LinkofTime
L99: LIMIT BREAKER
Doch finde ich hätte man einen Blick auf Red Steel oder Disaster ruhig mal machen können ^^
Im folgenden Video siehst du, wie du consolewars als Web-App auf dem Startbildschirm deines Smartphones installieren kannst.
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LinkofTime schrieb:Doch finde ich hätte man einen Blick auf Red Steel oder Disaster ruhig mal machen können ^^
Blackvirus schrieb:die screens sagen leider nicht viel. ein video wäre super, dürfte es wohl demnächst auch geben.
IGN - Hands-On: Sonic Wild Fire
May 10, 2006 - Throughout the years we've seen SEGA evolve along with the gaming industry, and Sonic morph right along with it. Back in the 80s, the SEGA Genesis was in furious battle with the Super NES, as gamers witnessed the beginning of Sonic vs. Mario. As the hardware changed, the competition stayed the same, and Mario and Sonic both moved to the N64 and Dreamcast respectively. Unfortunately, Sonic and company didn't fare quite as well during the 3D generation, and for a while it looked as though SEGA's top franchise could be a fad of the past. Game after game released without necessary changes, and the spin-off series headed by Shadow left hardcore gamers in a fit.
Amazingly enough, the Sonic franchise seems to have new life breathed into it as it SEGA's top title premieres on the Nintendo Wii.
Sonic hits Wii with authority.
All it takes is a few seconds of play time and the changes to Sonic's core gameplay can easily be seen. For starters, the control has been completely stripped, replacing the original analog execution with tilt control. Players control Sonic by simply tilting the Wii-mote (held in the classic NES position) left or right. Rather than positioning the game as yet another free-roaming adventure, each level instead acts as a rollercoaster of sorts, sending Sonic on a pre-determined path, while giving the player full control over movement and speed. Since the path is already set, players use the tilt function to navigate the track, grabbing items and fighting enemies at their own pace. It may sound basic, but that's what brings the series back to its original form, as it controls like the 2D version did, while still providing a 3D feel.
Aside form the main tilt control, SEGA kept it relatively simple. The 2 button is used for jumping, and can act in two different modes depending on the player. If the button is tapped, for instance, Sonic will perform a running leap, hitting the ground at the same speed when finished. If the 2 button his held, however, Sonic will skid to a stop and begin to charge a "super jump," which can be used to reach higher areas at the sacrifice of speed. When in mid-air, Sonic will automatically lock on to the nearest target he is facing, and with a simple flick of the controller will bolt towards them in a mid-air dash attack.
Expanding on that idea, Sonic can then combo off attacked enemies in a row, using the foe as a double-jump, and allowing as many consecutive attacks as there are targets. The only other major gameplay element included was the use of boost, which can be executed when enough fire icons are collected throughout a track. When available, players can flick the controller forward and launch Sonic into insane speed bursts. The sense of movement is great even within the short demo, as Sonic's speed rivals that of the Criterion's own Burnout series. Team the simple control with what is a very pretty and fast moving Wii title, and you have Sonic Wild Fire.
In fact, the vastly improved gameplay isn't the only addition to the Sonic world, as Wild Fire also takes a new approach to the presentation. Since the action is essentially tunnel-running, the camera work is able to do a ton of great cinematic shots while still giving the player needed control. In the initial run-through, the camera switched to tons of shots on the fly. It would film from just inches off the ground, pull back during faster moments, fly into the air and shoot down while Sonic navigated more precise areas, and even play catch-up when Sonic's super speed was used. On the graphical side, Sonic goes toe-to-toe with Super Mario Galaxy, offering vast environments with tremendous draw distances, great animation and a seriously slick look. Fire and speed effects are used everywhere in the level we saw, and we never saw a drop in the frame rate. The entire demo had a very cinematic feel, and the strong camera work mixed with detailed environments makes Sonic Wild Fire the most "next-gen" looking game on the system to date.
Since the very nature of E3 demands quick play-through sessions, we can't wait to get even more time with Sonic Wild Fire this week. We can say with confidence, however, that it is by far one of the most complete and well-rounded demos in Nintendo's booth, and everyone within an eyeshot of the screens were staring at them while in line for their own demo. The action is fast and beautiful, and the gameplay is back to how it should be. More specific tweaking will need to be done to the control, but only on a very minimal level. In fact, the gameplay was solid enough that we actually forgot we were using a new controller. It feels natural and controls are astonishingly tight compared to some of the other demos around. Compared to other 3D Sonic titles in the past, this one is really no contest. Sonic Wild Fire has resurrected the franchise, and we can only hope the full version will be as fun as it was today on the showroom floor. Nicely done, Sega.
Sasuke schrieb:Project: Hammer Video
http://media.revolution.ign.com/media/826/826992/vids_1.html
Sieht ja mal fett aus- wird sehr spassig das Game....
Ingame Videos
http://media.revolution.ign.com/media/800/800277/vids_1.html
oh,Mann der Titel scheint der Hammer schlechthin zu werden.
Darkeagle schrieb:Brubi schrieb:Leute ladet euch den E3 TV runter da kan man die E3 in Top Qualität anschauen![]()
link? is das nicht nur für insider, die bezahlen?
There is a mysterious clip on the back of it which points to the ability to snap the classic controller in or on something. There was no evidence to say that the actual remote would go there. When questioned, the representative said, "It's a secret."
Lastly, the representative also confirmed that it is in fact wired, and plugs into the same plug on the remote that the nunchuck plugs into. He elaborated saying, "So it's wired and wireless at the same time." When asked where we would put the remote, he responded with, "I don't know. It could easily rest in your lap."
Link's adventure schrieb: