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JBeckman
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Location: Sweden
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Posted: Mon, 10th Mar 2008 20:51 Post subject: |
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This is a character made in Soul Calibur III...
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Posted: Mon, 10th Mar 2008 22:37 Post subject: |
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All 3 games were great and i already replayed them a couple of times
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LeoNatan
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Posted: Mon, 10th Mar 2008 22:41 Post subject: |
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KrutojPoc wrote: | All 3 games were great and i already replayed them a couple of times |
You mean six right? 
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Posted: Tue, 11th Mar 2008 00:20 Post subject: |
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S.S.S wrote: | Bah , what we really need is a POP set in modern times in NYC, LA or something like that. How cool would it be to perform the acrobatic stuff on skyscrapers ect ? That and the addition of guns and modern weapons.
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well.....spiderman 3? 
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LeoNatan
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Posted: Tue, 11th Mar 2008 00:24 Post subject: |
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S.S.S wrote: | Bah , what we really need is a POP set in modern times in NYC, LA or something like that. How cool would it be to perform the acrobatic stuff on skyscrapers ect ? That and the addition of guns and modern weapons. |
http://www.nfohump.com/forum/viewtopic.php?t=42763
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Posted: Tue, 11th Mar 2008 04:43 Post subject: |
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Dunge
Posts: 1201
Location: Québec
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Posted: Tue, 11th Mar 2008 13:01 Post subject: |
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Alway's been a huge fan of the Prince of Persia serie's dating way back to the amstrad/amiga system day's, regardless of it's replayability, it's an automatic buy for me.
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JBeckman
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Location: Sweden
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Posted: Tue, 22nd Apr 2008 23:29 Post subject: |
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Whos making new pop, ubi Montreal?
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Posted: Wed, 23rd Apr 2008 13:14 Post subject: |
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proboably they will be using assassins engine
Look for Studio HiCZoK movies and arts !
AsusP5N-E SLI - Asus 8800 GT 512mb - C2D E6300 2.80ghz - 2x1gb GeiL Ultra 800mhz 4-4-4-12 - Sound Blaster Audigy Se - 500gb WD(always defragmented:D) - 11k 3dMark2006 - X360
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JBeckman
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Posted: Thu, 24th Apr 2008 17:22 Post subject: |
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Interesting.. copyright 2008. Hmm and the rating for the game is 12+
1 and 2 are still amazing.
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JBeckman
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Location: Sweden
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Posted: Tue, 29th Apr 2008 00:06 Post subject: |
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Pey
Posts: 5597
Location: Argentina
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Posted: Tue, 29th Apr 2008 01:55 Post subject: |
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Will it use the scimitar engine?
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Posted: Tue, 29th Apr 2008 02:23 Post subject: |
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Weedo wrote: | Beside the dark style and the missing Farah there was something else I didn't like about WW. The level design of WW was too confusing. There were times where I didn't know where I had to go next. It was annoying to go back to old locations again and again. I liked the linear approach of the first game much more. |
+1
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Posted: Tue, 29th Apr 2008 20:17 Post subject: |
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I heard that they are still going to use the POPT2T engine!! But its going to sport a cel shaded look which as everyone knows is a "love it or hate it" kinda thing. No in between.
1 and 2 are still amazing.
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LeoNatan
☢ NFOHump Despot ☢
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Location: Ramat HaSharon, Israel 🇮🇱
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Posted: Tue, 29th Apr 2008 20:19 Post subject: |
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You heard? Did god tell you?
I hope they use the AC engine.
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JBeckman
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Posted: Tue, 29th Apr 2008 21:14 Post subject: |
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LeoNatan
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Posts: 73220
Location: Ramat HaSharon, Israel 🇮🇱
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Posted: Tue, 29th Apr 2008 21:33 Post subject: |
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Well, then it's hit or miss indeed. For me, it could go either way, I just have to see it in context (and in motion) to decide whether I like it or not.
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Posted: Tue, 29th Apr 2008 21:43 Post subject: |
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- Prince feels Amano-inspired. Looks like a celluloid/animated character (a bit like SFIV). The style itself is still in progress.
* Corrupted world needs to be healed.
* Story is much more "1001 Nights"-like, more fantasy, less grounded in reality but instead more magical yet still credible, more poetic.
* Player must unleash light-wells to heal the corrupted world, which shoots light into the sky, reminiscent of SotC and Okami.
* The transformation of the world is in real-time, with plants growing back to life as the world heals back and as the player can still move, instead of a mere cutscene, sky changes back to its normal color, etc., to give a strong sense of control and success to the player.
* No more time rewind and such.
* They are not making a second Assassin's Creed, they are making a new PoP.
* Art style was difficult pass through the management, but they never refused it, and eventually loved it.
* Story specifically: Orhmaz and Arhiman, twin gods, one good one evil, celestial battle, Orhmaz locks Arhiman away in a box which he hides into an faraway oasis deep within a desert. Centuries pass, and comes a troublesome thief (the prince) and Arhiman is freed somehow (not deep explanation given). Prince must undo his mistake. This is what they refer to as a more "1001 Nights" kind of story, like a fable.
* More open/organic environments. Has a Zelda-esque feel, old-school in themes.
* Bosses/player use backgrounds during fights (one shot shows an enemy pushing the prince against a wall as if trying to choke him, or another throwing him in the air).
* Game went through a few iterations; originally too open (felt big but not enough to do), at one point it was more like Assassin as far as open world (going where you want), but players would get lost and wander aimlessly and dynamism suffered as a result. Now instead it is more focussed with a clear road, but multiple paths can be taken (free to move from one map to another, back and forth, etc., more open than previous PoPs).
* The demo map shown to the journalist, old of a few months, has been scrapped design-wise because it was too Assassin-like, now it's more fantasy design-wise.
* Game world is made of nodes connected by paths, and you can go from one node to another as you wish (this is what they mean by less open, but non-linear; you can see the paths, but you don't have to going from A to B to C). The game adapts as a result (enemies from later visited locations might be more difficult, etc., for example zone A might be more difficult if you access it at the end, but if you accessed it at the beginning then it is easier, even bosses, depending on what order you fight them, adapt as such).
* Prince can slide along any walls using his glove. Game is as much vertical as horizontal.
* Prince has more possibilities of movement.
* Bosses inspired by MGS' boss quality; they are fewer but they have a story, a reason to be, they leave more of an impression on the player. Some are former nobles, sometimes acting against their will.
* They wondered if they should make just more enemies and try to do a God of War game and try to beat it on its own ground, or go for something different. They went with fewer enemies instead and a new combat style. Combats are duels. You can see the expression on the faces of the characters/bosses. Movement/action in fights is more like Advent Children, more cinematic in presentation.
* 140 people working on it, more to come, people from many projects.
http://forums.g4tv.com/thread.jspa?messageID=13282620

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JBeckman
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Posted: Fri, 16th May 2008 08:36 Post subject: |
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Interesting... the art style looks cool.
1 and 2 are still amazing.
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Parallax_
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Location: Norway
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Posted: Fri, 16th May 2008 08:42 Post subject: |
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S.S.S wrote: | Look like it's going to use the BF3 engine. |
It uses UE3 (Mirror's Edge).
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Posted: Fri, 16th May 2008 09:25 Post subject: |
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madnessnaab wrote: | * No more time rewind and such. |
BOOO!!!
Now i will have to be careful when i jump? That sucks.
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