MS Gamer's Day - May 13th - Update Thread (OP continues on Post #6)

Dega

Eeny Meenie Penis
May 28, 2006
16,174
0
1,135
#1
OP is too big to edit:

1UP LIVEBLOG
http://www.1up.com/do/blogEntry?bId=8733847&publicUserId=1002415

Video Overview:
http://gamerscoreblog.com/team/archive/2008/05/13/559124.aspx

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Fable 2
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Fable 2 December release?

http://www.eurogamer.net/article.php?article_id=140011

Fable 2 in Action, Dog Included
http://kotaku.com/389992/fable-2-in-action-dog-included

BEAUTIFUL Screens
http://www.neogaf.com/forum/showpost.php?p=11154259&postcount=1189
http://www.neogaf.com/forum/showpost.php?p=11154269&postcount=1191


#---------------#
Banjo Kazooie 3
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http://kotaku.com/5008862/banjo+kazooie-nuts--bolts-hits-this-holiday-old-screens-included

Famed game developer Rare Ltd. is reviving one of its most beloved and successful franchises exclusively on Xbox 360 with the third installment of the “Banjo-Kazooie” series. “Banjo-Kazooie: Nuts & Bolts” embraces new and old fans alike, as the famous bear and bird duo return in stunning high definition for a unique adventure of epic proportions. The Lord of the Games (aka LOG) is tired of the petty squabbling between Banjo and the evil witch Gruntilda (aka Grunty) over the years, and has arranged a showdown to decide the rightful owner of Spiral Mountain. Claiming to have created every video game ever made, LOG has built the game worlds in which the contest’s challenges take place. Banjo must complete LOG’s challenges to win, while Grunty tries to stop him using every method her devious mind can muster.

Throughout their adventure, players create their own abilities by building vehicles for Banjo to pilot over land, water and air. Vehicle parts, which range from simple devices such as engines and wheels to more unusual equipment such as springs and egg guns, are earned and collected throughout the game. Players use their imagination to combine parts in any order to create whatever vehicle they choose. LOG’s challenges have one goal, but players’ choice of vehicle and tactics will determine how they get there. By exploring worlds and solving puzzles, players both young and old will be rewarded with more advanced and diverse vehicle parts in their quest to defeat Grunty once and for all.

With the power of Xbox 360 and Xbox LIVE, “Banjo-Kazooie: Nuts & Bolts” brings an entirely new experience to the console and takes the franchise to a whole new level of enjoyment. High-definition graphics, user-created content and online gameplay are just three of the many advances people of all ages and skill levels will discover as they embark on their adventure.

Features: Top features include the following:
An adventure that starts with your imagination. If you can imagine it, you can build it in the Mumbo’s Motors easy-to-use workshop. Then put your creation to the test as you take on Grunty in your quest for Spiral Mountain. Unlike other games, where the player progressively picks up new skills or abilities at points pre-determined by the game’s creator, “Banjo-Kazooie: Nuts & Bolts” puts the power of improving Banjo’s abilities into the hands of the players as they build vehicles that allow Banjo to progress through the game. Vehicle parts include a wide variety of body panels, engines, wheels, wings, propellers, fuel and weapons, plus many more weird and wonderful gadgets such as floaters, Mumbo Bombos and the versatile sticky ball, from which players can design and create anything from a simple object-carrying truck to a space-age flying saucer. Once you’ve designed your creation, give it the finishing touch by painting it and choosing a suitable name before Banjo jumps in and pilots it into action.
Customizable experience. With more than 100 contraption parts and unlimited combinations possible, no two players will have the same experience in “Banjo-Kazooie: Nuts & Bolts.” By exploring the vast game worlds, discovering hidden secrets and solving puzzles to win rewards, players continually find more and more ways to customize and improve their contraptions, creating an unprecedented level of user-generated content for a 3-D platform adventure game.
Fun right out of the box. Don’t worry if you aren’t the world’s greatest inventor or want to skip the workshop and get straight to the action, because “Banjo-Kazooie: Nuts & Bolts” comes with a fully loaded experience right out of the box. Pre-built vehicles are included so players can jump right in and get started, with many more contraptions available for purchase throughout the adventure using the in-game currency system of musical notes.
Engaging storyline and entertaining characters. Two of Rare’s most beloved characters have returned from retirement, making their debut on Xbox 360. To win the deed to their homeland and prevent the evil witch Gruntilda from developing it into tower blocks and malls, Banjo and his best friend Kazooie battle over land, sea and air against their longtime rival. Familiar faces such as Mumbo Jumbo, Bottles, Captain Blubber and the Jinjos are also back to lend a hand, along with an equally colorful cast of new friends and foes. Look out for Trophy Thomas, Piddles, Lord of the Games and Grunty’s mechanically menacing army of Gruntbots.
Enjoy alone or with friends. “Banjo-Kazooie: Nuts and Bolts” offers complete single-player and multiplayer experiences. You can play through the adventure alone in the single-player campaign, or play with friends in competitive or cooperative challenges on your own or in teams.
Fun for everyone. Xbox 360 is the home to the best entertainment experiences for everyone. With “Banjo-Kazooie: Nuts & Bolts,” Xbox 360 continues to build its impressive lineup of content that appeals to people of all ages and types.


New Debut Trailer
http://gamevideos.com/video/id/18831

Interviews
Kohler has hands on of Banjo: http://blog.wired.com/games/2008/05/hands-on-banjo.html#more

and VP2:
http://blog.wired.com/games/2008/05/hands-on-viva-p.html

As well as interviews with the Banjo and VP teams:

http://blog.wired.com/games/2008/05/qa-banjo-kazooi.html#more
http://blog.wired.com/games/2008/05/qa-viva-pinata.html#more

Inside Xbox UK Rare Video

1UP Rare Tour
1UP Specials: Rare Studio Tour

#---------------#
Viva Pinata
#---------------#



http://kotaku.com/389957/viva-piata-trouble-in-paradise-will-use-xbox-live-vision-camera

"Viva Piñata: Trouble in Paradise" Fact Sheet May 2008 Title: "Viva Piñata: Trouble in Paradise"
Publisher: Microsoft Game Studios

Developer: Rare Ltd.

Format: DVD for the Xbox 360 video game system

ESRB Rating: Rating pending (all ages)

Availability: September 2008

Product
Overview: The original Rare Ltd. team behind "Viva Piñata" has reunited to bring gamers "Viva Piñata: Trouble in Paradise," the newest piñata adventure that invites gamers to return to magical Piñata Island. Unfortunately, not all is well on the island, as Professor Pester along with his gang of Ruffians have wiped out Piñata Central's computer records, which poses a threat to parties everywhere. To help Piñata Central, players must gradually rebuild the computer database by sending piñatas at full candiosity to parties all around the world. While thwarting Professor Pester's evil plot, players still build and maintain piñata gardens — using their creativity and imagination to attract, trap, protect, train and manage more than 100 different piñata species.

Available exclusively on Xbox 360, "Viva Piñata: Trouble in Paradise" reinvigorates a colorful and engaging gaming experience on the Xbox 360 platform. Now with full cooperative and online gameplay modes, the "Viva Piñata" franchise opens its doors even wider with a new game that provides hours of fun for gamers of all ages, fans of the animated series and animal lovers alike.

Features: Top game features include the following:
• Social. The world of Piñata Island is an inviting and rewarding place to be. Family members and friend now can share in the joy of creating a garden by simply plugging in an extra controller. The second player has access to all tools, actions and activities, but he or she also can collect magic by helping. Player two can spend magic by tinkering items, healing a sick piñata or filling a piñata candiosity meter. It's a new way to play.
• Customizable. "Viva Piñata: Trouble in Paradise" allows players' imaginations to run wild by providing them with expansive freedom and choice.
o Your garden. "Viva Piñata: Trouble in Paradise" also offers a vast level of customization within your main garden. Now, along with planting grass, trees and flowers, and digging ponds and lakes, players can place sand and snow in their garden to make exotic species of piñata feel more at home. Players also can choose to enhance their garden with themed object packs — make your garden into a space center, a pirate cove or a haunted graveyard. Buy objects to change the weather, or new toys for your piñata to play with. You have total freedom to create any kind of paradise you want!
o Your piñatas. Thirty-two new species of piñata can run, crawl, fly and swim into your garden in "Viva Piñata: Trouble in Paradise." Large, small, fierce and cute, the new piñatas will join all your favorites for thriving activity throughout your garden. Among these new species are sour piñatas that will infiltrate and wreak havoc in the garden. In "Viva Piñata: Trouble in Paradise," players can choose to either tame sours, or feed them candy to keep them sweet.
o Piñata Vision. A never-before-seen feature called Piñata Vision allows players to plug in an Xbox LIVE Vision camera and interact with the game through the use of printed cards that feature a unique barcode. With Piñata Vision, gamers can simply flash a piñata card up to the Vision camera, and the content will drop directly into the game.*
• Accessible. "Viva Piñata: Trouble in Paradise" reinvigorates the franchise with additional game modes and features that make it even more accessible to players of all ages and skill levels.
o Just for Fun Mode. Designed for beginner players, kids and those just looking to explore Piñata Island, this mode allows players to jump into the garden and interact with the unique piñata world. In this mode the difficulty has been turned down and the fun has been turned up. Sour piñatas stay away, resident piñatas remain healthy, weeds don't plague your garden and you have an infinite chocolate coin bank account, allowing you to turn your garden into a veritable utopia of colorful creatures.
o Standard Mode. Presenting a challenge for experienced piñata gardeners and dedicated gamers, the Standard gameplay mode provides a more tricky option, where players must keep a watchful eye on their garden. Sour piñatas, feuding species, weeds, illness and limited money call for you to exercise problem solving and creativity to build and maintain an environment where piñatas can flourish and grow.
o Player Guide System. Replacing the traditional tutorial, the optional Player Guide System directs players through a series of loose goals to help them master the fundamental aspects of "Viva Piñata: Trouble in Paradise."
o Show Off. Using the new photo mode in "Viva Piñata: Trouble in Paradise," you can snap, print and upload pictures of your unique garden or customized piñatas showing them off to your friends. You also can photograph your piñata and turn it into a piñata card, share it with your friends so they scan it and put it into their own garden using the Xbox LIVE Vision camera.
o Piñata and character interaction. All your residents are now capable of performing dazzling tricks, which you can teach them using the new trick stick tool. Watch as piñatas play together, perch on each other and interact in new ways to make them more appealing.
• Spontaneous. "Viva Piñata: Trouble in Paradise" is a constantly changing world where anything can and does happen. Rivalries, injuries, illness and fights — if you turn your back, who knows what your piñatas will do?
o It's happening outside. Pester knows where your garden is, and he's got a few nasty tricks up his sleeve to make piñata life difficult. Foil his plans by sending your piñata around the world to save parties everywhere. Also, you must deal with new, untamed sour piñatas with bad attitudes and more troublesome Ruffians who will try to spoil your creation.
o It's happening inside. Pester will try to block piñatas from ever reaching your garden, but you can break the blockades and teach him who is in charge on Piñata Island. However, don't underestimate Pester — he's likely to make some personal appearances to attempt to put you in your place.

Developer
Information: Founded in 1985 and based in the United Kingdom, Rare Ltd. is one of the world's leading video game developers and has masterminded some of the most popular video games in history, including multi-million-dollar sellers "GoldenEye", "Perfect Dark", "Banjo-Kazooie" and the "Donkey Kong Country" Series. From 2005 to 2006, Rare released "Perfect Dark Zero", "Kameo: Elements of Power" and "Viva Piñata" for Xbox 360. Rare continues to entertain the world with the release of "Banjo-Kazooie: Nuts & Bolts" and "Viva Piñata: Trouble in Paradise" later this year. For further information visit www.rare.co.uk."
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Too Human
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Interviews:
http://www.co-optimus.com/interview/38/page/1/Too_Human_Co-Op_Interview.html

Media
Blimblim said:
No time to check if new or not, Too Human coop screens and trailer:
http://www.gamersyde.com/news_6468_en.html

PR Release Date
http://www.neogaf.com/forum/showpost.php?p=11152105&postcount=517

“Too Human”
Fact Sheet
May 2008
Title: “Too Human”

Publisher: Microsoft Game Studios

Developer: Silicon Knights

Format: DVD for the Xbox 360 video game and entertainment system

ESRB Rating: T for Teen
Availability: Aug. 19, 2008

Product
Overview: Step into the world of “Too Human,” the third-person epic action game from renowned Canadian developer Silicon Knights. As the cybernetic god Baldur, players are thrust into the midst of an ongoing battle that threatens the existence of mankind. An ancient machine presence has forced the gods’ hand, and now Baldur is charged with defending humanity from an onslaught of monstrous war machines bent on the eradication of human life.

In “Too Human,” players are treated to a nonstop barrage of action powered by the seamless integration of melee and firearms combat, plus deep role-playing game (RPG) elements fueled by breathtaking visuals enabled by the powerful Xbox 360. Battles unfold in awesome scale as players engage with vast numbers of enemies. Gamers also can take it to the next level by playing the entire game individually or cooperatively via Xbox LIVE.

“Too Human” is produced by Silicon Knights, which brings a wealth of knowledge, story-based design and gameplay expertise to the next generation of video gaming.


Features: ● Thrilling action-RPG gameplay. Unlike some games that may force players to choose between two genres, “Too Human” combines all the creative economy features and social experiences of a typical RPG, such as collecting loot and leveling up, while maintaining the excitement of an action game. With a wide array of weapons, armors, cybernetic implants and skills, players have an unprecedented level of customization with their characters.
• Explosive melee and firearms combat. It will take more than brawn and raw strength to supplant the machine hordes. Using a sophisticated blend of seamless melee and high-tech weapons combat, players have the power to vanquish foes near and far. Witness the fluid grace of heroes and enemies in battle as enacted by the acclaimed motion-capture group Full Action Stunt Team (FAST). Feel each punishing blow through advanced visual effects made possible through the power of Xbox 360.
• The birth of an icon. Fight as Baldur, a powerful cybernetic god battling his way through enemy armies to become one of gaming’s renowned iconic heroes. From weaponry and armor to combat techniques and combos, players can fully customize Baldur to become the best possible hero.
• Advanced cinematic presentation. Characters and environments come to life with amazing visual fidelity. Experience the full excitement of combat through a dynamically driven presentation system that portrays the combat with cinematic quality. Survive pulse-pounding battles against hordes of on-screen enemies set against the vast landscape of the “Too Human” world. A sweeping orchestral score sets the mood for heartbreak, anger and blood lust as each tune encapsulates the gamer within the immersive gaming environment.
• New level of accessibility through intuitive combat. Perform Baldur’s elaborate and complex combat maneuvers, and chain together rapid-fire attacks and combos with ease. Through the use of an intuitive combat system, “Too Human” delivers gameplay that is easy to learn and rewarding to master.
• Shared experience. Conquer the world of “Too Human” alone or with friends in advanced, online two-player co-op gameplay through the Xbox LIVE service. Online co-op play requires Xbox LIVE Gold Membership.
• Modern take on classical Norse mythology. In a world ruined by centuries of war, “Too Human” chronicles the epic story of Baldur, favored son of Odin and one of a group of humanity’s protector, the Aesir. As Baldur, you must destroy the ancient war machines that threaten the world, but to do so you must balance your sense of duty and honor against your lust for revenge — perhaps even sacrificing your humanity in the process.

Developer
Information: Silicon Knights is the Canadian-based development studio behind critically acclaimed hits such as “Eternal Darkness” and “Metal Gear Solid: The Twin Snakes.” Building from the experience of working directly with famed game developers Shigeru Miyamoto and Hideo Kojima, Silicon Knights is committed to development methodologies that elevate games to be the dominant form of entertainment.
#---------------#
Gears Of War
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4 Gears of War 2 images: (Thanks BlimBlim)
http://www.gamersyde.com/news_6465_en.html

http://multiplayerblog.mtv.com/2008/05/13/gears-of-war-2-details-and-teases/
There was only one close call.

Kudo Tsunoda, the new general manager for Microsoft’s “Gears of War” development efforts, got through most of his dinner with me and three other gaming reporters last night with only one “can-we-say-this?” look shot over to the public relations person staffing our meal.

It came after I asked him to define what “Gears of War” is to him, and how it differs from “Halo.” He threw out words like “co-op” and “tactical” and then he said “squad,” which prompted me to ask about the number of players that could team up in a “Gears of War 2″ mission. He looked for help.

No.

Not something he can talk about at the moment.

But there was other “Gears” stuff to discuss…

Tsunoda, recently of the EA Chicago studio behind the “Fight Night” series and last “Def Jam” fighting game, now works in Microsoft as the chief point of on contact with Cliff Bleszinski and the team making the 360-exclusive “Gears 2″ at Epic Games.

Over dinner, in which we chatted about a number of Xbox 360 games, he discouraged me from thinking about “Gears of War 2″ in story terms. I was asking him about how it moves the plot forward and if I should be thinking of it as an “Empire Strikes Back” or something. He said: “It’s not about when it is or saying that it’s a trilogy but about what we’re doing with the gameplay and how we’re making it more fun.”

Gameplay improvements: what jumps out to Tsunoda in the new game are 1) the destructible cover that won’t let players take refuge behind any old crate and 2) levels that have about 100 characters and bosses engaged in large-scale battles. He said that the first game hinted at a larger war but never brought the player to it. This game will.

His 100-characters reference reminded me of the tech demos demonstrated by Epic at the Game Developers Conference in February. Epic developers had told me that the demos hinted at content and gameplay in “Gears of War 2.” So what about the tech demo featuring a cube of meat that got chunks shot off of it, one bloody bit at a time? To answer, Tsunoda wound up pretending he was holding an enemy for cover, as a shield, and explained how that enemy might, let’s say, deteriorate under fire.

Tsunoda told me had played the first “Gears” a lot before taking his job at Microsoft Games Studios (he wouldn’t confess to playing the PC version, saying he’s a console gamer). He volunteered that the gameplay of the first installment could feel repetitive, an issue he says is addressed in the new title.

We chatted about online play a little, though Microsoft is focusing on showcasing the single-player part of the game this week. He said the “Gears” sequel will have a better online system. I asked about clans, and he wouldn’t use the word back at me, but said that parties of gamers would have an easier time sticking together from game to game.

Other “Gears” improvements promised over dinner include better voice acting and directing, the ability to tell characters apart by voice (Tsunoda thought the characters in the first game sounded too similar to each other). He also said gamers can expect a more satisfying story, one that won’t be compromised by content being clipped from the game as had happened with the first “Gears.”

The details sounded solid. I’ll report more after I, hopefully, get a chance to play it at Microsoft’s gaming event in San Francisco today.
#---------------#
Ninja Gaiden 2
#---------------#

Images & 60 Sec Trailer
Blimblim said:
I'm done with the press kit. Ninja Gaiden 2 images, I think some are new?
http://www.gamersyde.com/news_6469_en.html
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Velvet Assassin
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News & Media
http://gamersyde.com/news_6471_en.html

#---------------#
Other News
#---------------#

Penny Arcade Game
http://www.eurogamer.net/article.php?article_id=139993
 

Domino Theory

Crystal Dynamics
Aug 7, 2007
11,493
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#4
I'm glad we have a new thread for the actual event. Many thanks. :)

Oh dear, Banjo slated for November? Please MS don't make the same mistake you made with Viva 1 and Gears for marketing. :(

Banjo deserves all the money you got, MS!
 

Dega

Eeny Meenie Penis
May 28, 2006
16,174
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#6
#---------#
News
#---------#
Gamepro Shane Kim interview

GamePro had a chance to chat with Microsoft Game Studios vice president Shane Kim at the company's Spring Showcase event. Though the Xbox 360 leader had little news to report, he did drop a few intriguing hints at what's to come in 2008.

So I just got back from a quick roundtable chat with Shane Kim, and though the Microsoft Game Studios head had little new information to share, he did make a few fascinating comments.

Firstly, regarding questions about the rumoured Wii-style motion-sensing controller allegedly in the works for the Xbox 360: Kim demurred, saying "what is this 'Lips' [a possible code-name] I keep hearing about?" Kim did add, however, that Microsoft continues to invest in research and development, and part of that research does focus on new interfaces for the Xbox 360. So make of that what you will.

Second, regarding Halo Chronicles: Kim said that the project is still planned to be an "interactive series" for the Xbox 360, and that Microsoft is working closely with director Peter Jackson and Bungie Studios in order to see the project through. Kim mentioned the possibility of a second series in Halo Chronicles, which would attempt to push the game further into the mass market, but offered no further details. Though Kim wouldn't confirm that Halo Chronicles would be a downloadable title, he did call the possibility of digital distribution for the game "interesting."

Kim mentioned that Microsoft will be focusing more on developing its own game series in the future, instead of primarily working with outside studios (ala Gears of War 2 and Ninja Gaiden) in order to obtain exclusives. He felt that Microsoft developing more original franchises would be "important" moving forward.

Kim also mentioned that there would be "surprises" in store later in 2008. He gave no details, but suggested that Microsoft hasn't yet shown its full hand and that some of these "surprises" wouldn't just be new game announcements but products that would be available this year.
New Video
TheOddOne said:
new vid from the floor
http://au.gamespot.com/video/0/6190925/videoplayerpop?

- Mentions Alan Wake and Halo Wars.
- Other titles that he can't talk about (duckroll might have been redeemed :p)
- Cutting the price to mass-market..

mm... what are you up to ms.
 
Jun 7, 2004
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#7
Oh and a reminder (I really shouldn't bother), if any decent news thread degenerates into a bunch of screenshot wars and I see Crysis, Uncharted, Killzone, Gears of War, or whatever being compared to everything else, shit is going to go down. :p
 
Jan 3, 2005
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#9
Great thread. I hope you keep it updated tomorrow.

And how out of place do these games look for a Microsoft console? The thread is filled with bright, colorful, gentle fantasy-type games, not the usual shoot-ya-in-the-face stuff. It's good to have range.
 
Sep 24, 2006
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#10
Francias Castiglione said:
Might wanna thumbnail link those images for the sake of easier navigation.

Can't wait to hear what Ninja Blade and Lips are, not that anything disappointing could offset the awesomeness of Banjo, VP2 and Fable 2! :D
Yeah. I suggest that at well. Gonna be kinda crazy to navigate as info gets updated.
 

Domino Theory

Crystal Dynamics
Aug 7, 2007
11,493
0
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Washington
#19
I wonder if MS is keeping to what they did last year by releasing a new first-party title every month?

May - ?
June - Ninja Gaiden II
July - ?
August - Too Human?
September - Viva Pinata 2
October - ?
November - Gears of War 2, Banjo 3
December - ?

So the 4 remainders would be Fable 2, Ninja Blade, the 'Lips' accessory/game and Splinter Cell: Conviction.
Alan Wake, are you there? :(

Here's to hoping for a July release for Fable 2.
 

TDG

Banned
Feb 12, 2007
8,521
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#29
Ramirez said:
So I guess no news on what Bungie is workin on? Sadface.
You never know. It's possible that Bungie was able to keep the lid on their secret for the press conference. Bungie's pretty good at keeping secrets, I mean, the Halo 3 E3 2K7 trailer was pretty much a surprise.

For some reason, I think it's going to happen. Then again, it might just be hope. I mean, Halo 3 only came out last year.
 
Jun 7, 2004
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#33
Domino Theory said:
I wonder if MS is keeping to what they did last year by releasing a new first-party title every month?

May - ?
June - Ninja Gaiden II
July - ?
August - Too Human?
September - Viva Pinata 2
October - ?
November - Gears of War 2, Banjo 3
December - ?

So the 4 remainders would be Fable 2, Ninja Blade, the 'Lips' accessory/game and Splinter Cell: Conviction.
Alan Wake, are you there? :(

Here's to hoping for a July release for Fable 2.
Halo Wars
 
Sep 3, 2007
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#35
Domino Theory said:
I wonder if MS is keeping to what they did last year by releasing a new first-party title every month?

May - ?
June - Ninja Gaiden II
July - ?
August - Too Human?
September - Viva Pinata 2
October - ?
November - Gears of War 2, Banjo 3
December - ?

So the 4 remainders would be Fable 2, Ninja Blade, the 'Lips' accessory/game and Splinter Cell: Conviction.
Alan Wake, are you there? :(

Here's to hoping for a July release for Fable 2.
I'd imagine VP2 will probably be stacked alongside another game in the same way Gears and Banjo are. They don't seem to mind releasing games aimed towards kids at the same time that darker titles come out. May and June seem to be really early to try to stick in some virtually unknown titles they're just getting around to announcing and December seems an unlikely release for any big game. I'd guess Fable in September and Ninja Blade in October, with Conviction hitting whenever the hell Ubi feels like it. I think that one could be an '09 title at this point.
 
Sep 10, 2005
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#38
I cannot wait for Viva Pinata 2. Great list of new features.

I started playing the first one again today, forgot how much I loved this game. It just sucks that every time I play it it eats up my entire day, so much fun. And it still looks freaking great.
 
Mar 10, 2005
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#39
MotorbreathX said:
One critical Viva question:

Is the garden size bigger and is there an item limit this time around? That got really frustrating at the higher levels when you had to get rid of a tree to build something else.

This x 100. From the last thread it was said that Viva's 2 garden will be the same size from a poster who saw the game, didn't mention if the item limit was still there. If it is, i think i'll just pass on the game. Having to pick and choose to such vast constraints took a lot of the fun out of the game.
 
Mar 4, 2006
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#44
bigmakstudios said:
The more I look at the Banjo Kazooie: Nuts and Bolts screen shots, the more optimistic I am that the vehicle aspect won't take precedence over platforming. I can't wait to see a trailer.
Well the example of the coconut gathering was pretty bloody cool but if you want to play it traditional I would imagine you could do it on foot as well.
 
Jun 7, 2004
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#46
bigmakstudios said:
The more I look at the Banjo Kazooie: Nuts and Bolts screen shots, the more optimistic I am that the vehicle aspect won't take precedence over platforming. I can't wait to see a trailer.
Unfortunately you don't seem to have read the OP!

- GI says that despite the large focus on vehicles it still features platform elements from the previous games like traditional platforming, tight rope walking and jiggy piece collecting.

I dunno about you but when I hear "large focus on vehicles" and "still features platform elements", its obvious to me which aspect is larger and which direction Rare is heading towards. :p
 
Oct 3, 2006
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#48
Duck said:
Is that a fucking submarine in that pic? :lol
Looks like a vault box on a snow island.

Is there a pic of the camel? I only see wild hog, penguin, rhino and owl (gui window of first pic).

edit: *looks harder* oh, I see the sub now. :D
 
Aug 30, 2007
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#49
Domino Theory said:
I'm glad we have a new thread for the actual event. Many thanks. :)

Oh dear, Banjo slated for November? Please MS don't make the same mistake you made with Viva 1 and Gears for marketing. :(

Banjo deserves all the money you got, MS!
Also hoping viva pinata actually gets an advertising push this time.
 
Oct 3, 2006
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#50
sillymonkey321 said:
This x 100. From the last thread it was said that Viva's 2 garden will be the same size from a poster who saw the game, didn't mention if the item limit was still there. If it is, i think i'll just pass on the game. Having to pick and choose to such vast constraints took a lot of the fun out of the game.
there's always going to be a limit. unless they limit you to top-down or you like games that move at 5 frames an hour, there has to be.

if you look at the graveyard picture, it looks like they've upped the size a bit. how much is anyone's bet.