling incredibly fun and addictive.
A stressful moment for any development team is standing up in a room full of marketing and publishing folks and showing off your software for the first time. We opened our demo with walking into a rival family's business, grabbing the mobster guarding the shop by the lapels, and quickly performing the virtual head butt, where you pull both controllers towards your head. Instantly the room erupted into laughter and clapping--so we breathed a quick sigh of relief and with a flick of our wrists tossed the mobster through the plate glass window into the street outside. From that moment on we knew we had something special.
What did players from focus groups tell you about the controls early on, and how did you implement their feedback into the final controls?
Focus tests definitely taught us a lot about how to design--and how not to design--a game with gestures. The biggest learning we had was that no matter how methodical your training, people want to swing a hook or throw a bottle the way they want to, the way they imagine doing it in real life, not necessarily the way you were expecting. To avoid the ultimate sin for a controller--the "false negative" where you make a motion and nothing happens--we found we needed to make the gestures very generous, i.e. tolerant of a lot of variation in the player's moves. The problem is that the more generous you make a given move, the easier it is for it to overlap with other different moves. Constantly, repeatedly, and sometimes painfully iterating on this fine balance over many months ultimately helped us find the sweet spot for all our gestures.
For those on the development team who worked on previous versions of The Godfather, how does using the Wii Remote and the Nunchuk change the feel and the vibe of the game experience?
There is something inherently fun in grabbing the Wii controllers for the first time. When seasoned developers can pick up a game they've worked on for over two years and you see a smile quickly spread on their face you know you're doing something right. Grabbing an enemy with the two trigger buttons, swinging a crowbar with your arm, and pointing a firearm by pointing at the screen are all really powerful immersive experiences. Suddenly even non-gamers get excited when you show them what you can do just by moving your arms. Several weekends ago I had brought home my development Wii kit to play the game and take notes on anything that still needed polish. My girlfriend (a decided non-gamer) came over before we headed out to dinner and I let her play the tutorial missions while I finished getting ready. The next day I got a single-line text-message on my phone: "I want to throw more people around "
Does playing The Godfather on the Wii feel like a more violent or less violent experience as a result of using gestures for the actions--punching, slapping, throwing, pistol-whipping, etc.--than on the PS2 or the Xbox where you're simply pressing buttons and flicking the analog stick?
The game was created to appeal to a more adult audience than any other Wii game. While the motion sensitivity of the Wii controller has allowed us to deliver a more interactive experience, we wanted to make sure we respected the fiction of the movie but not make it overly gratuitous. This is a Mafia game after all--not one about rainbows and puppies.
Colditz schrieb:Im Grunde braucht man sich bei diesen Bildern nicht wundern warum EA Bedenken hat die Wii Version auf dem deutschen Markt zu veröffentlichen.
CSI: Mord in 3 Dimension (PS2, Ubisoft)
Freigegeben ab 12 Jahren gemäß § 14 JuSchG
Als Genrebezeichnung gibt die USK an: Genre: Kinder-/Kreativ
Colditz schrieb:Bei CSI geht es auch darum Mordfälle aufzuklären indem man Beweise sichert und Personen befragt, nicht darum jemanden von einem Hausdach zu werfen oder den Schädel mit einem Baseball Schläger zu bearbeiten...
Hast Du die Memo nicht bekommen? Wii ist Current-Gen, PS2 ist Last-Gen. Next-Gen beginnt in fünf Jahren...Sasuke schrieb:Es gibt neue Bilder zu Wii Fassung, sieht imo ganz gut aus ... Gesichter der Charas oder die Feuereffekte sind ziemlich hübsch geworden Imo hübscher als die Current Gen Fassung.
Rest der Bilder
http://www.ngcfrance.com/news.php?operande=0&idx=6903&r=1
RacingPotatoe schrieb:
Wird gekauft! Sieht echt geil aus! Hatte zuerst mal daran gezweifelt das Wii mehr Games für "Erwachsene" erhält als der GC, aber seit den letzten Ankündigungen bin ich absolut zufrieden und sage Danke Nintendo das ihr euer Versprechen haltet!
manu_zero schrieb:Wird gekauft! Sieht echt geil aus! Hatte zuerst mal daran gezweifelt das Wii mehr Games für "Erwachsene" erhält als der GC, aber seit den letzten Ankündigungen bin ich absolut zufrieden und sage Danke Nintendo das ihr euer Versprechen haltet!
Für uns Deutsche bringt das jedoch nichts, da hier diese ganzen Spiele für Erwachsene nicht erscheinen.
Klar, wer es will bekommt es auch. Aber die Masse weis nichts von diesen Spielen.