Platon said:Depending n how the handle the camera that can make or break the game. When ever I hear that there is no camera control I get very sceptical. I really, really, REALLY hope they will not have any similar camera like MGS2, but them working before with Kojima, I have my fears. It would be really pitty on such a potentially great game...
Yeah this "winning E3" is just stupid talk that keeps forumers occupied for a few days and then is forgotten.The fights about it are great though!!NucNavST3 said:I know this sounds crazy, but I don't actually care about who "wins" E3. I just want to see the games. If its before E3 I'm happy, if its after, I'm happy, if its on Marketplace, then I am ecstatic.
fulcizombie said:Yeah this "winning E3" is just stupid talk that keeps forumers occupied for a few days and then is forgotten.The fights about it are great though!!
Oh and why would MS keep "Too Human" secret??They have announced it for ages and have shown an ,albeit very small,trailer since X05.
The good thing is that the games coming on the 360 at the end of 2006 will be much better looking than what is available right now.
pipo said:EGM (hi-rez) scans hit the grid...
Well I wouldnt say a "few days and forgotten", more like "a few months, and remembered", I think "winning E3" is a good pr boost for whatever company. I mean its safe to say Sony had the most dominant show at e3, and was talked about for months even without Sony releasing any information. Kinda a dead silence from Sony after e3 for a long period, but they were still the most remembered and some say the the most hyped. Imagine that.fulcizombie said:Yeah this "winning E3" is just stupid talk that keeps forumers occupied for a few days and then is forgotten.The fights about it are great though!!
pipo said:I'm sorry. If you look around, you'll find some good scans of the EGM article.
Makes sense?
"The button-free melee combat feels easy & instinctive, yet it;s actually a tad disorienting at first. By simply tapping the stick in the direction of nearby enemies, you'll send Baldur rapidly careening around the screen dishing out devestating attacks and combos. When flicked in tandem with directions on the left stick, the right analog digs even deeper into Baldur's arsenel, filling the screen with effects-laden supermoves. Once you acclimate to the frenzied pace and flui fighting, it's a highly rewarding, visceral combat experience, more akin to a fighting game than a traditional adventire title. "THe motion-capture guys we're working with have worked on films like Hero and Chronicles of Riddick," explains Dyack. "We feel that some of the stuff we're doing surpasses even the fighting in Soul Caliber"
Plus, the interplay of firearms and traditional weapons-based fighting allows for the over-the-top, knock-em-up-and-shott-em-down maneuvres a la Devil May Cry. Boredom is the ultimate enemy in games like this, so customizable combos and a wide variety of weapon types (swords, hammers, polearms, pistols, rifles, lasers and more) will hopefully ensure plenty of variety. "From my standpoint the big failure of God of War was that I found one combo that worked and I just did it over and over" explains Sterchi. "In Too Human, you have to constantly be thinking about your enemies in order to succeed" Don't worry about Too Human mimicking God of War's too-few boss battles either. "We have tons, and they're more Metroid or Zelda-style bosses than in GOd of War"
Of course, Too Human's innovative, stripped-down control system would be fucntionally impossible without it's equally inventive camera system. Like Sony's breakthrough action hit God of War, Too Human purposefully takes all camera control away from the player. "I've never heard anyone say, 'Moving the camera was really fun,'" Sterchi muses. "So we've mae it very dynamic: If you're using pistols, teh camera automatically zooms out give you a clear view of your targets, but if you use the sword, it zooms in to show off the action, more like a fighting game." The camera seems full of surprises - we witnessed some really clever zooms, pans and cuts that gave the game a unique look.
"THe camera is equivalent to what you see during the Super Bowl broadcast." Dyack explains. "You might have 50 cameras around at all times, and you never know where that touchdown is going to occur, so you're constantly switching to the best camera to view the action"
predicate said:I do not mean to pee on the parade, but every time I have been excited by a SK game in the past it has been a let-down. ED and MGS:TTS were not that great to me. SK have a lot to prove, and trying to make an even more ambitious game is not the best way of going about it as far as I'm concerned.
TTS's major visual problem, I think, is that SK tried to ape Konami's style but are simply nowhere near as artistically talented. It looked like a poor ripoff of an actual Konami MGS game. Plus, they totally messed up the controls; they tried to copy the PS2 controller layout, but seemed to have forgotten that GCN doesn't have as many buttons or analogue facebuttons.fearsomepirate said:MGS: TTS suffered because of the original material it was drawing on. Sorry, fans, I know MGS was a great game for its day, but it felt dated and clunky on the Gamecube, even with better textures and more polygons (never played the PSx version, so I think I can be more objective). ED had excellent control and an excellent camera, so I have no doubt that Too Human will sport the same. I doubt it will be the artistic revolution Dyack thinks it will be, though.
We got the lowdown on Too Human's sprawling world and went hands-on with the first title in the trilogy during a visit to Silicon Knights' headquarters last month, and we're now able to give you the first in-depth look at the game, ahead of any other publication or website in North America.
nelg said:
That sounds good to me. As I said before I am really sceptical about not being able to control the camera, it makes you so restricted in what you can do and see, but maybe they are handling it better here than in MGS2...And surprisingly enough, it is. By having the game's intelligent camera follow the action on its own, players don't have to worry about controlling the camera viewpoint. That frees up the Xbox 360 controller's right thumbstick to be used to execute melee attacks in any direction, while the left and right triggers control Baldur's auto-targeting firearms. It's instantly intuitive and a heck of a lot of fun. After just half an hour of playing a demo level, I was able to wade into a horde of foes, casually flipping some into the air with my sword and then blasting them to pieces with my dual pistols before they hit the ground.