Today Capcom announced a new marketing push for the upcoming Xbox 360 action title, Lost Planet: Extreme Condition. The game will take center stage in New York City's Times Square throughout the month of December. A 30-second trailer for the game will be broadcast on the 3,000 square foot NBC SharpVision HDTV screen from December 4 through 31.
"Our goal is to share the incredible Lost Planet experience with as many people as possible," said Charles Bellfield of Capcom. "What better way to make an impact than by presenting the game in one of the most recognized and visible spots in the world, during the busiest time of the year."
Lost Planet: Extreme Condition combines a single player campaign with online multiplayer modes, offering support for up to 16 players over Xbox Live. The game will be available in stores across North America on January 12.
شفت العرض ... خطير !!
اكثر حركة عجبتني لما يتعلق بساق الوحش الضخم و يطلق النيران ... حماس !
مقابلة حصرية مع Takahiro Kawano ( دوره الـart Director ) و Kenji Oguro مخرج اللعبة ، من طول المقابلة و غزارة المعلومات فيها قسموا تغطيتها إلى 3 parts :
PART 1 :
[Brian] What is your name and what is your role in the development of Lost Planet?
[Takahiro Kawano] My name is Takahiro Kawano. Im the Art Director for Lost Planet. I lead the art department and review all created assets to make sure that everything that appears on the screen fits in with the vision for the Lost Planet world.
[Kenji Oguro] I was the director of the game, and supervised the game and the gameplay, while as the art director he supervised the visual aspect of the game.
Kawano has a lot more say in what the look of Lost Planet looks like than even I do. He decided the look for everything, from how the air looks and how the cold is represented, to the density of the fog, and everything that appears in the game. He also had the final say in the designs for the Vital Suits and all the enemies.
- عرف تاكيهيرو كاوانو بنفسه و بدوره في تطوير لوست بلانيت حيث دوره هو ART Director و هو المسؤول عن قسم الارت و التأكد من كل شئ و انه على ما يرام .
- كينجي اجورو هو مخرج اللعبة و المشرف على كل ما يتعلق بالجيمبلاي بينما ترك الارت لتاكيهيرو .
- كاوانو لديه الكثير ليقوله عن جو اللعبة و اتموسفيرها الثلجي و مؤثراته و الضباب و إنتهاءاً بتصميم الـVital Suits
- عمل على تصميم الشخصيات في اونيموشا 1 و 3 في بدايته .
- كاوانو معجب بفاجرانت ستوري .
- من معجبي فلم the Gladiator .
- الإعلان عن الإسم النهائي و هو Lost Planet: Trag Zero .
- اللعبة بطابع الـPrequel اي ان احداثها قبل احداث Extreme Condition و تشرح القصة من البداية .
- سوف تلعب بـGale والد Wayne .
- اللعبة مكونة من 7 جولات .
- سوف تواجه مجموعة من الوحوش مثل الـAkrid .
- صور جديدة لها :
- اللعبة سوف تكون متاحة قريباً على جوالات :Verizon, T-Mobile, and Cingular
- اللعبة مقرر انها تدعم اكثر من 200 موديل جوالات لاحقاً من : Audiovox, Kyocera, LG, Motorola, Nokia, Pantech, Samsung, Sanyo, Sony, and UT Starcom.
خليهم يقيموها زي ما يبغوا .... this is Lost Planet we are talking about here dude
هذه تفاصيل ما سوف يحصل عليه طالبي اللعبة pre-order في مختلف الدول ...
في بريطانيا : Game – Figurines + Bonus level card HMV – Face Plates + Bonus level card Virgin – Face Plates + Bonus level card Gamestop – T-Shirts + Bonus level card Game Station – Hand warmers + Bonus level card
And selected indie shops will have T-Shirts
و في بقية الدول الاوروبية :
Spain – Pre-order campaign using bonus map card with Game France – Pre-order campaign using bonus map card with Micromania Belgium – Pre-order campaign using bonus map card with Gamemania Netherlands – Pre-order campaign using face plates with Replay Videogames
مقابلة جديدة مع Tomoyuki Hosokawa و Kazuhiro Hikida و المخرج Kenji Oguro :
Brian] What are your names and what are your roles in the development of Lost Planet?
[Tomoyuki Hosokawa] My name is Tomoyuki Hosokawa. Within the team Im the lead Planner or designer on the team. My main duties have been the stage structure for the story mode and keeping the storyline together and cohesive. Of course I also have had a lot of other duties besides this.
[Kazuhiro Hikida] My name is Kazuhiro Hikida. My main responsibility is tweaking the balance of the game, adjusting all of the parameters. I mainly have focused on the weapons and Vital Suit parameters.
[Brian] Hosokawa-san, I know that Oguro-san has also played a big part in the design of the game, kind of as the Lead Lead Designer. How does your role differ from his, exactly?
[Hosokawa] The difference between my position and Oguro-sans is that he gives directions, and I take those directions and divvy up the work to the design team. For example, if Oguro-san were to say, Liven this part up a bit, make it more like so, I would analyze what needs to be done to complete the task, divide up the work and assign it to the proper staff members.
[Brian] Besides your main responsibilities, what other kinds of things have you two been doing on the title?
[Hosokawa] The game is being localized into quite a few languages. Seven to be exact. Part of my duties are to oversee the localization process. And since I dont speak any of the other languages, it was pretty challenging.
Also, when elements from the story or whatever would get cut, it was my job to make adjustments to compensate for the change in content.
[Hikida] My main job through the whole project was working on balancing the game, but I also helped out some with the localization process. Mainly I would play through the game in different languages so the text and dialog could be checked. Ive played through the game so many times Ive lost count.
[Brian] What other games besides Lost Planet have you guys worked on?
[Oguro] Both Hosokawa-san and Hikida-san joined Capcom after the Lost Planet project had already started, so its the first Capcom title for both of them.
[Hosokawa] At other companies I performed pretty much the same function as now. And before I was hired, I was thinking about how I wanted a change of pace. So I contacted Oguro-san, who I had met previously.
[Oguro] When he contacted me, we were short on people for Lost Planet, so it was perfect timing to have him come on board and lend a hand.
[Hikida] I started off at the same company as Hosokawa-san. After that, I spent some time at some different companies. Then I heard about Capcom from Hosokawa-san, and it took off from there.
[Oguro] Both these guys are extremely talented, so I knew right away I wanted them on the team. If I didnt have them, I dont think we would have been able to keep our production schedule. Literally, we couldnt have done it without them.
[Brian] What are some other games that you enjoy playing?
[Hosokawa] This goes back in time a little, but I really liked F1 Triple Battle on the TurboGrafx-16. I can still play that game today. Another one I like is Winning Eleven, the soccer series.
But overall, when I play a game I try to find the good things about it. When I play a game, I dont really dwell on its shortcomings. So I can pretty much play and enjoy any game. My personality, I guess, just lets me find the fun or interesting aspect to anything.
[Hikida] For me, I grew up playing arcade games. Even now I still love arcade games. I love them so much I couldnt even tell you how much money I spend on them a month. Growing up I even had a part-time job at an arcade.
One game I liked was a fighting game called Fight Fever. Lately Im also into Sangokushi Taisen 2 (Battles of the Three Kingdoms 2). Im totally hooked on card-collecting games. I love the strategy of the battle tactics involved with this game.
Part 2 من المقابلة مع :
game designers Tomoyuki Hosokawa and Kazuhiro Hikida (with Director Kenji Oguro sitting in).
يتكلموا عنmelee attack ,و بتفصيل اكثر عن الـVital Suits و الاسلحة :
[Brian] Moving on to some Lost Planet gameplay design topics, why was the anchor put in the game? Were there any challenges you faced with implementing that into the game?
[Hikida] Lots of shooters have pretty limited vertical high/low mobility. But with the inclusion of the anchor, we were able to allow the player a lot more freedom on the vertical axis on top of horizontal. Thats one reason we introduced the anchor.
Also, the Vital Suits can jump pretty high, some very high. But we had to make sure that you can still progress through the game when youre on foot without a Vital Suit, like if yours gets destroyed. We couldnt give the human character super-human jump capabilities to match those of the Vital Suits, so the anchor solves that problem of insuring a player can still go on foot.
[Hosokawa] If you want to restrict a player from going somewhere, you just throw a wall up and thats it. What I focused a lot on was putting in things that made the journey and the view up to where you reach those walls satisfying.
The stages arent about looking up at the view so much as they are about looking down from above. Thats how I designed them. That kind of view, looking down on everything, is the most satisfying. Its like standing at the foot of Tokyo Tower and looking up, versus climbing to the top of it and looking down.
When I was a kid, when I would play outside with my friends, the best part was climbing up high and taking in the view. Were always looking up at things, but theres something special about looking down on the world from above. And thats something we wanted to recreate in Lost Planet.
[Oguro] Having the anchor and allowing the player to move around not just on the horizontal plane, but the vertical plane as well, thats one of the things that makes it a true 3D game.
[Brian] After the single-player demo released in May, you added a Melee attack to the game. What was the reasoning behind that?
[Hikida] The biggest reason we added the melee attack is because of the overwhelming feedback we received asking for it.
This was of course in May, and normally its unthinkable to add something like that so late in the development cycle. The reason we didnt have one in to begin with is because we wanted to concentrate on the shooting and action aspect of the game. But we didnt want to let the fans down.
Some people are saying that they think the melee is too weak. We thought about making it stronger, but didnt because we didnt want people to rely on the melee attack to kill enemies. The game is purely about the shooting, and we didnt want to take away from that. So its there as sort of a bonus add-on.
[Hikida] By the way, you can perform a melee attack with all of the human and Vital Suit weapons (when carried on foot). We gave them their own animations.
[Brian] The Vital Suits are one of Lost Planets more unique features. How do Vital Suits fit into the game?
[Hosokawa] Japanese people love robots, but the whole robot-loving culture isnt there in the West. Its pretty unique to Japan for some reason.
[Oguro] Actually, the game started off with everything being VSes, with no running around on foot. You just fought enemies using Vital Suits through the whole game. So the game underwent a big change when we decided to allow players to trek it on foot. Vital Suits are still a major, major focus.
To put it another way, in Resident Evil its possible to beat the game using only the knife. Its like a special achievement to do that. In terms of Lost Planet, beating the game without using the super powerful Vital Suits is like beating Resident Evil with only the knife.
Personally I find playing the game without Vital Suits a lot more fun. Its more challenging that way.
[Hikida] I think of the Vital Suits as another kind of weapon available to the player. In multiplayer, grabbing a Vital Suit early on gives you a bit of advantage. If youre playing teams, having multiple Vital Suits can give you a lot more firepower. But the game is balanced in such a way that its not merely about gaming skills. Smart players who know the maps, know where to grab the weapons and the VS, have a chance even if they arent super-skilled at the game. The Vital Suits balance that out. So the game is balanced in such a way that the Vital Suits throw off the balance a bit to even the playing field a bit.
[Brian] How else do the Vital Suits affect the game balance?
[Oguro] Well, when youre on foot youre small and hard to spot. Vital Suits give you brute strength, but theyre big so they stand out as easy targets. People playing the demo now might see the Vital Suits as giving an advantage because theyre so powerful. But once you get used to the game, your thinking changes. If youre good enough, you can be on foot and take down a Vital Suit. Its fun and really gives you a great sense of accomplishment. Theyre not so over-powering that you have no chance against them. I want people to have fun figuring out tactics to take them down.
[Hikida] Also, when using just the guns, if you get the drop on another player or youre better at aiming, youll probably win the fight. But even if youre not that good at aiming, you can compensate for that with the sheer firepower of a Vital Suit.
[Brian] What can you tell me about the different Vital Suit designs in the game?
[Hikida] There are 6 base models, with 22 models in all when you include all the variations and boss versions.
[Hosokawa] And each individual Vital Suit has its own unique characteristics. Rather than having a walking robot, a flying robot, and a sliding or skating robot, with just one unique thing each, we gave different models multiple characteristics to give the players more ways to play. So maybe a sliding robot can also fly.
You can also switch out the weapons on Vital Suits. Take the GTF-11 model, for example. You can attach a homing laser to give it some serious firepower, or equip the Gatling Gun for continuous fire.
[Brian] What is something in the game that you came up with that you are most proud of?
[Hosokawa] For me it would have to be the cutscene in Mission 0. Ive loved monster movies ever since I was a kid, so it was great to be able to make a cool monster movie type of scene in the game.
When youre in the game playing through this particular event, its actually a little confusing for the player. Theres this huge monster coming after you, and the game doesnt tell you where to go. Purposely not having anything like that drives the panic and the fear home as you desperately search for a place to run and hide.
But when people play through this part of the game, I hope they move the camera around as they run away so they can watch all the destruction. Big chunks of buildings flying everywhere. Thats what Im most proud of in the game, this whole sequence.
[Brian] How about you, Hikida-san? Which of your contributions to the game are you most proud of?
[Hikida] As I said before, my duties mainly consisted of balancing the game. So its hard to point to an object or scene in the game that I can claim I created.
But one time I checked out a message board to see what people were saying about the game, and found that someone had written exactly what I was aiming for. The balancing in the game is a lot like rock-paper-scissors, and he had figured it out. What I mean by that is that Weapon A is good against Weapon B but weak against Weapon C. Weapon B is good against Weapon C but weak against Weapon A. Thats exactly what I was aiming for. Thats something Im very proud of.
[Brian] So do you have a favorite weapon?
[Hikida] One I really like is the Plasma Gun. Its for long-distance sniping, and emits red plasma shots that zip through the air that make it really stand out. The balance on this was something I put a lot of time and effort into getting just right. I like using this weapon to call attention to myself and kind of challenge other players to come and get me. I used the weapon a lot like this, giving away my location on purpose, and at one point the Plasma Gun was a lot stronger than it is now. (haha)
[Oguro] Actually the standard Rifle is easier to kill with, and is more powerful to boot. But Hikida-san apparently likes using the Plasma Gun to taunt people, giving his location away on purpose because he knows hes good enough to fight people off.
[Hikida] But lately the other team members have been getting better so winning isnt such a breeze anymore. So Ive secretly been using the Rifle lately (haha). So I use both now. Ill use the Plasma Gun when I want to stand out, and Ill use the rifle when I dont want to be spotted. Finding which weapons work best when and all that is a pretty fun part of the experience.
[Brian] So how would you guys describe Lost Planet as a game?
[Hosokawa] For me its basically about being able to play out all these situations that I think are really cool. Shooting like this or going in from that angle, attacking situations from different angles. I think all of the parts taken individually are very cool.
The game reminds me of what games are supposed to be like. Everything in the game is something I like and that I can play and have fun doing.
[Hikida] Its about all of the situations that make up the whole. Its cool to take down giant Akrid, and satisfying to mow down Akrid with a Vital Suits massive firepower. The game is just packed with all these cool situations.
[Brian] Great. Why dont we wrap things up with a few words to the fans from each of you.
[Hikida] Ive been playing Lost Planet online for testing for the last 6 months, and Im still not tired of it. It never seems to get old. I hope you give the game a chance this January when it hits the stores.
[Hosokawa] There are lots of situations built into the game that we had a great time planning out and implementing, and then actually playing. I hope you enjoy the fruits of all the effort we put into the game to make it a memorable experience. This game is certainly something that well never forget.
لكل من شارك مطوري كابكوم الآراء عن طريق الديموز و الـFeedback ... من حقكم تقولوا Horrray :laugh:
لأنه كابكوم إستجابت للإقتراحات بشكل مرضي و اضافت قائمة بالتغييرات إلي سوف تطرأ على النسخة النهائية بعد شهر من الآن ... حركة ذكية جداً يا كابكوم ، و هذه التغييرات و الابديت لم يتضمن النسخة اليابانية.
هذه قائمة بالتغييرات :
Private Slots and Friend Invites
When you go to set up a Player match, one of the available options is how many slots, out of the maximum number of players you have set (up to 16), to set aside for friends as private slots. Once you initiate the match and open up the lobby, those private slots can only be filled by people who come in through game invites. You can set 3 slots to private in a 16-player match, or even set the max number of players to 8 and specify 7 private slots to make a 4-on-4 team game that only your friends can join. Remember that there will be no private slots or invites for Ranked matches.
See number of players in a room before you join
When you’re looking at the list of games to join, in the final version you will be able to see the current number of players in the game and the max number of players allowed.
Game listing screenOne thing that people commented a lot on was being dropped out to the previous menu layer if they tried to join a match that had already started or had been canceled. Well, now if you try to join a game that is no longer open, you stay on the same screen and can select another game to join. There will also be a button to let you refresh the list of games on the fly.
Another big issue raised regarding the multiplayer demo was the lack of a post-game lobby. Well, I’m happy to report that now in the final version of the game, players will be given the option to jump back into the same host’s lobby or exit and find another game. So when you finish viewing the match results and score screen, you can choose to either leave or play again. If the host doesn’t want to go again, all players will be disbanded. But if the host chooses to play again, the lobby will be re-opened and anyone who wishes to jump back in with the same players can do so.
Subsequent matches will carry over with the same settings as they were originally set by the host. So if the stage was set to Pirate Fortress, rematches will also be in Pirate Fortress. However, if you set the stage to Random, it will pick a stage at random for each match. In this regard it functions much like Gears of War, which lets you select a particular map or cycle through the list of maps in order. But in Lost Planet, the maps are shuffled at random as you play multiple consecutive times.
Text size on team select screen is being made bigger
Once the host starts the match, the game goes to the launch screen. This screen has a list of all the players in the match on the left side, and if it’s a team game, each name will have an orb showing the color of the team next to it (red or blue in the demo, with up to 4 teams available in the final release). To the right of that is the blue and red triangular areas that lists the players in their respective team’s listing. In the final version, this is the screen where team selection will take place if that option is turned on by the host.
The text for the names in the middle of the screen can be hard to read for players using non-HD resolutions. So, this text is being made much bigger so those players can read it better.
Launch timer and team selection
The launch timer before the game starts is being changed to 10 seconds for non-team matches and team matches where team selection is set to automatic. However for matches where the host has turned team switching on, the timer will be set to 20 seconds to allow everyone to get on the team they want to be on.
Max selectable match time limit changed
Among the available options is the time limit for the match. And in the multiplayer demo, that time limit goes up to 60 minutes and then there is a No Limit option. Some people have unknowingly jumped into matches set to no time limit, only to find the match never seems to end.
I’m working on a multiplayer FAQ that explains all of the rules and scoring and everything, but to be brief, elimination and team elimination games end either when the time runs out, or one player or team’s point bar runs out (reaches zero). If you’ve noticed, scoring can be a bit of a tug-of-war when it comes to straight kills, so close matches can go on for quite a while.
So in the final version, there will be no No Limit option, and the max time a match can be set to is 60 minutes.
Custom Match search criteria will be saved
A small but potentially time-saving new feature is that now the game will save your Custom Match search criteria each time, so you can perform the same search without having to edit all the options again each time.
الظاهر قائمة التعديلات إلي حطيتها كانت ناقصة .. هذه القائمة الكاملة بإختصار :
# Private slots can be set by host
# Invite friends to a match
# Number of players in a room will be displayed next to name of the room
# Players will not be kicked all the way out to the main menu if they try to join a full game
# New button allows players to refresh the match list without going out to the main menu and selecting Quick Match again
# Players will now go to a post-game lobby at the end of a match, not kicked back to the main menu
# The ability to replay a match with the same group without leaving the post-game lobby
# Cycling maps on replayed matches when map selection is set to Random
# Text size on the team selection screen will be greatly increased when using non-HD resolutions.
# When manual team selection is set to ON, players will have 20 seconds to form teams.
# The time limit on each match will be maxed out at 60 minutes, instead of the current unlimited time.
# A player's custom match criteria will now be saved.