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أول الصور والانطباعات للعبتي SEGA Rally Revo و GOLDEN AXE من منصة SEGA

Suzuki Yu

True Gamer
كون اللعبتين أنعرضت خلف الكواليس لشركة سيجا بالاضافة للعبة The Club

فسيجا أكتفت بعروض بسيطة لهذي الالعاب على شاشتها الكبيرة بالمعرض :

SEGA Rally Revo

http://www.watch.impress.co.jp/game/docs/20060512/sega01.htm

http://www.watch.impress.co.jp/game/docs/20060512/sega02.jpg

أنطباع محرري ال IGN عن ديمو اللعبة الذي لم يعرض للجمهور :

After listening to the demo of SEGA Rally Revo today, I could have sworn the game was aimed right at Codenmasters' Colin McRae Rally series. Given all the fantastic tools and abilities that this next generation hardware provides, it's easy for developers to jump right into the nitty-gritty details and expand.
The technology behind SEGA Rally Revo is impressive and it's certainly different than any other rally game we know of. For starters, the cars are all self-shadowing. That might not matter to most folks, but once you see the realism of shadows being realistically cast from a sigle source, it adds one more level of believability. Like all other next-gen games, the cars are Normal Mapped, and there are an enormous amount of polygons per each car. More interesting, however, is how each car will shift polygons in the roads themselves. They create patterns and waves as they bend when driven upon.

We watched as the producer circled around the same patch of dirt over and over again. As he did, the heavy rally tires dug various grooves into the ground. By switching cars, from a light to a heavy one, the grooves dug were deeper and more profound. The earth didn't regenerate or reform, it stayed the same. When the car was slowly rolled over it, the shocks perfectly reacted to each groove with great precision. Imagine now that the course you're going to play on has multiple cars racing across the same surface multiple times, creating distinctly different terrain obstacles each lap. Not just your car, either, the AI cars, too.

After the tech specs laundry list was completed, we realized that SEGA Rally Revo wasn't a sim at all. It's an arcade game pure and simple. It's based on a complex and sophisticated set of environments, packed with an enormous amount cool stuff in it, but the gameplay itself is meant to be accessible and fun. We can't confirm how its plays -- because it wasn't a hands-on demo -- but from what it looked like, the game appears headed in the right direction. Additionally, SEGA is aware that Sega Rally 2 wasn't as successful as it could, or should, have been, and this new England-based SEGA development team -- schooled in rally racing -- is bent on infusing Revo with life.

In the demo, three licensed cars were available for play, but unlike sim games requiring numerous adjustments from the shocks to the tires to the acceleration and top speed, Revo's cars are more simplistic. You pick the car with the right tires for the terrain. Not all terrains are 100% tarmac, snow or gravel. There is a mix, but each environment will be predominantly one or the other.

There are a few more items worth mentioning. Sega's target framerate is 60 FPS and it will run in 720p -- they're still considering 1080i, but the final specs are yet to be determined. It will be a two- to eight-player online title for Xbox 360, PC, and PS3, and it will include two to four-player split screen to boot. We should expect SEGA to bring this game out in 2007.



GOLDEN AXE

http://www.watch.impress.co.jp/game/docs/20060512/sega03.htm

http://www.watch.impress.co.jp/game/docs/20060512/sega04.htm

أنطباعات ال IGN :

First, the obvious: Sega packed its E3 booth with a ton of upcoming products. And while most of them showed up in playable form, a few of them couldn't escape the clutches of Sega's jumbo trailer display. One of these games, Golden Axe, made its public debut with one such video preview. It honestly didn't show very much, apart from an impressive chase sequence rendered in full CG.
Still, it highlights one of the game's most-touted features, the ability to ride beasts into battle. The trailer shows a female protagonist riding a mammoth bore-like creature. It offers a great use of the newfound pro-pixel leatherization diffusion technique. As for the rider, she's wearing a bikini-type outfit; perfect for riding bore creatures while fighting to the death. But hey, she certainly looked good, so there you go. You can see her dodge a number of attacks from an assailant, as well as some melee combat once they dismount their respective animals.
Here's the lowdown on the basics, reported earlier: esigned for Xbox 360 and PS3, Golden Axe is in development by the newly acquired San Francisco studio, Secret Level. The new game is created with action-RPG elements and awesome old favorite aspects such as the ability to recruit allies, fight in ranged battles, charge into close combat, or mount freaky fantastical creatures and blast through enemy lines.
The new storyline is very similar to the ancient 1989 side-scroller: A band of "Riders" embark on a quest to crush and defeat the enemy before their race becomes extinct. Doesn't exactly sound deep, but does it need to? Players can wield fantastic weapons or cast magic spells to pummel mindless hordes of enemies.




وهذي ايضا انطباعات الديمو للعبة The Club من ال IGN :

It's no secret in IGN's inner circle that I'm a big fan of Bizarre Creations' Geometry Wars Retro Evolved. I play the damned game religiously and can't stop trying to beat my high score day after day after day (4.3 million FTW!). It's an addiction really, and I need some professional help.
With a preface like that, you can understand why I was so anxious to see The Club -- Bizarre's new project for next-gen consoles. A cross between Resident Evil 4, The Running Man, and a certain David Fincher film, The Club doesn't look like it's going to have the same simple addictiveness that Geo Wars had, but it does aim to achieve the same arcade-like quality.
I had the opportunity to duck behind SEGA's closed doors to watch the gameplay demo conducted by the production team itself (the press isn't allowed to play it yet) and got to view a special concept level designed specifically for demonstration purposes. The perspective looks almost identical to that of the aforementioned Resident Evil 4 (or Cold Fear if you want to go all obscure), but the overall gameplay and animation speeds are noticeably faster. The quality of the visuals are still your typical next-gen (nothing too spectacular here), but being that the demo was for educational purposes, we're told that its look isn't necessarily reflective of the final game (even so, it does have some texture work and a slick framerate).

As for the game's mechanics, they're reminiscent of a rail-free Time Crisis. Opponents come out of the woodwork from all directions, while players continue forward or backward through a linear (but interactive) pathway. Your score is displayed as money and gamers can gain bonuses by racking up the chain combos, headshots, location-specific blasts, and other multiplier bonuses that can be taken advantage of along the way. It looks like mindless fun but for those that don't want it too mindless, there will be four difficulty settings (easy, medium, hard, and real) and situations in which you'll have to use cover to your advantage.



As an added bonus, the Bizarre Creations guys also revealed some info about the storyline. The main character is a member of the lowest caste in a three-group system that makes up the universe of the game. Group number one is the "Prey" -- hunted targets that are fighting for their lives in makeshift arenas for big bucks and other lucrative goodies. "Hunters" are opponents that the Prey find themselves up against and are essentially paid to kill hapless hero wannabes. The final group is the "Moneymen." These guys are the brains and bookies behind the underground carnage that makes The Club what it is. Sadly, additional details about the plot are still forthcoming.

Before the demo was over, SEGA and Bizarre also treated the room to a quick taste of the game's multiplayer deathmatch feature (more are coming, but DM was the only operational mode thus far). In it, it was revealed that rocket launchers are one of the useable weapons (as are machine guns), and users can pinpoint specific areas of their enemy's body for different money rewards. It was also confirmed that there will be multiple fire types for certain weapons.

Regrettably, additional information about The Club is still a ways away. Scheduled for release "sometime in 2007" there's still a lot of work to be done. Given the team's history with fun and addictive shooters, though, we have nothing but high hopes.
 
لول المخلوقات الي تشبه الديناصورات للحين موجوده و تركب عليها !!


على حد علمي الفريق ماله نجاحات سابقه .

Golden Axe, made its public debut with one such video preview. It honestly didn't show very much, apart from an impressive chase sequence rendered in full CG

للأسف , يالله عالأقل يوصل و يصبرنا .
 
على حد علمي الفريق ماله نجاحات سابقه .

الاستديو حديث على ما اعتقد أنشأ عام 99/2000 لكن حسب ماهو معلوم من سيجا انها أشترته بسبب انه يملك تكنلوجيات عالية للنكست جنريشن
 
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