The REAL PD0 Trailer(s)

The REAL PD0 Trailer(s) - 3 Minutes of GamePlay

Trailer(no gameplay):
http://www.jeux-france.com/ftp/X05/Perfect_Dark_Zero_1.wmv

Gameplay :
http://www.jeux-france.com/ftp/X05/Perfect_Dark_Zero_2.wmv
Mirrors:
http://d52.yousendit.com/C/3OMZ6G7MKYX582HRKA7OT6FWCN/Perfect_Dark_Zero_2.wmv
http://www.theravenstower.com/Videos/Perfect_Dark_Zero_2.wmv (recommended)

^^ This is the must see trailer for PD0

Edit - Well these mirrors are dying, one by one, the PD0 fans must be ravenous, goodluck and be sure to post any new mirrors you find.
 
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It seems the second video is much better looking...
Too bad, the communication around this game is just fucking so bad. Microsoft needs to delay it.
 
Ya, I just finished watching Vid2, this game is going to ROCK.

All the haters just need to watch that video, the GFX are excellent, also any physics 'issues' are now completely fixed.

It was just a short demo, but they claimed much more to come later tonight, as well as playable demo's for everyone coming up.
 
1st Trailer.......WTF....just skip it. :???:


2nd trailer......thats more like it. Much better and the Physics are fixed. Looks good.
 
Graphics are ok (about what I expected... i.e. Xbox title with super upgrade; think of DX7 titles with a ton of DX9 bells and whistles, like FarCry, HL2, Doom 3, etc).

The gameplay is REALLY looking nice though. COOP looks interesting. I hope they get the framerate fixed though (25-30fps?!). This is one of those titles you are going to have to play and see if it is any good. Could be killer, or could be rushed. Seeing as I loved my N64 Rare shooters I am hoping it is killer!
 
ecliptic said:
Video quality is poor. But the footage is pretty decent. The sprinklers going off was a very nice touch and looked good. Hard to see much in the shaky cam, but when you get close to doors and walls there seems to be a lot of detail. Anyone remember these?

http://media.xbox360.ign.com/media/015/015335/img_2861748.html
http://media.xbox360.ign.com/media/015/015335/img_2803147.html

The models are MUCH improved from the poor ones shown at E3. Of course even then behind closed doors there was better footage shown. All in all, I am not sure we could expect more from a title that presumably started off on the GCN, spent a couple years on the Xbox in development, and then was rushed into the 360 for a fall 2005 launch. If it plays good and they get the framerate solid I would say they did about the best they could considering.
 
IGN Impressions

X05: Perfect Dark Zero: Hands-On
Joanna is looking very good.
by Charles Onyett

October 4, 2005 - Amid the pounding techno and caramel corn cones on the X05 show floor we located we managed to squeeze our way to a particularly crowded booth that held the almighty buzz-generator known as Perfect Dark Zero. The booth, which looked like an oversized ping pong ball cut in half, was running a multiplayer match of PDZ on its circular interior and the single player rooftop level in back.


We gravitated first to the multiplayer which was being played on an ice covered map called Tower. The environment was relatively small and full of snow covered spikes and terraces players were free to jump around on as well as a multistoried tower structure at one end that was positioned slightly lower than the surrounding landscape. Paths weaved through the snow drifts, and this is where the most action took place.

A wide range of Joanna's weaponry was available to pick up at certain points on the ground, including the RCP90, a shotgun, and a six shot revolver, and of course the standard scoped P9P. According to what was said at the press conference, Joanna's weapons will all have primary, secondary, and some even tertiary firing modes. With the P9P, which is a small pistol, we were able to screw on a silencer. The revolver shot one single shot and then automatically reloaded that bullet, allowing you to take a precise shot and then still have a full magazine should you need to fire off all six rounds. The RCP 90 and P9P both had extensive zoom functions, and the shotgun was devastating at short range.

One thing that immediately became apparent is that the reload animations are a beautiful thing to behold. The reload and weapon animations are irresistibly slick, like when Joanna flips up and screws on the P9P silencer or turns over the shotgun to lock in a shell then loads it with a satisfying hard clicking sound. The revolver had what we though to the most interesting firing animation, where your character's hand would rapidly slap the gun's hammer like in old Westerns. We found ourselves unloading ammunition when there weren't even any foes near just so we could reload as much as possible.

In terms of controls players could shoot with the right trigger, zoom with LT, LB makes your character do a barrel roll during which the game pans back to third person perspective. Y switches your weapons, RB is your alternate fire and the A button performs context sensitive actions like taking cover or hopping on a zipline. The game controlled relatively well for a console shooter, though at times the aiming felt a little too reactive.

The best part about the multiplayer was that there was absolutely no slowdown despite some frantic firing action. Granted, the graphics were stepped down from the single player mode; there weren't as many reflective surfaces, the gun models weren't as flashy, and the blurring effect that surrounds you when you turn or run wasn't as pronounced, but it still looked damn good. There were smooth shadows that perfectly reflected the different characters' body shapes and positions stretched across the snow.

Blasting enemies was a ton of fun, especially because as you fire away you'll see chunks of armor that correspond to where you hit them fly off and bounce to the ground. This armor isn't just cosmetic, you'll need to blast off a foe's helmet before you can headshot them.

After the round was over a stats screen popped up that showed all the kills and deaths of every player involved as well as some special stats like kills from behind and headshots. We then loaded up the single player and were immediately struck by how much more detailed the visuals were. The metropolitan rooftop level we were in stretched endlessly around us, full of glistening metal towers, flying cars, and gigantic translucent tubes. Again, despite the ridiculous amount of geometry and animation onscreen, we didn't notice any slowdown.

We got to use a few more weapons in single player as we took cover behind railings, used ziplines to cross from building to building, and smacked enemies in the face with our P9P melee attack. First was the Jackal sniper rifle which had a laser sight as an alternate fire that could be used in conjunction with the zoom for super accurate shots. Zooming with the sniper rifle was pressure sensitive. Depending on how far down you pressed RT, the scope would zoom from a factor of one to a factor of four. We also got a hold of the M60 machine gun. Firing this beast caused an amazingly high degree of screen shaking and accompanying blur effects, so we needed to have our targets lined up before we shot. It's alternate fire spat spiny proximity mines out the front of the gun.

A few other notable details include picture in picture plot events that pop up as you're progressing through a level and apparently improved enemy death physics. Enemies no longer pinball all over the place when shot and killed, but drop with a much more modest, realistic reaction to where they were shot. The bullets in PDZ carried a very satisfying sensation of weight.

Finally, at one point a few pigeons flew out from a section of scaffolding we were running across. We zoomed in on one and unloaded a few P9P rounds and were overjoyed to find the bird exploded in a bloody mess. Perfect Dark Zero was looking very impressive from what we got to play, we'll have more info as it comes in.

After getting some real hands on with the game, it sounds like they were much more impressed. Between this, and those PDZ videos, PDZ is looking MIGHTY impressive.
 
Wow what an improvement gameplay looks great better than I expected, hope we get some high def 720p footage this week.
 
The best part about the multiplayer was that there was absolutely no slowdown despite some frantic firing action. Granted, the graphics were stepped down from the single player mode; there weren't as many reflective surfaces, the gun models weren't as flashy, and the blurring effect that surrounds you when you turn or run wasn't as pronounced, but it still looked damn good. There were smooth shadows that perfectly reflected the different characters' body shapes and positions stretched across the snow.
This is what I like to hear. The good: MP ran smooth. The bad: Not quite as detailed as SP. To be expected--speed is always more important in MP, especially with large levels and 30 people running around. Sounds like MP may be fun. Although I am hoping the Team based modes are fun because straight up death match? B-O-R-I-N-G!
After the round was over a stats screen popped up that showed all the kills and deaths of every player involved as well as some special stats like kills from behind and headshots. We then loaded up the single player and were immediately struck by how much more detailed the visuals were. The metropolitan rooftop level we were in stretched endlessly around us, full of glistening metal towers, flying cars, and gigantic translucent tubes. Again, despite the ridiculous amount of geometry and animation onscreen, we didn't notice any slowdown.
Sounds good. But what were they saying aobut 25-30fps earlier today? Hmmm Sounds like maybe a writer is not too picky about framerate?? Or is this just the normal disorganization we have seen from MS?
First was the Jackal sniper rifle which had a laser sight as an alternate fire that could be used in conjunction with the zoom for super accurate shots. Zooming with the sniper rifle was pressure sensitive. Depending on how far down you pressed RT, the scope would zoom from a factor of one to a factor of four. We also got a hold of the M60 machine gun. Firing this beast caused an amazingly high degree of screen shaking and accompanying blur effects, so we needed to have our targets lined up before we shot. It's alternate fire spat spiny proximity mines out the front of the gun.
Nice touches. Reminds me of the sprinklers mentioned before. Sounds like Rare has put a lot of time into small touches and features. Kudos.
Finally, at one point a few pigeons flew out from a section of scaffolding we were running across. We zoomed in on one and unloaded a few P9P rounds and were overjoyed to find the bird exploded in a bloody mess.
Muwahahaha The devil is in the details :devilish: Little things like that make a SP game fun for me. HL2 had a lot of little details like that. Brings the world alive errr dead!
Perfect Dark Zero was looking very impressive from what we got to play, we'll have more info as it comes in.
Sounds like this author was happy. I am looking forward to more hands on details AND HD streams.
 
good news for Xbox 360 fans since now they'll have something to play at launch.

To me It looks good. But not "OMG I'm buying a new console good"
 
Heres the thing. Microsoft should really controll (in some form) the video thats released or something. Where seeing videos that are pre-beta alpha post-beta (ARGH!!) and no one knows what to make of it. Its very inconsistent. I mean...just a week ago I was psyched about PDZ then today I was like...WTF...and now i'm like...wow...back on my list again. I feel like i'm 360-Bipolar....
 
I hereby award the infamous Yo-Yo Interest Award to Perfect Dark Zero.
Rare and MS, hear our plea: stop jerking our chain. Please? Pretty please?
 
seismologist said:
good news for Xbox 360 fans since now they'll have something to play at launch.


Uh.............................what? :???:


I hope your not implying the whole 360 launched was a make or break based on PDZ. To me its maybe the 4th or 5th most wanted.
 
I think the insider videos on IGN may be the best ive seen, i think even better than teh one xboxyde since it seems direct in some form.

Problem is not necessaily MS, youve got a boatload of people taking video on god knows what equipment, using god knows what encoder/deinterlacer, at god knows what bitrate, being played on god knows what player- bound to be some quality loss there.

However, MS needs to give every major website/publication a DVD with all direct feed media on it so the best stuff will propagate. They are relying on that guy at xboxyde to market their games at this point, they should pay him for the great work hes done.

As for the IGN flip/flop in previews, the one from this morning is labeled as a 'preview' while the -nice- one is labeled as a 'hands on'. Since the morning one was frmo before the show i wonder what it was based, maybe TGS? They seem to go out of their way to state there are no framerate issues with it, debunking their own report earlier. The new IGN videos seem to validate the more positive report. The gameplay looked silky smooth.

J
 
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