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Gameinformer + Ubisoft + Nintendo Rev = Red Steel

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el Croux said:
I guess I don't share everyone here's love of re-reading the first post of really long threads.

Well, it's a good job I only asked for confirmation of their existence as opposed to their location...............oh fuck it, ban away.

1UP
 
kpop100 said:
haven't looked at any PSP games in the last year I take it
Lasy year? Try last month...

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koam said:
I really love the damage control in this thread. The reason is because, for once, the damage control is not coming from Nintendo fans but rather from the Microsoft and Sony ones.

The truth is that many people expected the revolution to look similar to the Xbox. The CPU speed is identical, THEY MUST BE JUST AS POWERFUL. Now that we've seen the first Revolution screenshots and they turn out to be way better than wallguy's MTV debut the trolls simply don't know what to say. I'm sure drinky and his following had loads of photoshops ready to be used for the day that we'd see the first rev screenshot but now that we have and it looks a lot better than anything on the Xbox, they attack the system's HDR and PS (lack of) technology.

We all knew and expected the revolution to suck in terms of graphics. It was meant to be a low end, budget alternative to X360 and PS3. We didn't really believe that the graphics would turn out as good as they did.

But on to my real point, it's quite obvious that UBIsoft has taken the FPS genre to a whole new level in terms of gameplay. Fast, responsive and more natural controls. The game sounds like, if done properly, can set the new standard in FPS games and no matter what shader effects the PS3 or X360 can pull, they will not be able to replicate that type of gameplay with their dual-analog controllers. That's the point of the Revolution.

I'm sorry... :lol

Will you say "wow" and "welcome chang3" if PS3's controller redesign/or EyeToy2 effectively moots Revmote's advantages? Not that I'm saying either will, or that I even want 'em to, but the reaction will be pretty funny. :p
 
yoopoo said:
What was the first game shown for PS3?
For X360? PDZ?


I'm not so sure about that. PDZ was first officially shown at that MTV show, but Gears of War was shown at the same time.

But I think both are predated by other games.
 
Blackcherry said:
Dude, one of the worst move next-gen would be to not make a Star Wars game with the revmote!

You know, I hate the films, I haven't really enjoyed any of the games...but I would LOVE a fucking lightsabre duel with Darth Vader using the Revmote! It would sell a shitton of copies surely - put it in store kiosks and noone will be able to not notice someone in the corner battling with Sith Lords etc. It's almost a no-brainer

Timbuktu said:
I wish Revmote would also have a grip sensor so you can force-choke someone like Vader.

But how many people would end up crushing their Revmotes!

HowardMoon said:
Killing yourself, true... but injecting yourself to boost your health ... it could work

oh no you didn't! This idea simply has to find its way into a game (FPS or otherwise)

BrandNew said:
How do you know there was supposed to be this so called "coordinated revealing?" Are you saying that we'll get even more shit like, in a week?

I don't know shit. It is just something I thought came across from Twilight's post about other people around the world keeping quiet until April 20th but 1 idiot ruining the surprise + Nintendo Power's claim to a world exclusive. I just assumed some kind of schedule has been planned for maximum impact
 
Only thing that slightly concerns me, is interactivity of the environments. The images seem to show sparks coming from the slot machines. Anything made of wood, concrete, glass and fiberglass should be destructible.

I wish there were images of someone being shot.
 
SolidSnakex said:
Now go take a peek at Daxter and Syphon Filter.
Ho-kay!

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...comparing Red Steel to PSP software is like comparing Metal Slug to TurboGrafx software. It's not even remotely plausable than either machine could run these games intact, barring even their expanded interfaces.
 
jarrod said:
Ho-kay!

http://pspmedia.ign.com/psp/image/article/613/613550/pre-e3-2005-daxter-20050513023718532.jpg http://pspmedia.ign.com/psp/image/article/685/685933/syphon-filter-dark-mirror-20060206012937231.jpg
...comparing Red Steel to PSP software is like comparing Metal Slug to TurboGrafx software. It's not even remotely plausable than either machine could run these games intact (barring even interfaces).
lol. do you have some sort of special gift which lets you always find bad screenshots of nice looking games?
 
xaosslug said:
I'm sorry... :lol

Will you say "wow" and "welcome chang3" if PS3's controller redesign/or EyeToy2 effectively moots Revmote's advantages? Not that I'm saying either will, or that I even want 'em to, but the reaction will be pretty funny. :p

Please don't go there :(

Edit: LOL, Syphon Filter PSP looks NOTHING like that image jarrod. That was a bullshit shot, and I think you know it. Syphon Filter PSP does look better than almost every Dreamcast game I've played, but of course that's not saying much.
 
OG_Original Gamer said:
Only thing that slightly concerns me, is interactivity of the environments. The images seem to show sparks coming from the slot machines. Anything made of wood, concrete, glass and fiberglass should be destructible.

Yeah, are Revolution's physics possibilities going to constrain what ideas work well? Even if they do, there is always next time I guess
 
psp games might have slightly lower poly counts and reduced texture quality over rev games, but the two hardware platforms are clearly from the same gen in terms of hardware features
 
jarrod said:
They're called eyes. :P

Must this Revolution thread really go through dozens of PSP screenshots before you admit that you're just cherrypicking?

*Shock horror* Bad PSP games look like bad Dreamcast games, but good PSP games look better than good Dreamcast games.
 
Drinky Crow said:
psp games might have slightly lower poly counts and reduced texture quality over rev games, but the two hardware platforms are clearly from the same gen in terms of hardware features

Don't forget that the GBA is in the same generation...
 
Drinky Crow said:
psp games might have slightly lower poly counts and reduced texture quality over rev games, but the two hardware platforms are clearly from the same gen in terms of hardware features

you're the most hilarious poster ever. Only a genius could ever made such witty joke posts, I see you as GAF's version of Bill Hicks but without the dodgy sexual jokes. I never get tired of seeing you troll and attempt to derail topics...after I've finished browsing GAF, my tears of laughter have carved canyons in my face.
 
MrSardonic said:
you're the most hilarious poster ever. Only a genius could ever made such witty joke posts, I see you as GAF's version of Bill Hicks but without the dodgy sexual jokes

Is this your final edit.
 
Drinky Crow said:
psp games might have slightly lower poly counts and reduced texture quality over rev games, but the two hardware platforms are clearly from the same gen in terms of hardware features

But at leat the Rev may be able to have a decent control setup...

1 can only hope
 
Drinky Crow said:
psp games might have slightly lower poly counts and reduced texture quality over rev games, but the two hardware platforms are clearly from the same gen in terms of hardware features
undeniable truth here guys. gonna hafta just accept it.
 
xaosslug said:
I'm sorry... :lol

Will you say "wow" and "welcome chang3" if PS3's controller redesign/or EyeToy2 effectively moots Revmote's advantages? Not that I'm saying either will, or that I even want 'em to, but the reaction will be pretty funny. :p

Considering that Nintendo has heavily patented the revolution's remote, I don't think we'll see a proper alternative on the PS3. And even if we do, $500USD for a console versus <$200 is a pretty big difference.

I'm going to get a PS3 for sure, but only when it drops to mainstream price and it's named PSthree :)
 
I dont think posting limits for E3 should be changed, the best threads are those with the most spontanous OMFG reactions. All avatars should be disabled for sure though.
 
STOP RESPONDING

"I know, I'll tell Drinky he's wrong. I'll even prove he's wrong! God I'm a genius, can't believe no one's tried this before."

*posts*

"Wait a...he hasnt shut up. B-b-but...I showed he's wrong. It's..it's almost like he was just after my reaction."

*next Revolution topic*

"I know, I'll tell Drinky he's wrong..."
 
Slurpy said:
All avatars should be disabled for sure though.
... why? they're not hosted on the GAF server and once the images are cached by your browser they don't suck any of your bandwidth either. What would disabling avatars achieve?

Mama Smurf said:
STOP RESPONDING

"I know, I'll tell Drinky he's wrong. I'll even prove he's wrong! God I'm a genius, can't believe no one's tried this before."

*posts*

"Wait a...he hasnt shut up. B-b-but...I showed he's wrong. It's..it's almost like he was just after my reaction."

*next Revolution topic*

"I know, I'll tell Drinky he's wrong..."
dude, that's the best bit. shh
 
Can we please ignore Drinky? Please?

Back on track, I wonder how much will be playable at E3, and how many will be real games, and how many "proof of concept" (like they showed the small groups last year) type things there will be.
 
Actually, after you finish reading it...

Can you share with us what it says about the swordplay mechanics?

I'll say it for the third time this thread - but does it mention force feedback at all?
Or how they are going to deal with the issue of sword fighting and encountering other objects, such as another sword blocking it?

It is essential for proper gameplay if there is some kind of resistance... how else would online multiplayer swordfights work...
 
SnakeXs said:
Can we please ignore Drinky? Please?

Back on track, I wonder how much will be playable at E3, and how many will be real games, and how many "proof of concept" (like they showed the small groups last year) type things there will be.
you're swimming against a tsunami my friend
 
John Harker said:
Actually, after you finish reading it...

Can you share with us what it says about the swordplay mechanics?

I'll say it for the third time this thread - but does it mention force feedback at all?
Or how they are going to deal with the issue of sword fighting and encountering other objects, such as another sword blocking it?

It is essential for proper gameplay if there is some kind of resistance... how else would online multiplayer swordfights work...
they said you can block with the sword.
 
ahmad said:
Wow, I can't beleive people are comparing Red Steel to PSP software.

It's the perfect storm of jarrod getting baited by Drinky. :(

Anyhoo, slightly more on topic.

Koam said:
I don't think we'll see a proper alternative on the PS3
You're never going to see any kind of 'risky' control device on a $500 console. The whole purpose of the Rev is that its price will give it the opportunity to try something new that the shareholders wont totally freak out about. At best you might see an eyetoy camera in the PS3 controller, but even then you're needlessly pumping up the cost.

I'm sure there's probably some clever functionality of the PS3 controller and that's why they've kept it in the dark, but no devs are working with the assumption of anything more than a Dual Shock 2. So it's not going to be, umm... revolutionary.
 
John Harker said:
Actually, after you finish reading it...

Can you share with us what it says about the swordplay mechanics?

I'll say it for the third time this thread - but does it mention force feedback at all?
Or how they are going to deal with the issue of sword fighting and encountering other objects, such as another sword blocking it?

It is essential for proper gameplay if there is some kind of resistance... how else would online multiplayer swordfights work...

Not to whore an old(ish) thread, but here.
 
ant1532 said:
they said you can block with the sword.

That's not what he's asking.

If there's a multiplayer mode with swordplay, how will the Revmote react to your own sword slashes getting blocked. Let's say you swing down, but the sword is blocked and held in mid-swing. You've swung all the way down, but the sword is frozen in mid strike.

I think it's a great question, and it has never really been answered.
 
ant1532 said:
they said you can block with the sword.

Yea, but, does that mean that you're going to feel that in the controller?

What I'm trying to say is, if there isn't any force feedback, then you can theoritcally just take out the sword and wave it like madman and have it hit every object constantly, including enemies, and your hand will never stop going... if you don't feel a "hit" in your hand, you could just block every damn thing coming at you and you'd be invincisble.

Not to mention, if you swing your arms wildly (note: this isn't the preferred control method, I know, but people WILL do it) and you hit the badguy's sword and your arms keep moving - what kind of skill is that? Its just like, well - real life hack 'n slash, heh.

Not to mention, how bad would online mutliplayer be if your just swinging wildly with no resistance when your blades clash?

None of this is new - we've all talked about it before - I'm just hoping somewhere in that article its ADDRESSED and we can get some hard answers on the issue finally.


Edit: yea, what Gore said
 
I haven't really thought this through, but I imagine they'll make it so if they block your attack, while your hand might just keep moving straight, in game it'll look like the sword is sliding down the opponents sword.
 
SnakeXs said:
Not to whore an old(ish) thread, but here.


I know, I know. I know what I said wasn't an original topic of discussion...
But I've been saying it since the damn system was announced, with no answers.

But now is the chance to get some damn answers on the subject, is my point :)
 
Goreomedy said:
If there's a multiplayer mode with swordplay, how will the Revmote react to your own sword slashes getting blocked. Let's say you swing down, but the sword is blocked and held in mid-swing. You've swung all the way down, but the sword is frozen in mid strike.

I think it's a great question, and it has never really been answered.

Yeah it is a good question, but I would have thought that perhaps the hands-on impressions would have mentioned if it felt unnatural...no? Did they not get to try out the sword-fighting sections?
 
Goreomedy said:
That's not what he's asking.

If there's a multiplayer mode with swordplay, how will the Revmote react to your own sword slashes getting blocked. Let's say you swing down, but the sword is blocked and held in mid-swing. You've swung all the way down, but the sword is frozen in mid strike.

I think it's a great question, and has never really been answered.
i'd imagine that nothing happens. in the game the sword gets blocked, but your arm will continue to move of course. point of reference probably gets reset and you continue moving the sword around with the revmote. just look at existing games where something will block an action in the game, but there's no physical feedback. our minds have an amazing ability to fill in gaps and make virtual interactions seem natural even when they aren't realistic.

it's difficult to explain, but you'll see what i mean for yourself eventually. the solution wont be anything as far fetched as the revmote being able to actually stop your arm from moving when an object your character is controlling collides with another object. like i said, look to existing games where similar things will happen. it's a problem that has already been overcome.
 
Scrow said:
i'd imagine that nothing happens. in the game the sword gets blocked, but your arm will continue to move of course. point of reference probably gets reset and you continue moving the sword around with the revmote. just look at existing games where something will block an action in the game, but there's no physical feedback. our minds have an amazing ability to fill in gaps and make virtual interactions seem natural even when they aren't realistic.

it's difficult to explain, but you'll see what i mean for yourself eventually. the solution wont be anything as far fetched as the revmote being able to actually stop your arm from moving when an object your character is controlling collides with another object. like i said, look to existing games where similar things will happen. it's a problem that has already been overcome.

I wasn't suggesting the Revmote should simulate physical force preventing a motion. That's absurd.

Using past games as reference helps nothing, though. Hitting a single button to swing a sword in a fighting game is a bit different than swinging one in first person mode using an actual swinging motion. I think if a weapon is blocked, but it still warps to the position you "end" at, it will look awkward and destory that sense of immersion.
 
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