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LOST PLANET | الموضوع الرسمي

SHABASH

True Gamer
اللعبة هذي في قمةالابداع
تصاميم وانفجارات شي يخلي الواحد يستنى على ناااااااااااااار

خلاص قرب موعد صدور اللعبة
 

JOE

True Gamer
عدد تنزيل ديموهات لوست بلانيت الإثنين يصل لأكثر من مليون شخص !!!

Over One Million Players Have Experienced Capcom Entertainment's Lost PlanetTM: Extreme Condition

Two Lost Planet Demos Downloaded Over One Million Times From Xbox Live®

LONDON, - December 18, 2006 — Capcom® today announced that the single-player and multiplayer demos of Lost Planet™: Extreme Condition, exclusively for Xbox 360™ video game and entertainment system from Microsoft have been downloaded over one million times by the global Xbox community. Since the release of the multiplayer demo on November 23, Xbox Live® players across the globe have spent nearly 300,000 hours locked in furious combat. Lost Planet carries a PEGI 16 rating and will be available across PAL territories from January 12.

“Xbox 360 players have now had two opportunities to try Lost Planet since the first demo was released in May, and they have in huge numbers,” said Hiroshi Tobisawa, President of Capcom Europe. “Since we made the multiplayer demo available through Xbox Marketplace, there have been hundreds of thousands of hours spent playing the game, which is a great testament to the quality of Lost Planet. This latest demo has completely energized the Xbox community, giving them something to look forward to in the New Year, when the next big hit Xbox 360 title hits retail.”

Lost Planet’s action-packed multiplayer demo is available as a free download on Xbox Live Marketplace. Xbox Live Gold subscribers can experience Lost Planet’s highly anticipated multiplayer demo, which lets gamers participate in heated online matches in the “Pirate Fortress” stage with support for up to 16 players via the Xbox Live online game service. Capcom debuted Lost Planet’s multiplayer gameplay at this year’s Leipzig Games Convention, where its riveting action netted top honours as the Best Xbox 360 Game at the show. In addition, the game was chosen by Tokyo Game Show attendees as one of the winners of the illustrious Future Award.

Combining a gripping single player campaign and intense multiplayer modes with support for up to 16 players via Xbox Live online game service, Lost Planet promises to be an epic gaming masterpiece. Taking full advantage of Xbox 360’s unprecedented power, Lost Planet will contain an unrivalled level of detail as advanced light sourcing is used to ensure a realistic presentation that enhances every explosion, smoke and particle effect. Enormous world maps unfold as players battle hostile creatures in blistering weather conditions across vast snow fields and deserted cities either on foot or in armed Vital Suits.

In addition to the standard edition of Lost Planet Capcom will also release a Limited Edition of the game. Packaged in a custom designed SteelBook™ case featuring exclusive cover art, the premium set will include the game, art book with exclusive concept art and a heap of multimedia content. As a special bonus, gamers that purchase the Limited Edition will have exclusive access to an additional multiplayer map for several months before it is made available as a free download on Xbox Live Marketplace, in summer 2007.

For more information on Lost Planet, please visit the official site at http://www.lostplanet-thegame.com or join the growing community of fans at http://www.lostplanetcommunity.com
Impressive !!
 

JOE

True Gamer
Great News !! انا already حجزت نسختي عند امازون .
 

JOE

True Gamer
في special private pre-launch event إلي اجري في San Francisco تم دعوة الكثير من فانز كابكوم و عشاقها .

و هذا ملخص ما حصل :

Greetings! Tony here, filling in for Brian and comin’ at ya with a recap from the Lost Planet press event we held last Thursday, December 14 at “Fluid Bar and Lounge” in San Francisco, conveniently located a few blocks from the Metreon parking garage. Although, it didn’t seem quite that convenient on this particular night, as Bay Area dwellers would know, it was rainy and pretty darn cold. Trying to escape the weather as quickly as possible, my partner-in-crime (who you all might know as “Lost” on the Capcom BBS) tried to pull a VIP style entrance. He walked right up to the bouncer and proclaimed “we’re with Capcom”, fully expecting to just glide right through the doors only to be stopped and carded by someone who most would be careful not to argue with.

Once inside, I discovered I was escaping the rain only to be met with a penetrating blue ambient light coupled with 16 stations of snowy Lost Planet multiplayer madness and a 50” plasma looping one of the latest trailers. I headed straight to the open bar for some instant Thermal Energy and, let me tell you, the folks at Fluid know how to warm a guy up! I spent the next 20 minutes or so snacking on some of the goodies at the appetizer bar and roaming around trying to size up the Lost Planet competition.

Once my hands had defrosted enough, it was time to get down to some gaming. I took over the host station and set up a plethora of matches, testing the waters with different starting weapons, match types and time limits each time. My personal favorite of the night was an Elimination match with rocket launcher starting weapons, played on Dilapidation (which some of you might recognize as the bonus multiplayer map). Within the first minute of the game, I scored a 5-chain killing spree before someone wised up to my location and made me eat a rocket to the face. I also learned a valuable lesson on why not to jump into a VS when 15 other people are already holding rocket launchers, especially on such a fast-paced map. There were alarms going off telling me to eject basically the instant my VS was up and running!

In addition to Pirate Fortress and Dilapidation, we were showcasing 6 other multiplayer maps that you’ll all have to wait until launch to play! Some of the maps are so vast, they warrant rifles as starting weapons. Some maps are even more action packed than what you’ve seen so far. You guys will definitely be supplied the means to have some battles of epic proportions.

As the night winded down and the war cries became farther and fewer in-between, we finished up our drinks, put away the equipment and said our goodbyes. It was a great night of gaming, eating, drinking and general merriment all around. To top it off, I had just enough Thermal Energy left in me to last me the walk back to the car.

بعض صور الحدث :

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بقية الصور :
http://www.flickr.com/photos/46675906@N00/sets/72157594379440537/
 
التعديل الأخير:

Ginko

Banned
وش رايك بالانطباعات جو :D?
 

JOE

True Gamer
إنطباعاتك هي نفس إنطباعاتي تقريباً ... we have somthing in common

LP على رأس قائمة most wanted عندي من زمان ..
شفت إنطباعات mark و kathleen و Ryan في حلقة 1up الاخيرة ؟ إيجابية كذلك ...

لوست بلانيت تبيع 20000 نسخة في اول يوم لصدورها في اليابان :
Japan: approx. draws planet sold 20,000 22.12.06 - Capcom has of draws to planet: Extreme condition about 20,000 units on the first day in Japan to sell know. That comes out from collections of Enterbrain, the play came to 21.12.06 into the trade
 

JOE

True Gamer
مقابلة جديدة مع Kohei Akiyama وظيفته (Programming Team Leader) :

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Part 1 :
[Brian] What’s your name and title on the Lost Planet project?

[Kohei Akiyama] My name is Kohei Akiyama and I’m the Programming Team Leader.

Mainly I manage the whole team of programmers. I also worked a bit on the storage and memory functionality, Guide button implementation, and other system-integration areas.

Since most of my job entails managing the other programmers, if I had tried to do any of the gameplay-related programming, I wouldn’t have had time for anything else. That’s why I decided to work on the system programming, since it’s pretty flexible and not as demanding on my time.

I was also the one in charge of putting together and burning all of the preview and review discs and all the copies of the game used at the various events. I made more ROMs for Lost Planet than I have for all the other games I’ve worked on combined. Making all those discs for everyone around the world made me realize how big this game really is.

[Brian] Being the lead seems like it involves a lot more than just being good at writing code.

[Akiyama] Right. Being the lead programmer isn’t just about programming and making a game. On a project as large as Lost Planet, a lead has to be able to manage the large team of programmers as well. And that means you can’t be as directly involved with the actual creation, the day-to-day programming of the game as the other programmers. So to be a lead programmer, you have to know programming, but you also have to have a lot of experience under your belt as well.



[Brian] How did you get to be the lead programmer on Lost Planet?

[Akiyama] When I was in high school the NES was really popular. I was already into games, and I spent a lot of time at the arcades. Of course at the time, pretty much the only game makers around were Namco, Sega, Taito.

I’m originally from the island of Shikoku, and there were no game companies there at the time. So after high school I went on to a school that taught computers, and studied programming there.

Since I liked games, I thought it would be cool to work at a game company after I graduated. At the time I had no idea what people actually did at game companies. Basically I thought I’d get to play games all day.

So after my three years of study, when it came time to look for a job, I applied at a number of game companies. The company where I got an offer from the soonest was Capcom. At the time, Capcom was just making arcade games, and wasn’t really all that big. They had put out Ghosts ‘n Goblins and some other games, but they didn’t really have any other big hits yet. Right around the time I started here, they were just putting out Final Fight. Then things really started taking off for Capcom.

But I’ve been with Capcom for the last 17 years. I’ve moved offices a few times over the years, and overall I haven’t been involved with a huge number of games.

The last thing I was working on before Lost Planet was Resident Evil Outbreak and Resident Evil Outbreak File 2. And using the experience I got on those two titles, I moved up to Lead Programmer on the Lost Planet project.



[Brian] How big is the development team for for Lost Planet? How about just the programming team? How is the work divided up between the programmers?

[Oguro] The main core development team has about 65 people in all.

[Akiyama] For people who were involved with the programming portion, just short of 30 or so. That includes people who were involved with the development engine, network support, all that.

We also had a slight personnel change during the course of the project. But for the main core members, the main programmers, there are about 14.

Programming functions are divided into sound, effects, libraries, online and networking, AI, character, and miscellaneous.

I keep track of everything going on and divide up the work between the programmers. For example, if it looks like we are starting to run behind schedule a bit, I can reassign tasks, or just push the programmers to go faster.

عمل مع كابكوم 17 سنة ، منذ ايام Gouls'N Goblins و كان من مهووسي العاب الاركيد
Part 2 :
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[Brian] What exactly is the process for taking an idea or concept that a designer comes up with and translating that into program code?

[Akiyama] Although I’m in charge of the software code, as the Director Oguro-san is the team leader for the whole project, so he does a lot to steer the team in the direction it’s supposed to go.

[Oguro] While I’m the director, part of my role is also as a designer. So for conversations about objects in the game or parameter settings, I’d play the designer role and talk to the individual programmers about how best to implement things.

Then, if what I want done is something more complicated, something that would take more than a day to complete, then I’d switch back to my director role and consult Akiyama-san. I tell him what I want to see happen, and he’d schedule it in.


[Brian] Can you talk a little about the role of programmers ? I know it doesn’t get the same attention as the production or even art side of development.

[Oguro] A programmer has to know everything about the game, because he or she has to know what the game can run in terms of graphics, effects, etc. If an artist or designer wants something, the programmer has to know whether it’s possible or whether that has to be scaled back or cut altogether.

[Akiyama] After the initial planning and design phases, the game doesn’t take form on the screen until the programmers create the code for it to run. And in order for the programmers to fully and faithfully recreate what the planners are imagining, what the designers want to show, what everyone is imagining in their heads, the programmers have to understand completely what it is everyone wants. Otherwise you end up with a completely different kind of game.

We have a vision of the plan of how the game will work that is formed through countless hours of working with the designers and planners going over all the tiny, minute details.

[Brian] Are you writing code that is close to final from the very beginning? Or is the code refined throughout the whole development cycle?

[Akiyama] We are constantly going back through it. We may put something into the game, but know that it will probably be changed or updated soon. When the updates come down the pipe later on, we build on the basics of what was put in originally. It’s like the game itself is a tree, and all the basic stuff we put in are branches. Then the details go in according to what the designers and planners request, and those are the leaves, and the veins in those leaves.

Everything we put in has to be flexible and adaptable to accommodate any changes that need to be made. Most of the requests we get from the planners and designers are to add on, refine, and flesh out what’s already in the game.


[Brian] Do programmers get any say in the design of the game? Or are they relegated to a more of a role where they do whatever they are asked to do?

[Akiyama] Good question. Through the course of development, we programmers have a chance to give our own opinions and suggestions for things that might work in the game. Talking with the designers and the people in charge of those areas is another one of my jobs.

I am in constant communication with the designers to make sure the programming team doesn’t go off in its own direction if that direction isn’t going exactly where the designers want it to. Of course sometimes programmers’ egos can get in the way, and it’s not unheard of for there to be some conflict between them and the designers. But we talk through everything and resolve any issues that should come up.

And if opinions really are divided and we can’t solve something on our own, we leave the decision up to the director or the producer as to what direction to take.


[Brian] Do programmers have to know video games? Or is programming for a video game the same as programming other kinds of software?

[Oguro] Programmers in general are really into games and know a lot about games. For example, for Lost Planet, the programmers have to know enough about games and have that background to know whether it will be more like a Halo-type shooter, or a more military, tactical kind of shooter. They have to have that background knowledge or it makes programming the game and the way it behaves very difficult.

[Akiyama] A major part of programming is communication, communicating with the designers and everyone else. If both the programmer and the designer or whoever know about video games, it goes pretty smooth. A designer can say “like that one thing in that one game,” and the programmer will understand and get the picture without it having to be spelled out in detail in a technical design document. So it makes it go much, much smoother because everyone here is a gamer and knows about games.

Of course we go through a lot of trial and error, creating prototypes. There are some things you have to get up and running and try out before you can tell how it will work and behave beyond how the specific code is written. This is especially true for brand new games that aren’t sequels based on previous titles. When you’re on your second or third in a series, you have a lot to build on already, and much of this trial and error has already been done.

With other kinds of software, programming may be more straight-forward than for an interactive game.

Part 3 :
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[Brian] What can you tell me about the engine being used by Lost Planet? Is it being used by any other Capcom titles?

[Akiyama] We use a proprietary engine called “MT Framework.” The “MT” part of that has three meanings: Multi Thread, Multi Target, and Multi Tool. This is the engine that was used in Dead Rising, and that we are using for Devil May Cry 4. You can tell how flexible it is by the fact that we have been able to produce 3 completely different looking games and kinds of games with the same engine.

Also, as you can tell from watching Lost Planet in action, its graphical prowess and rendering capabilities are absolutely amazing. I just think it’s a great development engine.

In the past we had specialized tool sets, or software that allows level design programming and enemy placement, per series. Onimusha had Onimusha-specific tools, there were RE tools for the Resident Evil series, and so on. But doing it that way takes an extraordinary amount of time and manpower. So a few years back, Capcom decided to make an engine framework that could be used for all games. And what came out of that was the MT Framework engine.

So now that we can save so much time by not having to develop and work on game-specific tools, we can take that saved time and effort and use it to make the games that much better.

[Brian] What kind of physics simulation does Lost Planet use?

[Akiyama] Mainly we use a middleware program called Havok for rag doll physics. This allows joints and limbs to move independently when a character is killed or falls from a high spot, etc. It’s a very widely-used middleware solution. I think most of the game companies in the US use it.

When we were looking for solutions for this, there were some other candidates besides Havok that we were looking at. But for what we wanted to do in Lost Planet, we knew we needed a full engine, and we knew that Havok was really widely used and highly praised, which is why we decided to go with it.

[Oguro] Take the destruction of a wall or the crumbling of a boulder. Stuff like this is going to get much more realistic as time goes by. But to try and animate and program all of that manually, despite taking a lot of time and effort, it would be extremely difficult to make the results look completely natural.

A lot of Japanese developers still don’t use physics like this, but it’s standard practice in the industry now, so I think a lot more Japanese companies will start to use this from now on too.

But right now it’s still at a point where it doesn’t really contribute to the game. What I mean is, when an enemy dies, that character’s limbs and joints move freely. But as the player you can’t control or move them around. In Lost Planet, you see it as a sort of effect that happens when you kill an enemy.

But this is something I hope to see figure more into the actual gameplay of more games in the future.

[Akiyama] So far Dead Rising and Lost Planet are the only Capcom games to use Havok. I hope to spend more time with the engine to learn how to use it better and put it to more use in the future.


[Brian] Do you normally play a lot of games outside of work?

[Akiyama] Yeah, I play a lot of different games, whenever time permits of course. I don’t think there’s even a single person at this company that doesn’t like video games. No matter which department you go to, everyone loves games. Some people may play and enjoy them as just a part of their job. But there are definitely a lot of people who have to keep up with the latest games and play all the latest hits.

And in my own person case, as a programmer, when I play games I often think to myself, “I wonder what kind of tool they used to do this or that.”


[Brian] Lastly, do you have a message to the Lost Planet fans reading this?

[Akiyama] I love playing Lost Planet multiplayer, so when the final game launches, I hope to see you online. But I’ve been playing this for a long time, so you’ll have to be pretty good to take me down. Haha. See you on Xbox Live!

الاسبوع القادم مقابلة مع مخرج الـcutscenes ..

Stay tuned !! :::wink:::
 
التعديل الأخير:

DREAM

Banned
متى تطيح ها اللعبة في أيدي بس:cryy:
 

JOE

True Gamer
The first 10 minutes: Lost Planet
How Lucky !!!

شايف الصور إلي حطها !! this is what i Call Next Gen Gaming

مشكور xing
 

JOE

True Gamer
حركة كابكوم الشهيرة ... Bravooo
 

Naif

Executive Member
Ginko قال:
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لول شوف البنت تلعب الوي.

LOST PLANET Wii version confirmed !!! :0

لوول شكلها قاعدة تسوي mii حق هذاك الاشقر P:
 

JOE

True Gamer
Lost Planet review بالياباني طبعاً ... هذا بعض ما قيل :

"The weapons all feel unique. You never feel like you can just use anything to get the job done. You have to realize which weapon to use in each unique situation"

"The rope anchor actually makes its name known in online battle, not single player"

"In the classic Capcom style you have to figure out the weak point of all bosses and aim for that"

"If you have any inclination towards action games, you should be able to proceed through the levels on Easy mode but might take you a few tries"

"As for the Normal and Hard modes, well this is Capcom for you, the balance is superb."

"I particularly became enamored with Mission 3, I felt like I was right in a horror film"

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...... 18 يوم
 

Ryu-Bounty Hunter

True Gamer
Viewtiful Joe قال:
Lost Planet review بالياباني طبعاً ... هذا بعض ما قيل :



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...... 18 يوم

:sealed: :sealed: :sealed:
حماس والله و كلامهم يحمس بعد
باخذها اول ما تنزل(اذا ما كان علي فاينل اكزام:cryy: )
 

m7tram

True Gamer
اممم , تتوقعون لو شريت النسخه اليابانيه تشتغل على جهازي الامريكي ؟
 

JOE

True Gamer
Launch Party Event for Lost Planet: Extreme Condition

Capcom's next promising title on the Xbox 360 kicks off the new year of gaming on January 11, 2007. Lost Planet: Extreme Condition will be launching globally on Thursday, January 11, 2006 and Capcom is hosting a Launch Event to celebrate. The event will be open to the public.
If you are already in the know about this hot action shooter, then you already know you have to attend. If you haven't heard about it, what better way to get to know it than at its launch event?

Check out the details below!

When: Thursday, January 11, 2007; 8:00PM – 12:00AM

What: Capcom Game Launch Party for Lost Planet: Extreme Condition for XBOX 360

Who: Hosted by Capcom Entertainment, Inc.; Attendees must be 18+ years or older; Open to the public

Where: Concourse Center East Hall; 620 7th Street (@ Brannan), San Francisco, CA, 94103

The Lost Planet development team will be in attendance, and the event will feature a multiplayer tournament, rock climbing wall, demo stations, free food and drink, and much more.

Let us know if you'll be attending!

راح يحضر مجموعة من فريق تطوير اللعبة كمان .... نفسي اكون هناك و اجيكم موشّم اوتوجرافات :cooool:
 

Ryu-Bounty Hunter

True Gamer
شالفايدة اذا احنا ما نقدر نحضر قهر والله ودي اكون هناك
If you are already in the know about this hot action shooter, then you already know you have to attend
:cryy: :cryy:
 

JOE

True Gamer
Nice GIF Image :
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في الكم ثانية هذه نشوف عدة زوايا من روعة LP (الآلي - الإنفجار - التحول - مؤثرات صواريخ الاعداء - نعومة الحركة )

بعد حوالي نص ساعة ... باقي 16 يوم ..
 

Ryu-Bounty Hunter

True Gamer
اذكر هالمقطع من العرض اقدر اطالعه لين بكرة
تحمست بروح اشوف كل العروض اللي نزلتهم!!

Edit:
شفت العروض اللي منزلها :gasp:
شي مو طبيعي اطلاقا!
لاحظت ايضا ان نعومة حركة الوحوش مو طبيعية ,بعض الوحوش على كبر حجمهم حركتهم ناعمة جدا جدا
الجرافكس Lost Planet>GoW ;)
 
التعديل الأخير:

JOE

True Gamer
كلام صحيح ....

غلاف آخر اعداد مجلة Famitsu اليابانية :
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التعديل الأخير:

Super Shadow

True Gamer
حمااااااااااس

شكلها أسطورية :cryy:

ناوي عليها من قلب:evil:

LOST PLANET Wii version confirmed !!! :0

لوول شكلها قاعدة تسوي mii حق هذاك الاشقر P:

لوووووووووووووول
 
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