Super Shadow
True Gamer
لوول القايمة خالية من الويي
متى ننتندو تتحرك و تلعن عن ألعابها في السنة المقبلة؟؟
خل الكاجوالز ينفعونها :sarcastic:
متى ننتندو تتحرك و تلعن عن ألعابها في السنة المقبلة؟؟
خل الكاجوالز ينفعونها :sarcastic:
الوي مالها اي لعبة مهمه في سنة 2009 والله كارثه افكر ابيع الوي صراحه
1UP: Quick refresher: What's the basic structure of Infamous? Is it a series of missions set against an open-world backdrop, or do players go out into the world to find things to do? Does Cole have a safe house, like Sly did?
NF: Infamous is an open-world game filled with stuff to discover as you poke around Empire City. People are getting mugged and attacked all around you -- whether you decide to do anything about it or not. We call this "the crime ecosystem." However, story missions are tailored to deliver a cinematic superhero experience. And yeah, Cole has a bit of a safe house, but not like Sly, nope, there's no place safe for Cole in Empire City.
نفعوها للأسف >.> .. لذلك هم ساحبين علينا ..خل الكاجوالز ينفعونها :sarcastic:
1UP: The game seems very striking -- it's completely different from anything I've seen. But since it's so over-the-top right away, how do you make that approach fresh at the five-hour mark after players have repeated the same maneuvers a bunch of times?
AI: The stages and environment variety change at a fairly regular pace. We try to be very good about the tempo and making sure that the stages aren't so long that you tire of them. Just about the time you're thinking that you'd like to see something new, that's when you enter the next stage. The environments themselves, the activities, the NPCs that appear in those environments, and the context-sensitive kills are things that you'll find only on a particular stage.
1UP: Given that most traditional beat-em-ups include a co-op option, why did you decide to make a game like this without co-op?
AI: One of the key features in MadWorld is the base storyline and the world we're trying to create: the Death Watch game show and Jack's involvement with it. And that naturally gravitates toward a single-player game. The second part of the answer is that for the actual gameplay mechanics, we wanted the kind of game that someone can just throw a lot of time into and sort of forget about what time it is -- just get in there and start playing until they feel full, and then stop so they can pick it up again later on. We wanted something that's really involved and in-depth for the player, so that also gravitates toward a single-player experience.
1UP: Is there a version of the game in your office that's pink or something, that you mess around with for fun?
AI: At one point we actually did try adding color to the game just to see what it would look like. MadWorld is very much based on American-style comics, so we added some color to see how it was going to look. Not only did it look kind of subpar, but adding color really didn't do anything for it. We got rid of it.
1UP: Did you ever consider making that an unlockable feature -- the Technicolor version?
AI: Because it didn't look very good, we don't want to do that, even as an extra. Getting the full impact of adding color is really more the PS3 or 360's territory. We'd rather not do it at all.
1UP: Why the return to Liberty City for Chinatown Wars? Did you consider any other locations?
Gordon Hall: We've always tended to begin GTA on any platform in Liberty City and could not see any reason to change for this game! Liberty City gave us great diversity, options, and we felt that due to the narrative focus on Chinese and Korean gangsters, the game would feel like a GTA experience and definitely have its own strong identity
1UP: Besides uploading stats to the Rockstar Games Social Club, will there be any other online support? Can you say anything about a multiplayer plan?
GH: We're just finalizing all of our plans
1UP: Why has the wanted system been changed from the one in GTA4 -- escaping the police radius -- into one about disabling the police cars?
GH: We've tried to make this game a much more arcadey experience. We wanted to have nearly all of the gameplay play out onscreen in a visceral way. Taking the cops out in any way you can fit this goal perfectly. It feels really cool to ram another car into a tree, or if you're good enough, force it over a ramp and into the sea. While playing, some of the guys here have managed to bail out of their car whilst jumping a ramp, having the car blow up a police helicopter in midair -- these are the kind of moments game designers and players alike love
على حسب كلام 1UP الصورة التالية من نفس اللعبة ... : O
بصراحه ودي أصدق ...
أتذكرت لعبة سيجا ميجا درايف حقت ولفرين كانت رهيبة ...
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1UP: Can you talk a bit about the combat system -- what does it feel like moment to moment?
CP: You play in a third-person over-the-shoulder perspective, running around behind [protagonist agent Mike Thorton]. Your most direct form of combat is with guns, and there are four different gun types, each with their own unique upgrades and so forth. Each of the gun types has a different "personality" that complements different play styles; the pistol is an elegant weapon that can be very quiet, the shotgun would be a room-clearing weapon, while the sub-machinegun is also a room-clearer, and the assault rifle is more of a soldier's weapon. The gunplay works a lot like other shooters.
Or you can use close-quarters combat; you can stealth up to someone and do a silent kill like in a Splinter Cell, or just pummel people in hand-to-hand combat. Or use traps and grenades -- there's a lot of different options available to you. On top of those basic options, you gain special abilities, which are basically modern-day versions of spells. For example, with the submachinegun you can do a Bullet Storm, which basically does a ton of extra damage for a limited time. You don't even have to worry about reloading, so that'd be one way to quickly clear a room of guys by using an ability. You have a lot of options for the player, but at its base, you have a traditional third-person over-the-shoulder action game where you have a choice as to how you take on most of your enemies.
While Prinny doesn't feel especially ambitious or new, it's well-made and amusing...and pretty tough, to boot. As one of the first notable portable games of 2009, it should easily find a receptive audience when it arrives in February
Honestly, Prinny does a great job of taking the heroes' strategy-RPG skills and traits and transforming them into action features. The blade attacks are taken straight from Disgaea -- and, of course, lifting and throwing are key elements of the source material. Even the dash attack is clearly derived from Disgaea: Rather than simply running, the Prinnies perform their trademark pirouette, which makes them briefly invincible -- but if they don't use their spinning motion to launch into a dash, they're left dizzy and vulnerable once they stop rotating. And of course, the game's enemies are mostly taken from the strategy-RPGs, as is the visual style, which features slightly fuzzy low-res sprites on sharp 3D backgrounds