da sind schon einige titel bei, die mich richtig interessieren, wie zum beispiel:
Donkey Kong
Final Fantasy Chrystal Chronicles 2
Golden Sun Revolution
Mario 128
Mario Kart
Metroid Prime 3
Soul Calibur
Super Smash Bros
The Darkness
Wario Ware Revolution(wird mit dem revo-controller bestimmt der multiplayerhit schlechthin^^)
Zelda
und wenn das mit resident evil 5 wirklich stimmt und die die steuerung gut an den controller anpassen, wird das für mich jetzt schon DER hit 2006/2007.
EDIT:achja, hier noch was zur konsole:
EDIT2:noch mehr infos:Zitat
• Nintendo patents displacement mapping
"Nintendo has filed two patents concerning displacement mapping, which is a technique that is used to render detailed surfaces while successfully simultaneously keeping polygon count low."...
Quelle:ign.comZitat
At The Core: Feature Premiere
With Industry Guest Rob Kay: Lead Designer- Guitar Hero
by Mark Bozon
December 16, 2005 - Welcome gamers and thanks for taking the time to be part of the first edition of At The Core. Before getting into the sweet-sweet gaming love that has been provided for us, I wanted to take a chance to introduce this feature and what I hope to achieve through the lifespan of it. At The Core has been designed to put the readers in the driver's seat of IGN. Rather than simply having us tell you what to read, you tell us what to write. It is that simple. The topics discussed on At The Core are provided by you, the fans, and rather than simply getting our opinions you will have the chance to hear from top industry players as well. At The Core will cover any questions, comments, ideas, hopes or concerns that you may have as the life-pulse of this great industry and no question is off limits. So with that I bring to you At The Core: Round 1.
Revolution has managed to be a true disruptor since the announcements made back in E3 2004. Whether a fan or foe, everyone seems to be keeping a watchful eye on the Big N and everything they do. Here at IGN we have received praise as well as persecution for posting spec information, comparing the power of the Revolution to our current console systems. But enough with specs, we'll say more when we know more. Let's talk about what really matters. The true reason why everyone has been glued to their computers looking for that last little bit of info on Rev: The control. At The Core: Round 1 is focused on the fundamentals of control, and the impact it will have on an unsuspecting market. Why not start things off with a sweet little quote from Reggie himself, VP of Sales and Marketing for Nintendo of America. Please note that Reggie is harder to get to than the President (seriously, I saw Bush at Starbucks last week… I swear that guy's got it easy…) so the quotes below have been taken from Nintendo Summit 2005. Lay it down Reggie…
"We are all about driving the user interface and driving new players into this category as well as satisfying existing core gamers. Truly being the innovator, the disruptor, and the leader in bringing new ways of thinking in this business."
"I see Sony and Microsoft pursuing the same strategies. Center of the home, multipurpose, very expensive… Ya know I got a kick out of the latest comments on the PS3 and its frame rate. It is like 3X the rate that your eye can see a difference! I mean talk about overshooting consumer needs and creating an opportunity for a disruptor to come in and say "look at this different solution. Do I see Sony and Microsoft as a competitor? Sure I do. But they are on a different path. I'm not saying one path is right and one is wrong. I am just saying that one has the potential to lead to a very very different marketplace. I see that it is working based on Nintendogs and Mario Kart. It isn't either/or. It is doing both."
I kick things off with these quotes for a very specific reason. We have all said it, but it is important to truly understand it: The Revolution simply shouldn't be compared to Xbox 360 and PS3. Are they in the same market? Yes. Will sales affect each other? Of course they will. Nintendo, however, is going after a chunk of the market that isn't there yet in addition to the current market. How are they forming the strategy to do this? Well one way is with a strong price point from day one of the system's launch. More importantly, they are attempting to take the market with unique design and new interface. To talk about this issue, I have looked to you all, and I have gotten some interesting responses. Let's take a look at today's "Reader Comments." It comes from a fellow IGN reader that goes by the name GmMontex03, and he brings up some interesting points. Here is his E-Mail:
Hey Mark,
I saw that you were starting a new section on IGN's Revolution page where you are going to talk to the heart of the industry, the gamers, and take our questions. I want to know, I tried out Guitar Hero at this party I went to and it was really cool! I was wondering how the new systems are going to incorporate features of various games. Like the Revolution controller. If a game like Guitar Hero were to come out on the Revolution, how would they develop the guitar? Would it be wireless and better than the current PS2 version, or would they change the way you hold the nun-chucks? Most importantly, how are the changes Revolution encourages going to effect third party developers?
You get my point right? There are so many changes in gameplay happening now that it's unbelievable. So I guess the real question is... "How will the developers incorporate new gaming technologies into there games?" Later
-GmMontex03-
First off I have to say GmMontex03 (can I call ya "Montex"?) brings up some interesting points. The night I brought the 360 back to my house we threw this huge party, and while we did play a bit on the system (about an hour and a half on Call of Duty and Condemned) we ended up playing Guitar Hero until 4:30 in the morning! Talk about the power of inviting gameplay. This is the exact reason that I believe Revolution will succeed; not because of the technical specs, but because of the amazing interactive control it utilizes.
A True Dance Dance Revloution?
But hey, I'm just one guy. My job is to write the news, not make it, right? I'm a face in the crowd, and while I may have a bigger voice than the majority of Nintendo fans why listen to me? Good question. No matter who brings their opinion to the table, be it IGN Editor or boards member, VP of Marketing for Nintendo or long-time fanboy it will still be one person's opinion. For that reason At The Core will feature not just my opinion, but that of a relevant industry source as well. Our industry guest for this segment of At The Core is none other than Rob Kay, Lead Designer for Guitar Hero over at Harmonix Music. I can talk all day… believe me, I can. Rather than bore you all, however, let's talk to a man who has literally flipped the industry upside down using unique control as his method to madness. Guitar hero has taken the music genre a whole new direction, and what better example is there of unique design than the Guitar Hero controller. Take it away Rob…
This is Rob Kay. I work at Harmonix, and was the Lead Designer on Guitar Hero. I'm happy to hear you enjoyed our game, and that it got you thinking about game controllers. Here at Harmonix we've made games that use microphones, cameras, dance mats and now a plastic guitar as a controller. Working on EyeToyntiGrav and Guitar Hero, which both ditched the joypad for a bundled controller, I've given much thought to it too.
All game controllers are either game specific or generic. A controller designed for one game is intimately bound with that game. Be it steering wheel, light gun, fishing rod, bongo, maracas, dance pad, microphone, or guitar they're designed to mimic one activity really well. Want to sing? Sing! Want to dance? Dance! Want to shoot? Shoot! Instantly recognizable, inviting and accessible, they aim to fill out the game experience by making it feel great to interact with.
Generic controllers on the other hand have to compromise, their purpose being the control interface of any game type. The joypad model that rules this domain is proven and solid, and yet the increases in complexity have become a little ridiculous. As each new feature is added to the joypad, the old ones stick around to appease those that would complain if they disappeared. It started so simple, a joystick that let you move around and one or two buttons. Mark, my step dad, loved playing games years ago, but not so much now. I just counted the buttons on my PS2 Dual Shock pad, and it has seventeen buttons including the forgettable L3 and R3 on the sticks. SEVENTEEN buttons! Add in two analogue joysticks, and it's no wonder Mark looks bewildered when he picks up a joypad these days.
Nintendo understands these controller issues better than anyone else in our industry. They invented the modern joypad, so it's only right that they say it's time for a change, and have the confidence to go for it with Revolution. The move away from the standard joypad configuration, and towards a true 3D controller, is both staggering and welcome.
What the future may hold...
Developers who are lucky enough to work on Revolution will have to confront new challenges unique to physical gaming. Here's an example…
The EyeToy is wonderful but has one inherent challenge as a control device, a total lack of physical feedback. You move around, but nothing pushes back at you. You wave your arm in the air, but there's no physical reaction to let you know something just happened. We're so used to getting this type of physical interaction with a controller that we take it for granted, but it's really quite a big deal once it's absent.
At Harmonix we chose hover-boarding for EyeToyntiGrav in part because of this issue. A lack of physical feedback isn't such a big deal when you're gliding through the air on a floating board. This struck me as a very clever decision when I joined the project early in 2004, and helped us create a fun physical game without any physical feedback.
A lack of physical feedback is something developers working with Revolution will encounter too. It will be much less severe thanks to a material controller to hold, buttons to press and a vibration feature to utilize, but it will still be there. For instance tennis games on Revolution could be awesome. Holding the racquet in one hand, swinging to attack the ball, and a vibration on contact could make it feel like I just struck the ball convincingly. On the other hand, I'm not confidant heavy impacts like smashing a mallet into a solid wall would work so well. Hopefully developers will experiment and find enjoyable new physical interactions to base their games around.
Ultimately the Revolution presents an incredibly exciting new space for the games industry to explore, and as such it's a breath of fresh air. I agree with Nintendo that we need to make games more inviting to non-gamers, and keep the current gamers engaged by offering new experiences they haven't encountered before.
Far too many gamers get bored and drift away to other media because there's not enough innovation. Too many would-be-gamers are scared away by unwieldy joypads overloaded with buttons. Games shouldn't feel like a chore, but instead bring a smile to your face in the first few seconds of play.
Thanks for taking the time to get in touch and thanks to IGN for letting me respond.
Viva le Revolution!
Rob...