Gaming@NINA

Ending IGN's monopoly, one play at a time

Forums · First Nintendo Revolution ingame screenshots!

triforcemario

0 +0

Apr 8 '06

News taken from gonintendo.com





*UPDATE* Here is some text from the article found by Psykus
. Comes from DIGG…typed up fast by Spencerocks…expect typos.

“at their best , video games are about immersion . players shouldnt feel like they are observing the action onscreen, they should be figuratively transported into a different world.

your avitar’s life should become your life , and its adventures
should be your adventure. the controller in a player’s hands should transcend its role as a mere interface device; it should become the weapon that you see onscreen .most games try to push immersion with better graphics, more intense action , or overwhelming sound. but one upcoming console is doing something different , trying a new way to make that controller in your hand become something more. that console is the nintendo revolution.

with the unveiling of the revolution’s motion based controller, most gamers envisioned the kaleidoscope of unique ideas that nintendo would use it for. but while the gaming public was preoccupied with demos of cooking and fishing games, one developer asked itself the question of how the revolution could be used to take a familiar genre to the next level.this company wanted to figure out how to use its unique controller not to develop an entirely new type of game, but to elevate an already-popular style. that company is ubisoft, and the answer to its self-imposed challenge is the revolution launch title known as red steel.

it is highly unusual for a company like nintendo to allow the axclusive first look at one of its consoles through a 3rd party game like red steel.but as it turns out , nintendo has been closely involved in the development of this game, and has great confidence that it is a perfect way to introduce the world to revolution . developed by ubisoft paris , one of the publishers oldest and most experienced teams , red steel is a mixture of old and new: a fps that that uses the revolutions controller for aiming - and much more. while nintendo obviously has several games in development for the revolution launch , the company simply doesnt make games like red steel , so letting a respected publisher like ubisoft introduce the revolution through an easy -to - understand game type allows both companies to demonstrate what they do best ..”

UPDATE #2 - Prince NineOne1 is a team member of Ubisoft that has been known to post on IGN’s forums. His job status has been 100% confirmed by IGN. Having said that, Prince NineOne1 has commented on the screeshots of Red Steel, trying to squash rumors that these are artwork, or renders. Click the thumb below to check it out.


*UPDATE #3* More screens! http://www.endangeredgamer.blogspot.com/



Apparently you can also jump over and take cover behind objects by moving the rev’s remote towards a upturned table or a wall, and reload by pulling the remote back. Split-screen and online multiplayer planned!

*UPDATE #4*

Also worth noting, this game is not an on-rails shooter. It is a fully 3d FPS game. A quote from the article…‘the longer we played with it the more natural if felt, and the more quickly we mowed down the targets. strafing around the targets is incredibly easy, as keeping the controller pointed at the object, while you move around with the analog stick keeps you focused on the target. aim felt similar to using a computer mouse, as it is possible to quickly explore every direction in a three dimension space with quick gestures.’

*UPDATE #5* More article info…

“In many situations, there will be a higher-ranking enemy who commands the others in the area. By defeating him, and sparing his life, he will offer you his respect, and help. The enemies will surrender their guns, and the boss may offer you a new weapon, a special path, or another reward. Any time you spare an enemy, you will be rewarded. As it always takes more skill to spare a life, than to take it”

“Although the majority of Red Steel’s gameplay will stress ranged combat, there will be times you need to get up close, and personal. You can switch to the sword at any time, and if you can get close enough to an enemy, you can use it for one-hit stealth kills. In other moments you’ll find yourself locked into intense one-one sword duels.”

*UPDATE #6* New transcribed article info courtesy Polyticks22 and Fayz00

not to assign any personality to the main character. You are the hero in Red Steel and this is your adventure. The only backstory to the protagonist is that he is an american male who is engaged to a Japanese American woman name Myu. On the
night that you are supposed to meet Myu’s father for the first time, she is kidnapped from the posh Los Angeleles restaurant you’re dining in. You quickly learn that her father is a Yakuza boss named Sato, who is in possesion of an important ceremonial
katana. A younger, more ruthless Yakuza faction led by a man called Tokal attempted to steal the sword from Sato to shift the balance of power within the organization. Sato thwarted the attempt to steal the sword, but was mortally wounded in the attack.
Tokal’s men kidnap Myu in response, hoping to trade her life for the sword. But Sato refuses to hand over the sword to Toakl, instead giving it to you, with the instructions to use it to find his daughter. Sato dies soon after diving you the sword, leaving you all alone and untrained against Tokal’s men. Armed with the katana and a selection of firearms, you myst follow Myu to Japan and defeat Tokal, but first you must gain the skills necessary to confront him.

According to — the first third of the game will be more brutal by necessity. When you are first learning to use the Revolution controller, you will be less precise and — (blurry and cuts off)

a series of headshots, it is often more beneficial to take a non-lethal shot, such as shooting a gun out of an enemy’s hands. I mnay situtations, there wil be a higher-ranking enemy who commands the others in the area. By defeating him and sparing
his life, he will offer you his respect and help. The enemies he commands will surrender their guns and the boss may offer you a new weapon, a special path through the level, or other reward. Any time you spare an enemy, you will be rewarded.
as it always takes more skill to spare a life than to take it.

Freeze (may not be freeze) shot adds a lot of dpeth to the gunplay and is a natural fit for the Revolution controller,
but isn’t the only way that Red Steel adds spice to the combat. After all, why would you carry a sword through a game if you couldn’t use it? Although the majority of Red Steel’s gameplay will stress ranged combat, there will be times you need to get up
close and personal. You can switch to the sword at any time, and if you can get close enougn toan enemy, you can use it for on-hit stealth kills. In other moments, you’ll find yourself locked into intense one-on-one sword duels. Any time you take on
an enemy with a sword of his own, you’ll need to take yours out right away, or his blade will make short work of you. Swinging the Revolution controller in front of you, you will see the sword onscreen(cut off)
Rating: 0

scizor

0 +0

Apr 8 '06

Ammmm.
Wow.
That looks so class.
Rating: 0

thaddius

0 +0

Apr 8 '06

Basiaclly, that's why I'm getting a Revolution, and not a POS3 or an Xbox 360
Rating: 0

triforcemario

0 +0

Apr 8 '06

[quote author=thaddius link=topic=23291.msg134250#msg134250 date=1144505638]
Basiaclly, that's why I'm getting a Revolution, and not a PS3 or an Xbox 360
[/quote]Amen to that, oh, and I high-lighted a typo in you quote.
Rating: 0

thaddius

0 +0

Apr 9 '06

[quote author=triforcemario link=topic=23291.msg134251#msg134251 date=1144505794]
Amen to that, oh, and I high-lighted a typo in you quote.
[/quote]

that wasn't a typo. POS is an acronym for how I feel about Sony.
Rating: 0

isaac!gaming

0 +0

Apr 9 '06

Wow, the Revolution looks better than I expected.
Rating: 0

triforcemario

0 +0

Apr 9 '06

Well, at least t proves that these "2 to 3 times more powerful than the GC" or "Souped-up X-BOX" rumours can be put to death.
Rating: 0

thaddius

0 +0

Apr 9 '06

[quote author=triforcemario link=topic=23291.msg134377#msg134377 date=1144598502]
Well, at least t proves that these "2 to 3 times more powerful than the GC" or "Souped-up X-BOX" rumours can be put to death.
[/quote]

Doesn't really disprove those things.
The GC is significantly less powerful than the Xbox and PS2 but still managed to have some beautiful looking games, some that looked a lot better than games on the other two.

The Prince of Persia series were significantly lacking in sound quality (due to compression rates I imagine), RE4 is a good example of GCs abilities surpassing the PS2s. The videos on the GC version were rendered in real time, while the PS2 one features prerendered videos.

Nintendo just knows how to make things look better.
Rating: 0

triforcemario

0 +0

Apr 10 '06

Exactly my thoughts, Thaddius. But did you know that the so called "Pre-rendered" footage on Resi 4 on the PS2 is just footage from the GC version.
Rating: 0

thaddius

0 +0

Apr 10 '06

Well do you really think Capcom would go to the trouble of emulating it so it could render the footage? Copying the GC version would be easier.

I did Some reserach and found out that it's because the PS2 doesn't have enough RAM. The PS2 has 6MB of ram while the GC has 32MB. The Xbox has 64MB, but no one cares. Basically, while the PS2 can generate better graphics than the GC, the GC can render anything in real time, something the PS2 cannot. Basically, I the PS2 had more memory, the drawing distance in the GTA games wouldn't exist.

The GC always looked way smoother than the PS2, and somtimes the Xbox. I'm not surprised that the rev'll look amazing.
Rating: 0

triforcemario

0 +0

Apr 10 '06

Some new... err... news [s]stolen[/s] taken from www.n-next.com

From the plethora of sources on the net, the writers over at GoNintendo have arranged a collection of facts relating to the recently announced Rev. game, Red Steel.

Some of the information may overlap, being from multiple sources (but it is always better to have that reassuring repition right?)

-Game development started shortly after E3 2005. Ubisoft saw and demoed the controller before E3 2005.
-Ubisoft Paris took their idea directly to Iwata and Miyamoto, and were given the go ahead. After that meeting they were given prototype controllers. The article states that Ubisoft worked “closely” with Nintendo’s engineers in Japan on the title
-Game Informer mentions that while conducting the interviews with Ubisoft, they were handed the “latest version” of the controller

-During the beginning of the game, you are encouraged to use your weapons ruthlessly, but as the game progresses you become more proficient and strategic. This gameplay idea led Ubisoft to decide to give the game a martial arts setting. “Enter the Yakuza”
-The first third of the game will be all about being “brutal by necessity”
-You will be less precise and favor more devastating weapons (machine guns)
-As you progress and become more precise, smaller guns will be used
-”The goal…is to use five bullets to kill five enemies”
-”When fighting with this level of skill, the music and sound effects will reflect it, remaining calm and peaceful”
-”When you fight brutally, the sounds around you grow increasingly more intense”
-”Audio feedback”

-Freeze shot: by fighting effciently you fill the Freeze Shot gauge…fighting chaotically causes to decreases
-When the gauge is filled you can hit a button to momentarily stop time, and then target specific locations on enemy bodies
-Headshots thus are tempting, but non lethal shots, such as shooting guns out of enemy hand, can be more beneficial
-By defeating high ranking leaders who command others and sparing their lives, you will be rewarded. He will offer you respect and help (guns, help, new weapons, alternate paths, etc)
-Respect plays a MAJOR part in the game

-Flailing your sword isn’t a smart idea
-Specific motions with the controller will trigger combos (in the final game)
-Tracing an X in the air, for instance, will unleash a devastating attack
-You can stop these combos at any time by simply pausing your own movement. So if you do something that leaves you open to attack, you won’t be screwed
-New moves will be taught to you by two mentors in the game
-One will teach you gun tactics, and another will teach sword tactics
-If you don’t show the proper respect to them, they won’t help you
-Friendly/respectful interaction is tied to the controller
-You signal “yes/no” answers by nodding the controller up or down or shaking it from side to side
-You show extra respect by bowing to the masters
-Ubisoft is still coming up with other interactions
-”You can act disrespectively as well: there are no cut scenes in the game - all conversations take place in game, as in Half Life 2. However unlike that game, characters wont keep prattling on if you walk away from them. They will react angrily to your imputent behavior”
-Staying in the master’s good graces is key: they give you missions that can be tackled in any order
-You track down the gang leaders and try to turn them to your side. If you don’t, they will join Tokai’s (the main villian) gang
-You have to prove you are worthy to them by battling them and sparing their lives.
-You will need as many of them with you as possible to face Tokai. Without their help, you’ll have a rough time when you finally face him
-You turn gang leaders to your side by besting them in battle and stopping a deadly blow miliseconds before it strikes
-Training sessions are offered by the two masters so you can hone your skills

Multiplayer:

-Split screen multiplayer with traditional deathmatches
-Totally original multiplayer modes Ubisoft is not revealing yet. Wait until E3
-They didn’t talk about Nintendo Wi Fi (NDAs). Full details haven’t been revealed yet
-Revolution works by placing a small sensor bar either above or below any TV
-You can stand at any angle and not lose any accuracy. You can even take your controller to a friend’s house and instantly start playing without syncing up the controller
-”Perhaps most impressive is the fact that although splitscreen reduces the amount of onscreen space you are playing in, you don’t have to make smaller movements - you can gesture as wildly as you want, and it won’t interfere with the other player’s onscreen quadrants

Game Informer’s hands on:

-The two triggers on the front of the analog unit activate ducking and jumping. The analog stick controls movement, and the revmote controls aiming. No rails.
-Level consisted of shooting ranges that popped out from behind cover
“Aiming with the controller is as simple as using a laser pointer. You point your hand at a target and hit the trigger on the underside of the controller to fire
-”Unlike other FPS games, which tie the camera and aiming together, Red Steel’s camera follows your aim with a slight delay. If, for example, you point to the edge of the screen, the camera will turn to re-center on your view after a second. With the sensitivity of the controller, a standard FPS control would move too much, potentially making the player feel ill
-”Thanks to the improved reaction that the controller offers, the team can create gunfight scenarios that would be extraordinarily diffilcult with a standard controller”
-Most console FPS games limit their enemies to horizontal planes to prevent player frustration, but targets on a vertical plane are just as easy to hit with the Revolution controller
-You can aim at a target as quickly as you can move your hand
-In the demo targets popped up on rooftops and in second story windows, as well as behind cover points on the ground, and all were equally easy to hit
-While you can quickly shoot enemies anywhere on screen, Red Steel never feels in a light-gun game - this is a true FPS, one that feels like it has drawn from the best of both the PC and console shooter worlds

-According to lead game designer Oriola, it takes roughly three seconds to turn completely around around in most console shooters, while it takes about one-quarter second in a PC game. In Red Steel, it takes one second

-AI characters will care for themselves. They will go for cover, attack you while you’re reloading. They focus on risk management
-”They won’t walk around a table to get to you. They will simply jump over the table”
-”The benchmark for their intelligence and aggressiveness, says Oriola, is the PC title F.E.A.R., which has widely been praised for it’s AI”

-Destructible environments. There’s a pic of a giant explosion on a carm with gang members being thrown left and right by the blast. Nice effects. The lighting on the explosion and the store signs is pretty good
-GI: we found Red Steel most enjoyable to play while standing up
-Straffing is extremely easy and effortless
-”Aiming felt similar to using a PC mouse, and it’s possible to quickly explore every direction in a three-dimensional space with quick gestures”
-”In the finished game, you will be able to push forward with the controller to knock over an object to use for cover, pull it backwards to reload, and twist it to lead behind walls”
-Lob grenades with the controller, or roll them on the ground like a bowling ball
-”gangsta style” shooting is cool
-Total immersion. Feels like you are living the game

-GI: the Revolution is real
-Andy: It could change the very way all gamers are played now and forever.

—————————————————————————————————————————–

DEVELOPMENT INFO
- Game development started shortly after E3 2005. Ubisoft saw and demoed the controller before E3 2005.

- Ubisoft Paris took their idea directly to Iwata and Miyamoto, and were given the go ahead. After that meeting they were given prototype controllers. The article states that Ubisoft worked “closely” with Nintendo’s engineers in Japan on the title.

- Game Informer mentions that while conducting the interviews with Ubisoft, they were handed the “latest version” of the controller.

GAME INFO
- During the beginning of the game, you are encouraged to use your weapons ruthlessly, but as the game progresses you become more proficient and strategic. This gameplay idea led Ubisoft to decide to give the game a martial arts setting. “Enter the Yakuza”.

- The first third of the game will be all about being “brutal by necessity”.

- As you start out you will be less precise and probably favor more devastating weapons (machine guns). As you progress and become more precise, smaller guns will be more preferred. “The overall goal…is to use five bullets to kill five enemies”.

- “When fighting with this level of skill, the music and sound effects will reflect it, remaining calm and peaceful”.

- “When you fight brutally, the sounds around you grow increasingly more intense”.

- Freeze shot: by fighting efficiently you fill the Freeze Shot gauge…fighting chaotically causes to decreases. When the gauge is filled you can hit a button to momentarily stop time, and then target specific locations on enemy bodies.

- Headshots thus are tempting, but non lethal shots, such as shooting guns out of enemy hand, can be more beneficial.

- By defeating high ranking leaders who command others and sparing their lives, you will be rewarded. He will offer you respect and help (guns, help, new weapons, alternate paths, etc).

- Respect plays a MAJOR part in the game.

- Flailing your sword isn’t a smart idea.

- Specific motions with the controller will trigger combos (in the final game). Tracing an X in the air, for instance, will unleash a devastating attack.

- You can stop these combos at any time by simply pausing your own movement. So if you do something that leaves you open to attack, you won’t be screwed.

- New moves will be taught to you by two mentors in the game. One will teach you gun tactics, and another will teach sword tactics. If you don’t show the proper respect to them, they won’t help you.

- Training sessions are offered by the two masters so you can hone your skills.

- Friendly/respectful interaction is tied to the controller. You signal “yes/no” answers by nodding the controller up or down or shaking it from side to side. You show extra respect by bowing to the masters.

- Ubisoft is still coming up with other interactions.

- “You can act disrespectively as well: there are no cut scenes in the game - all conversations take place in game, as in Half Life 2. However unlike that game, characters wont keep prattling on if you walk away from them. They will react angrily to your imputent behavior”.

- Staying in the master’s good graces is key: they give you missions that can be tackled in any order.

- You track down the gang leaders and try to turn them to your side. If you don’t, they will join Tokai’s (the main villian) gang.

- You have to prove you are worthy to them by battling them and sparing their lives. You will need as many of them with you as possible to face Tokai. Without their help, you’ll have a rough time when you finally face him.

- You turn gang leaders to your side by besting them in battle and stopping a deadly blow miliseconds before it strikes.

GI IMPRESSIONS

- The two triggers on the front of the analog unit activate ducking and jumping. The analog stick controls movement, and the revmote controls aiming. No rails.

- Level consisted of shooting ranges that popped out from behind cover.

- “Aiming with the controller is as simple as using a laser pointer. You point your hand at a target and hit the trigger on the underside of the controller to fire.

- “Unlike other FPS games, which tie the camera and aiming together, Red Steel’s camera follows your aim with a slight delay. If, for example, you point to the edge of the screen, the camera will turn to re-center on your view after a second. With the sensitivity of the controller, a standard FPS control would move too much, potentially making the player feel ill.

- “Thanks to the improved reaction that the controller offers, the team can create gunfight scenerios that would be extraordinarily diffilcult with a standard controller”.

- Most console FPS games limit their enemies to horizontal planes to prevent player frustration, but targets on a verticle plane are just as easy to hit with the Revolution controller.

- You can aim at a target as quickly as you can move your hand.

- In the demo targets popped up on rooftops and in second story windows, as well as behind cover points on the ground, and all were equally easy to hit.

- While you can quickly shoot enemies anywhere on screen, Red Steel never feels in a light-gun game - this is a true FPS, one that feels like it has drawn from the best of both the PC and console shooter worlds.

- According to lead game designer Oriola, it takes roughly three seconds to turn completely around around in most console shooters, while it takes about one-quarter second in a PC game. In Red Stel, it takes one second.

- AI characters will care for themselves. They will go for cover, attack you while you’re reloading. They focus on risk management.

- “They won’t walk around a table to get to you. They will simply jump over the table”.

- “The benchmark for their intelligence and aggressiveness, says Oriola, is the PC title F.E.A.R., which has widely been praised for it’s AI”.

MULTIPLAYER:

- Split screen multiplayer with traditional deathmatches.

- Totally original multiplayer modes Ubisoft is not revealing yet. Wait until E3.

- They didn’t talk about Nintendo Wi Fi (NDAs). Full details haven’t been revealed yet.

- Revolution works by placing a small sensor bar either above or below any TV.

- You can stand at any angle and not lose any accuracy. You can even take your controller to a friend’s house and instantly start playing without syncing up the controller.

- “Perhaps most impressive is the fact that although splitscreen reduces the amount of onscreen space you are playing in, you don’t have to make smaller movements - you can gesture as wildly as you want, and it won’t interfere with the other player’s onscreen quadrants.
Rating: 0