Neebus
05-14-2008, 05:39 AM
Fable 2:
The build we saw was from the 7th of may. The game is content complete and about 5000 bugs from completion.
We were shown the magic system, a major plot point when you are a kid, some adult parts and I got hands on with the co-op part (local only, so far. Online announcement could come soon).
New stuff:
Mini map is dead. Peter hates it. So he made a "bread crump trail". Which is a golden line on the ground that will tell you which direction to go. It works kinda like a GPS system, so it will change if you go another direction, and will guide you in the right direction.
Magic system: You can either do a focused on one person attack, or a ranged attack. You can build up your attack in five levels. These five levels can be combined, so you can have level 1 be a fire spell, and then it builds up and adds level 2, which can be a slow spell, and so on.
There will be 8 different spells in the game.
You can buy every single house in the game. Each house will unlock something new. Either a sidequest, item or a skill
The game is 20-30 times larger then Fable 1.
What I saw was pretty damn open. At some point Peter said he didn't wanted to explore more. So he jumped from a bridge, and began swimming at some odd direction. Their concept is: if you can see it, you can go there.
The weather is completely dynamic, and will change as time progress. There will be different seasons.
Cutscenes are somewhat interactive. You can use the d-pad to do different gestures, and they can change the outcome of conversations. It's not on the scale of Mass Effect, but it can be done so you have some interactivity with the game world. Example: Some guard was asking me some questions, and I began farting at him. Then he got pissed, be began kicking my dog, and wouldn't give me his quest.
Peter wanted a sex minigame in there, but they had to drop it, due to the nature of the content. Now the screen just goes black, and your hear some moaning. And yes, you can have unprotected sex.
The female character also came close to being cut. But the female designers on the game wanted her in, so they made it happen.
There is three more Fable games planned. Lionhead is currently working on Fable 2 and a new project. The Black & White studio is no more.
I also had a talk with him, about videogames and that stuff. And he thinks that GTA4 is the absolute benchmark of how you can do story in videogames. And with Fable 2 he wants to make people attached to their character, and especially the dog.
He talked about how he was flirting with a girl, and her husband came by. And the husband became so pissed, he began kicking your dog. And Peter actually felt bad for flirting with the girl. He wants gamers to feel like he did.
http://medialib.computerandvideogames.com/screens/screenshot_197314.jpg
http://xbox360media.ign.com/xbox360/image/article/871/871332/fable-2-20080502000048489.jpg
http://xbox360media.ign.com/xbox360/image/article/853/853504/fable-2-20080220003908929.jpg
http://medialib.computerandvideogames.com/screens/screenshot_197314.jpg
http://medialib.computerandvideogames.com/screens/screenshot_197305.jpg
http://medialib.computerandvideogames.com/screens/screenshot_197315.jpg
http://medialib.computerandvideogames.com/screens/screenshot_197317.jpg
http://images.gamersyde.com/gallery/public/8438/797_0001.jpg
http://images.gamersyde.com/gallery/public/8438/797_0002.jpg
http://images.gamersyde.com/gallery/public/8438/797_0003.jpg
http://images.gamersyde.com/gallery/public/8438/797_0004.jpg
http://images.gamersyde.com/gallery/public/8438/797_0005.jpg
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http://images.gamersyde.com/gallery/public/8438/797_0008.jpg
http://images.gamersyde.com/gallery/public/8438/797_0009.jpg
http://images.gamersyde.com/gallery/public/8438/797_0010.jpg
http://images.gamersyde.com/gallery/public/8438/797_0011.jpg
http://images.gamersyde.com/gallery/public/8438/797_0012.jpg
http://images.gamersyde.com/gallery/public/8438/797_0013.jpg
Banjo-Kazooie: Nuts & Bolts
Banjo-Kazooie: Nuts & Bolts for Xbox 360 is taking the classic Nintendo 64 platform games in an exciting new direction, letting the player build and customize vehicles out of an array of spare parts. We spoke with lead programmer Salvatore "Sal" Fileccia about the game, which has been in development at Rare in secret for the past two years. --Kieron Gillen
How nervous were you about revealing the game? What expectations did you have?
Our biggest worry is whether people would understand what we're trying to do with it. In essence, we're not changing Banjo, but trying to evolve it. And this gives us a lot more scope for gameplay. Obviously Banjo has a big following from the games of old, and a community which cares a lot and we care about them. We don't want to let them down.
It's a radical approach.
Platforming, in many people's opinion -- and I would agree -- reached its pinnacle... not even the last generation, but the generation before. Since then it's been a case of adding more triangles and improving the resolution, which isn't really extending it. When we set out to make this, we really wanted to extend the genre. Physics was the first port of call -- more interaction for free as well, if you know what I mean. Parts came from the designers and we evolved on that.
The growth of physics in games has been interesting. We started just having piles of blocks which fell over, but are gradually realizing what could work. Compare the growth from the simple puzzles in Half-Life 2 to what people did with Garry's Mod.
It's Lego with the power to bring your creations to life. Which is cool. A lot of people are using physics, and we feel it's a way to go forward. There are so many times when you were writing a platform games before, you were programming these set-pieces. Any extra functionality, you'd have to hand-program. Now we have physics objects. Even with the simplest of block models, you can roll them about and it looks realistic. But then you can pile those boxes and take the bottom one out... and we sort of take it from there. That's the evolution we've been through. We still need moves -- platformers need moves, but we felt the moves were too restrictive, too set-piece, and it was too hard to work out how you'd combine them. But replacing them in part with the parts gives you a lot more variation. But it's still a platformer at its heart. The moves are its parts.
The game essentially comes to a halt when you build. Did you worry about it effecting pacing negatively?
This is all stuff we're tying together. We're doing a lot of usability research, but the idea is that we want people to be able to take a bit of time creating vehicles, essentially pausing the world. But we'll be providing the basic chassis or standard vehicles too, so there will always be something (to build on). The idea will be that you could play through the game without editing vehicles, if that's what you so choose, but we want to create a nice, friendly environment for editing the vehicles. The editor's very important. It's the hardest part of the game to get right. There's a few more iterations to go before the final version.
Is it good for Rare to go back to Banjo? It's been a long time.
Yes. Every developer's the same: you finish a game and you never make the game you started out to make. So many ideas and suggestions you just don't have the time to implement. The same with Banjo-Tooie: We finished that and we had quite a few ideas. A lot of the ideas you see in the game come from just talking after we finished it.
Banjo-Kazooie for Nintendo 64 was the first game in this series. How have you and the company changed since then?
I've changed a lot. I didn't have any gray hairs before I started working here. The company itself has changed quite a bit too. But everything's changed in the industry. The technology to put a game together and the production values have changed. And the scale. When I joined the Banjo-Tooie team, it was thirteen people. Six programmers. Six artists. Two designers and a sound guy. Whereas now, at its peak, it'll have 71 people.
Your scale is huge. You just can't write everything from scratch. That's how the company has changed. When I joined there were a lot of small teams making prototypes, while nowadays -- since the company hasn't actually grown that much -- the amount of games we can sustain is reduced as the teams have shot up in size.
here's a hands-on as well:
http://blog.wired.com/games/2008/05/hands-on-banjo.html#more
http://i248.photobucket.com/albums/gg181/xblah/other/i_467431-1.jpg
http://i248.photobucket.com/albums/gg181/xblah/other/i_467430-1.jpg
http://i248.photobucket.com/albums/gg181/xblah/other/i_467432-1.jpg
http://i248.photobucket.com/albums/gg181/xblah/other/i_467426-1.jpg
http://i248.photobucket.com/albums/gg181/xblah/other/i_467427-1.jpg
Too Human
This game sucks *** don't play it.
Only has 2 player co-op instead of the promised 4 player.
comes out in August
http://ve3dmedia.ign.com/images/02/78/27868_TooHuman-11.jpg
http://ve3dmedia.ign.com/images/02/78/27867_TooHuman-10.jpg
http://ve3dmedia.ign.com/images/02/78/27866_TooHuman-09.jpg
http://ve3dmedia.ign.com/images/02/78/27863_TooHuman-06.jpg
http://ve3dmedia.ign.com/images/02/78/27864_TooHuman-07.jpg
http://ve3dmedia.ign.com/images/02/78/27865_TooHuman-08.jpg
http://ve3dmedia.ign.com/images/02/78/27862_TooHuman-05.jpg
Viva Pinata 2
- Improved interactivity between the pinata's and the environments.
- Pinata's will mimic each others action and follow the leader around the garden.
- They'll be adding toys for the pinatas to play with like musical instruments, spaced themed toys, and trains that the pinata's will ride around the garden.
- 30 new pinatas.
- 2 new sub areas called Pinarctic and Dessert that'll allow you to travel to new locations and lay traps for the pinatas.
- A photo mode will allow you to upload pictures to the website.
- A drop in and drop out co op mode.
- Improved UI.
http://i248.photobucket.com/albums/gg181/xblah/other/i_467444.jpg
http://i248.photobucket.com/albums/gg181/xblah/other/i_467445.jpg
http://i248.photobucket.com/albums/gg181/xblah/other/i_467441.jpg
http://i248.photobucket.com/albums/gg181/xblah/other/i_467443.jpg
http://i248.photobucket.com/albums/gg181/xblah/other/i_467440.jpg
Gears of War 2
-Destructible cover
-Meat Shields
-Improved graphics and scale
-Trailer shown last week are parts of a 20min sequence in the game
-Huge battles, you can kill 100s of locusts that come out of a HUGE emergence hole.
-Tons of Boss fights
-You'll use Tanks, possibly chopper aswell
-RUMORED 4 Player Co-Op, Possibly 8 players
-New executions. Weapon specific executions included.
http://images.gamersyde.com/gallery/public/8429/1560_0001.jpg
http://images.gamersyde.com/gallery/public/8429/1560_0002.jpg
http://images.gamersyde.com/gallery/public/8429/1560_0003.jpg
http://images.gamersyde.com/gallery/public/8429/1560_0004.jpg
Ninja Gaiden 2
-Last Ninja Gaiden game
-Demo this month
http://images.gamersyde.com/gallery/public/8434/900_0014.jpg
http://images.gamersyde.com/gallery/public/8434/900_0008.jpg
http://images.gamersyde.com/gallery/public/8434/900_0018.jpg
Trailer: http://news.teamxbox.com/xbox/16489/Ninja-Gaiden-2-Trailer/[ (http://news.teamxbox.com/xbox/16489/Ninja-Gaiden-2-Trailer/)/QUOTE]
All this stuff is more or less a week old. Only it could only be released today. Microsoft's event isn't quite over yet, so expect more on things like "Lips", "Ninja Blade", The spring update, ect...
Credit go's to the sexy fellows over at www.Evilbore.com who compiled all this info for me to post.
Also to gamersyde, teamxbox, ve3d, CVG, and wired.
The build we saw was from the 7th of may. The game is content complete and about 5000 bugs from completion.
We were shown the magic system, a major plot point when you are a kid, some adult parts and I got hands on with the co-op part (local only, so far. Online announcement could come soon).
New stuff:
Mini map is dead. Peter hates it. So he made a "bread crump trail". Which is a golden line on the ground that will tell you which direction to go. It works kinda like a GPS system, so it will change if you go another direction, and will guide you in the right direction.
Magic system: You can either do a focused on one person attack, or a ranged attack. You can build up your attack in five levels. These five levels can be combined, so you can have level 1 be a fire spell, and then it builds up and adds level 2, which can be a slow spell, and so on.
There will be 8 different spells in the game.
You can buy every single house in the game. Each house will unlock something new. Either a sidequest, item or a skill
The game is 20-30 times larger then Fable 1.
What I saw was pretty damn open. At some point Peter said he didn't wanted to explore more. So he jumped from a bridge, and began swimming at some odd direction. Their concept is: if you can see it, you can go there.
The weather is completely dynamic, and will change as time progress. There will be different seasons.
Cutscenes are somewhat interactive. You can use the d-pad to do different gestures, and they can change the outcome of conversations. It's not on the scale of Mass Effect, but it can be done so you have some interactivity with the game world. Example: Some guard was asking me some questions, and I began farting at him. Then he got pissed, be began kicking my dog, and wouldn't give me his quest.
Peter wanted a sex minigame in there, but they had to drop it, due to the nature of the content. Now the screen just goes black, and your hear some moaning. And yes, you can have unprotected sex.
The female character also came close to being cut. But the female designers on the game wanted her in, so they made it happen.
There is three more Fable games planned. Lionhead is currently working on Fable 2 and a new project. The Black & White studio is no more.
I also had a talk with him, about videogames and that stuff. And he thinks that GTA4 is the absolute benchmark of how you can do story in videogames. And with Fable 2 he wants to make people attached to their character, and especially the dog.
He talked about how he was flirting with a girl, and her husband came by. And the husband became so pissed, he began kicking your dog. And Peter actually felt bad for flirting with the girl. He wants gamers to feel like he did.
http://medialib.computerandvideogames.com/screens/screenshot_197314.jpg
http://xbox360media.ign.com/xbox360/image/article/871/871332/fable-2-20080502000048489.jpg
http://xbox360media.ign.com/xbox360/image/article/853/853504/fable-2-20080220003908929.jpg
http://medialib.computerandvideogames.com/screens/screenshot_197314.jpg
http://medialib.computerandvideogames.com/screens/screenshot_197305.jpg
http://medialib.computerandvideogames.com/screens/screenshot_197315.jpg
http://medialib.computerandvideogames.com/screens/screenshot_197317.jpg
http://images.gamersyde.com/gallery/public/8438/797_0001.jpg
http://images.gamersyde.com/gallery/public/8438/797_0002.jpg
http://images.gamersyde.com/gallery/public/8438/797_0003.jpg
http://images.gamersyde.com/gallery/public/8438/797_0004.jpg
http://images.gamersyde.com/gallery/public/8438/797_0005.jpg
http://images.gamersyde.com/gallery/public/8438/797_0006.jpg
http://images.gamersyde.com/gallery/public/8438/797_0007.jpg
http://images.gamersyde.com/gallery/public/8438/797_0008.jpg
http://images.gamersyde.com/gallery/public/8438/797_0009.jpg
http://images.gamersyde.com/gallery/public/8438/797_0010.jpg
http://images.gamersyde.com/gallery/public/8438/797_0011.jpg
http://images.gamersyde.com/gallery/public/8438/797_0012.jpg
http://images.gamersyde.com/gallery/public/8438/797_0013.jpg
Banjo-Kazooie: Nuts & Bolts
Banjo-Kazooie: Nuts & Bolts for Xbox 360 is taking the classic Nintendo 64 platform games in an exciting new direction, letting the player build and customize vehicles out of an array of spare parts. We spoke with lead programmer Salvatore "Sal" Fileccia about the game, which has been in development at Rare in secret for the past two years. --Kieron Gillen
How nervous were you about revealing the game? What expectations did you have?
Our biggest worry is whether people would understand what we're trying to do with it. In essence, we're not changing Banjo, but trying to evolve it. And this gives us a lot more scope for gameplay. Obviously Banjo has a big following from the games of old, and a community which cares a lot and we care about them. We don't want to let them down.
It's a radical approach.
Platforming, in many people's opinion -- and I would agree -- reached its pinnacle... not even the last generation, but the generation before. Since then it's been a case of adding more triangles and improving the resolution, which isn't really extending it. When we set out to make this, we really wanted to extend the genre. Physics was the first port of call -- more interaction for free as well, if you know what I mean. Parts came from the designers and we evolved on that.
The growth of physics in games has been interesting. We started just having piles of blocks which fell over, but are gradually realizing what could work. Compare the growth from the simple puzzles in Half-Life 2 to what people did with Garry's Mod.
It's Lego with the power to bring your creations to life. Which is cool. A lot of people are using physics, and we feel it's a way to go forward. There are so many times when you were writing a platform games before, you were programming these set-pieces. Any extra functionality, you'd have to hand-program. Now we have physics objects. Even with the simplest of block models, you can roll them about and it looks realistic. But then you can pile those boxes and take the bottom one out... and we sort of take it from there. That's the evolution we've been through. We still need moves -- platformers need moves, but we felt the moves were too restrictive, too set-piece, and it was too hard to work out how you'd combine them. But replacing them in part with the parts gives you a lot more variation. But it's still a platformer at its heart. The moves are its parts.
The game essentially comes to a halt when you build. Did you worry about it effecting pacing negatively?
This is all stuff we're tying together. We're doing a lot of usability research, but the idea is that we want people to be able to take a bit of time creating vehicles, essentially pausing the world. But we'll be providing the basic chassis or standard vehicles too, so there will always be something (to build on). The idea will be that you could play through the game without editing vehicles, if that's what you so choose, but we want to create a nice, friendly environment for editing the vehicles. The editor's very important. It's the hardest part of the game to get right. There's a few more iterations to go before the final version.
Is it good for Rare to go back to Banjo? It's been a long time.
Yes. Every developer's the same: you finish a game and you never make the game you started out to make. So many ideas and suggestions you just don't have the time to implement. The same with Banjo-Tooie: We finished that and we had quite a few ideas. A lot of the ideas you see in the game come from just talking after we finished it.
Banjo-Kazooie for Nintendo 64 was the first game in this series. How have you and the company changed since then?
I've changed a lot. I didn't have any gray hairs before I started working here. The company itself has changed quite a bit too. But everything's changed in the industry. The technology to put a game together and the production values have changed. And the scale. When I joined the Banjo-Tooie team, it was thirteen people. Six programmers. Six artists. Two designers and a sound guy. Whereas now, at its peak, it'll have 71 people.
Your scale is huge. You just can't write everything from scratch. That's how the company has changed. When I joined there were a lot of small teams making prototypes, while nowadays -- since the company hasn't actually grown that much -- the amount of games we can sustain is reduced as the teams have shot up in size.
here's a hands-on as well:
http://blog.wired.com/games/2008/05/hands-on-banjo.html#more
http://i248.photobucket.com/albums/gg181/xblah/other/i_467431-1.jpg
http://i248.photobucket.com/albums/gg181/xblah/other/i_467430-1.jpg
http://i248.photobucket.com/albums/gg181/xblah/other/i_467432-1.jpg
http://i248.photobucket.com/albums/gg181/xblah/other/i_467426-1.jpg
http://i248.photobucket.com/albums/gg181/xblah/other/i_467427-1.jpg
Too Human
This game sucks *** don't play it.
Only has 2 player co-op instead of the promised 4 player.
comes out in August
http://ve3dmedia.ign.com/images/02/78/27868_TooHuman-11.jpg
http://ve3dmedia.ign.com/images/02/78/27867_TooHuman-10.jpg
http://ve3dmedia.ign.com/images/02/78/27866_TooHuman-09.jpg
http://ve3dmedia.ign.com/images/02/78/27863_TooHuman-06.jpg
http://ve3dmedia.ign.com/images/02/78/27864_TooHuman-07.jpg
http://ve3dmedia.ign.com/images/02/78/27865_TooHuman-08.jpg
http://ve3dmedia.ign.com/images/02/78/27862_TooHuman-05.jpg
Viva Pinata 2
- Improved interactivity between the pinata's and the environments.
- Pinata's will mimic each others action and follow the leader around the garden.
- They'll be adding toys for the pinatas to play with like musical instruments, spaced themed toys, and trains that the pinata's will ride around the garden.
- 30 new pinatas.
- 2 new sub areas called Pinarctic and Dessert that'll allow you to travel to new locations and lay traps for the pinatas.
- A photo mode will allow you to upload pictures to the website.
- A drop in and drop out co op mode.
- Improved UI.
http://i248.photobucket.com/albums/gg181/xblah/other/i_467444.jpg
http://i248.photobucket.com/albums/gg181/xblah/other/i_467445.jpg
http://i248.photobucket.com/albums/gg181/xblah/other/i_467441.jpg
http://i248.photobucket.com/albums/gg181/xblah/other/i_467443.jpg
http://i248.photobucket.com/albums/gg181/xblah/other/i_467440.jpg
Gears of War 2
-Destructible cover
-Meat Shields
-Improved graphics and scale
-Trailer shown last week are parts of a 20min sequence in the game
-Huge battles, you can kill 100s of locusts that come out of a HUGE emergence hole.
-Tons of Boss fights
-You'll use Tanks, possibly chopper aswell
-RUMORED 4 Player Co-Op, Possibly 8 players
-New executions. Weapon specific executions included.
http://images.gamersyde.com/gallery/public/8429/1560_0001.jpg
http://images.gamersyde.com/gallery/public/8429/1560_0002.jpg
http://images.gamersyde.com/gallery/public/8429/1560_0003.jpg
http://images.gamersyde.com/gallery/public/8429/1560_0004.jpg
Ninja Gaiden 2
-Last Ninja Gaiden game
-Demo this month
http://images.gamersyde.com/gallery/public/8434/900_0014.jpg
http://images.gamersyde.com/gallery/public/8434/900_0008.jpg
http://images.gamersyde.com/gallery/public/8434/900_0018.jpg
Trailer: http://news.teamxbox.com/xbox/16489/Ninja-Gaiden-2-Trailer/[ (http://news.teamxbox.com/xbox/16489/Ninja-Gaiden-2-Trailer/)/QUOTE]
All this stuff is more or less a week old. Only it could only be released today. Microsoft's event isn't quite over yet, so expect more on things like "Lips", "Ninja Blade", The spring update, ect...
Credit go's to the sexy fellows over at www.Evilbore.com who compiled all this info for me to post.
Also to gamersyde, teamxbox, ve3d, CVG, and wired.