Mithos Yggdrasill said:I would like to see a developer that make a platformer game as good as Mario. Is it possible that after all these years, Mario is still the unreachable king of platformer?
Fable 2 wasn't leaked. The embargo has finished.beef3483 said:Why is that Microsoft can't keep anything under wraps, while Nintendo is like the CIA?
Ariexv said:Why all the vehicle hate for Banjo? Just imagine Mario Galaxy mixed with Mario kart.... instead of those stupid starbits being almost useless you could use them to build vehicles which you use in SP to go to the galaxies instead of just shooting off and having a full on Multi-player kart game outside of SP.
Indeed, but that won't stop Mithos Yggdrasill taking this thread in to the realms of incredible negativity.BruceLeeRoy said:the idea of being able to attach and detach the vehicle depending on what your doing sounds like it could be just incredible.
Exactly.... the Vehicle additions make me want the game even more now and the original Banjo was probably one of my favorite N64 games, along with Diddy Kong racing.... so a game that possibly combines the best of those together along with insane customization and amazingly cool vehicles = Win.BruceLeeRoy said:the idea of being able to attach and detach the vehicle depending on what your doing sounds like it could be just incredible.
That sounds pretty awful either way; I mean, whats the point? The idea of always having this line coming out of your character and having to willingly, consciously make the decision of whether or not you'd like to follow it just sounds stupid.pswii60 said:Peter said it doesn't always lead you in the right direction, and sometimes you'd be better off ignoring it or you'll have your own decisions to make. It isn't just a case of following the breadcrumbs - they could be steering you down the wrong path.
Ariexv said:Exactly.... the Vehicle additions make me want the game even more now and the original Banjo was probably one of my favorite N64 games, along with Diddy Kong racing.... so a game that possibly combines the best of those together along with insane customization and amazingly cool vehicles = Win.
WinFonda said:That sounds pretty awful either way; I mean, whats the point? The idea of always having this line coming out of your character and having to willingly, consciously make the decision of whether or not you'd like to follow it just sounds stupid.
If this is suppose to replace a compass, or a minimap, and be your guide of sorts, then you want to be able to count on it. If you're lost or don't know where to go, the last thing you need is something mischievously sending you the wrong way.
It's like, "Oh, hey... I'm totally lost, I guess I'll just follow my bread crumb trail to find my way." .... "OH MY GOD A GIANT OGRE" .... "Phew, got a way from that one" .... "Now back to following the trail" .... "Oh, look a town, that must be it" .... "Oops. Wrong town."
I don't know, I've found similar implementations in games like EQ and PDZ to just be distracting and no more useful than a standard map.
Vinterbird said:The motivation behind it, was because you could complete the game by just looking at the minimap. He wanted people to actually look at the screen and experince the world.
I get that. I just think the idea that is suppose to facilitate this is going to backfire.Vinterbird said:The motivation behind it, was because you could complete the game by just looking at the minimap. He wanted people to actually look at the screen and experince the world.
wallet cry, gotta find junk to ebay and somehow make it look like a bargainkylej said:I want to buy every game that has leaked so far.
BruceLeeRoy said:Man no fricken joke. The best part about it is it seems genuinely original and not something we have ever done. It will be especially bad ass if they use the vehicles as your only means of gaining access to places. Instead of the damn painting asking for more stars maybe you cant reach the hilltop area cause your vehicle cant fly yet or cant traverse the rocky canyon with your current tires...OMG I AM FREAKING OUT THAT WOULD BE AWESOME!
Amir0x said:haha it's like they realized how awful Banjo was and made the concept as a big joke on all actual Banjo fans
"hey, you know what sucked about those games? Collecting. Let's make a bazillion new things to collect and you can make vehicles with them!"
Amir0x said:Banjo is like a hilarious joke on all people who actually enjoyed that crap franchise.
Collecting 1600 parts with a large focus on vehicles. Banjo Pilot, with the collecting FORCE of a billion Banjo platform games
so fucking awesome
Kydd BlaZe said:Fable 2 screens look a little weird. But this game sounds epic. Can't wait to see it in motion, though. These screens probably don't do the game any justice.
pswii60 said:Avoid the GameInformer thread if you're weak. Amir0x is shitting on Banjo, BIG time.
That standard operating procedure for him, ignore him and he'll go back to play with his boom blox.pswii60 said:Avoid the GameInformer thread if you're weak. Amir0x is shitting on Banjo, BIG time.
So because it doesn't neatly fit in the platformer genre its awful?Rightfully so. If the GameInformer information is correct, it sounds awful. Doesn't even belong in the genre (and the originals were already barely platformers.)
NeXuSDK said:Post of awesome.
ummm holy shit, Rare is back confirmed over and over again.NeXuSDK said:Ok, since the embargo has ended, I guess I can spill some beans on Banjo and VP2 as well (besides what you already know from GI).
Banjo:
- Building vehicles is basically like playing with LEGO. You can <i>always</i> jump in and out of the vehicle editor and come right back to the game with the new design.
- Parts are easily placed and moved around. You don't have to worry about connecting the motor with the wheels for example. Just place everything so they stick together and don't get in the way.
- Vehicle designs can play a large role in missions. We saw one where you had to collect coconuts from a field and got a small truck that could suck them up. Unfortunately you couldn't fit all the coconuts in the truck and had to back and deliver them in a large barrel. We were then shown how you could create a helicopter with a hook, that could pick up this large barrel, fly to the coconut field and fly low to scoop the coconuts in the barrel.
- Physics are awesome in this game and everywhere! With one design I placed the foot-in-a-box weapon behind a propella, and when I tried to use it, the foot/boot couldn't get past the propella... well, until I used it enough times to actually kick the propella off the vehicle!
- Pixel art... imagine the possibilities (Rare already had an example of this, paying homage to a certain plumber)
- Multiplayer is great fun with the ability to either chose from pre-fabricated or own vehicle designs. It still needs some polish here and there, but showed great promise.
VP2:
- I will only touch on one feature here, as GI already touched on many of the more traditional improvements. This feature is extremely cool though, in two ways.
1. VP2 uses the Vision Camera in combination with physical cards sorta like Eye of Judgement. It basically scans a small code on the card, when it's being held up in front of the camera, and this can both insert custom designed pinatas, unlock buildings or abilities, change the weather and many other things. We were told how Rare had designed a moose that got a big, red nose only around christmas time... and this could be passed around with these cards.
2. So the game also got a photo mode. Cool, but that's not the best! This photo mode is able to interpret the pictures and create the above-mentioned code based on the picture. Basically, you will have a card generator available on the internet! Imagine this: you have created this really cool pinata and instead of the tiresome task of sending it only to selected friends on Live, you can take a picture of it, get the code/card generated and share it on a forum. Instantly everyone will be able to get the pinata in their game and since the camera can also read from LCD screens, ipods, zunes etc., there is little to no hassle. Now THAT'S sharing!
I think Banjo killed his dog when he was younger. I would be mad at Banjo too.pswii60 said:Avoid the GameInformer thread if you're weak. Amir0x is shitting on Banjo, BIG time.
Cheers mate! So just how much traditional platforming is there in Banjo? When not in vehicles do you control him and explore as you would in the old games?NeXuSDK said:Ok, since the embargo has ended, I guess I can spill some beans on Banjo and VP2 as well (besides what you already know from GI).
Banjo:
- Building vehicles is basically like playing with LEGO. You can <i>always</i> jump in and out of the vehicle editor and come right back to the game with the new design.
- Parts are easily placed and moved around. You don't have to worry about connecting the motor with the wheels for example. Just place everything so they stick together and don't get in the way.
- Vehicle designs can play a large role in missions. We saw one where you had to collect coconuts from a field and got a small truck that could suck them up. Unfortunately you couldn't fit all the coconuts in the truck and had to back and deliver them in a large barrel. We were then shown how you could create a helicopter with a hook, that could pick up this large barrel, fly to the coconut field and fly low to scoop the coconuts in the barrel.
- Physics are awesome in this game and everywhere! With one design I placed the foot-in-a-box weapon behind a propella, and when I tried to use it, the foot/boot couldn't get past the propella... well, until I used it enough times to actually kick the propella off the vehicle!
- Pixel art... imagine the possibilities (Rare already had an example of this, paying homage to a certain plumber)
- Multiplayer is great fun with the ability to either chose from pre-fabricated or own vehicle designs. It still needs some polish here and there, but showed great promise.
BruceLeeRoy said:That makes perfect sense to me playing GTA has really made me realize how tiring it is to keep checking the little 200px mini map to see where the F your going. If Peter has figured out a way to eliminate that I am all on board.
TheGrayGhost said:So the GI information is correct, eh? So long, Banjo. We always had the first, the best, the only one for me.
NeXuSDK said:Ok, since the embargo has ended, I guess I can spill some beans on Banjo and VP2 as well (besides what you already know from GI).
Banjo (slated for November):
- Vehicle designs can play a large role in missions. We saw one where you had to collect coconuts from a field and got a small truck that could suck them up. Unfortunately you couldn't fit all the coconuts in the truck and had to back and deliver them in a large barrel. We were then shown how you could create a helicopter with a hook, that could pick up this large barrel, fly to the coconut field and fly low to scoop the coconuts in the barrel.
- Physics are awesome in this game and everywhere! With one design I placed the foot-in-a-box weapon behind a propella, and when I tried to use it, the foot/boot couldn't get past the propella... well, until I used it enough times to actually kick the propella off the vehicle!!
lol I was just thinking about that earlier, half the time when I'm driving around in GTA IV I'm just watching the map mainly while watching the actual game out of the corner of my eye.WrikaWrek said:Yup.
I couldn't believe how much of the world i missed in GTAIv when i was playing it the second time. I realized that i would constantly look at the map before.
Like MGs1, where you would play the game by looking at the radar :lol
WrikaWrek said:Yup.
I couldn't believe how much of the world i missed in GTAIv when i was playing it the second time. I realized that i would constantly look at the map before.
Like MGs1, where you would play the game by looking at the radar :lol
pswii60 said:Cheers mate! So just how much traditional platforming is there in Banjo? When not in vehicles do you control him and explore as you would in the old games?
pswii60 said:Cheers mate! So just how much traditional platforming is there in Banjo? When not in vehicles do you control him and explore as you would in the old games?
BruceLeeRoy said:That makes perfect sense to me playing GTA has really made me realize how tiring it is to keep checking the little 200px mini map to see where the F your going. If Peter has figured out a way to eliminate that I am all on board.
Opus Angelorum said:NexusSDK, can you comment on the technical stuff? It's supposed to be pretty impressive.
BruceLeeRoy said:Ahhh man MGS is a good one too. Its a shame with GTA cause the game has so many awesome little details that are just way to easy to miss.
Awesome stuff. Thanks for the info.NeXuSDK said:Ok, since the embargo has ended, I guess I can spill some beans on Banjo and VP2 as well (besides what you already know from GI).
Banjo (slated for November):
- Building vehicles is basically like playing with LEGO. You can <i>always</i> jump in and out of the vehicle editor and come right back to the game with the new design.
- Parts are easily placed and moved around. You don't have to worry about connecting the motor with the wheels for example. Just place everything so they stick together and don't get in the way.
- Vehicle designs can play a large role in missions. We saw one where you had to collect coconuts from a field and got a small truck that could suck them up. Unfortunately you couldn't fit all the coconuts in the truck and had to back and deliver them in a large barrel. We were then shown how you could create a helicopter with a hook, that could pick up this large barrel, fly to the coconut field and fly low to scoop the coconuts in the barrel.
- Physics are awesome in this game and everywhere! With one design I placed the foot-in-a-box weapon behind a propella, and when I tried to use it, the foot/boot couldn't get past the propella... well, until I used it enough times to actually kick the propella off the vehicle!
- Pixel art... imagine the possibilities (Rare already had an example of this, paying homage to a certain plumber)
- Multiplayer is great fun with the ability to either chose from pre-fabricated or own vehicle designs. It still needs some polish here and there, but showed great promise.
VP2 (slated for September):
- I will only touch on one feature here, as GI already touched on many of the more traditional improvements. This feature is extremely cool though, in two ways.
1. VP2 uses the Vision Camera in combination with physical cards sorta like Eye of Judgement. It basically scans a small code on the card, when it's being held up in front of the camera, and this can both insert custom designed pinatas, unlock buildings or abilities, change the weather and many other things. We were told how Rare had designed a moose that got a big, red nose only around christmas time... and this could be passed around with these cards.
2. So the game also got a photo mode. Cool, but that's not the best! This photo mode is able to interpret the pictures and create the above-mentioned code based on the picture. Basically, you will have a card generator available on the internet! Imagine this: you have created this really cool pinata and instead of the tiresome task of sending it only to selected friends on Live, you can take a picture of it, get the code/card generated and share it on a forum. Instantly everyone will be able to get the pinata in their game and since the camera can also read from LCD screens, ipods, zunes etc., there is little to no hassle. Now THAT'S sharing!