...Opening
btje magere opening vink ...

Baserunner schreef op 29 March 2003 @ 00:32:
De grote "wat komt er in 2003 uit" post:
Legend of Zelda: The Wind Waker
Animal Crossing 2
F-Zero GC
Mario 128
Pokemon GameCube
HAL Secret Project
Mario Kart GCN
Pikmin 2
Star Fox Armada
Mario Tennis
Mario Golf
Camelot RPG
Too Human
Silicon Knights Secret Project
"Game Zero"
1080 Avalanche
NST Secret Project
Wario World
Final Fantasy: Crystal Chronicles
Product Number 03 (P.N.0.3)
Viewtiful Joe
Soul Calibur II (with playable Link)
R: Racing Evolution
Baten Kaitos
Tales of Symphonia
Virtua Fighter Quest
Sonic Adventure Sequel
StarCraft: Ghost
The Hobbit
Factor 5 Secret Project
WWE WrestleMania X9
Enter the Matrix
Killer 7
Geen misselijk lijstje dacht ik zo... Dit komt er uit + nog een hele zooi 3rd party rommel.
Veel games zijn nog secret projects waar de ontwikkelaars naam dus bij staat. Heb je vragen over een game? vraag het

geen misselijk lijst idd maar wat is "Game Zero"?
Metroid Prime is moeijluk
Metroid is juist heerlijk je hersentjes weer aan t werk zetten...

By IGN.com
XGRA Developer Diary: Part 1
The design team takes us into the beginnings of the sequel. New photos, concept art and exclusive screens included.
March 27, 2003 - Acclaim's XG3 Extreme G Racing III for PlayStation 2 and GameCube was and is, in our humble opinion, one of the best futuristic racers available on this generation of consoles. So naturally we're excited by what the studio has cooking for the sequel, called XGRA (or, Extreme G Racing Association -- a game that promises to be every bit as speedy as the original but on a more ambitious level.
In a series of developer diaries, Acclaim Studios Cheltenham's Chris Whiteside, lead designer of XGRA, takes us behind-the-scenes for a closer look at the creation of the game.
XGRA -- Why?
To put it bluntly, XGRA has been a great title to work on. In fact for me it has been one of the most enjoyable experiences of my life. Why?, you might ask. Well it isn't because we think we are creating the greatest game in history or that we think we are the greatest team because we aren't. It is because it has been a real odyssey for us; every time we have had an issue or a major problem we have worked hard together as a team to rectify them. There have been times when we thought that the game wasn't going to be what we had intended and times when we just didn't think that we could create the game that we wanted to. In every single case of these 'development blues' we have worked day and night to resolve them with our primary goal in mind. This is the essence of XGRA team: we have always put in that little bit extra to achieve the unachievable. As you follow our diary, hopefully you will feel part of the team as we recount our tale of trials and tribulation in our 'Odyssey' to realise our vision that is XGRA.
XGRA -- The Vision
Before going into the game in detail we felt that we should get across our 'vision' for the title and why we feel you should be just as excited about the product as we are. XGRA is all about getting home from work or school, getting a beer or soft drink, putting your feet up and immersing yourself into a truly believable and exciting world. Being given the opportunity to make a game is a great opportunity and, in the case of XGRA, Acclaim gave us the chance to create our own world and vision of Motorsport as we see it in the future, and this is such an awesome gift. It is this sentiment that we have held close throughout the project; the game is primarily about total immersion, belief in the unbelievable and the ability to achieve the fantastical. We maintain that as long as we achieve this then all other goals, regardless of their relative importance from other bodies, will fall into place. It is with this thought in mind that we begin to recount our journey to you the reader.
XGRA -- The History
'XG3 was tough, really tough. We had a brief to create a world-beating futuristic racer in nine months. Nine months! If the brief had been to create a world-beating futuristic racer in two years that would still of been hard enough by its very nature.' This was how we felt when we had the original brief for XG3, but every cloud has a silver lining. A short time period made us focus on what we had to deliver every day of every week of the project, and we learnt some very valuable lessons. Key to this learning process was the fact that we didn't have time to experiment or crowbar features. Every new element of the game that was introduced had to be clearly thought out and planned form every level, unfocused ideas just didn't get anywhere. This boiled down to ideas being highly refined and logically planned out before being submitted for scheduling. In return we were able to polish ideas, mechanics and systems right from the start of the conceptual stage leading to game mechanics and other resources that were primarily clean cut, but more importantly polished and easily discernible for the user. XG3 was a lesson in refinement for every discipline and a perfect method in which to learn how to tackle large projects with multiple mechanics and huge amounts of logistically difficult resources to create. XG3 was by no means perfect in execution, key areas that spring to mind that were lacking primarily revolved around balancing of key systems such as AI and Weaponry, which in turn lead to the game being very difficult. To be honest these areas should have been the primary focus, but you live and learn, and educated we became.
So onto XGRA, the latest title in the Extreme G franchise. A good place to start is always with the team. Most of the original XG3 team is intact with a few new additions and a few losses. We have a selection of great staff that have worked on some awesome titles in their career and who are for the most part very experienced. But more importantly we are all very good friends who care a great deal about the Extreme G franchise and the games industry as a whole.
The Brief
A decision had been made midway through the development of XG3 to create a fourth instalment of the hit franchise. The main goals were:
The product must be designed to appeal to a global market
It must be an evolution of XG3 in every way, art, design and programming
The product must not only be competitive in the futuristic market but in the racing market as a whole
So at the end of XG3 the team met up, discussed these and agreed that the goals were broad but we felt that we could achieve them, it was just a case of how we planned to do it. We will go into more depth about this in the future. XGRA has always been about the team and right from the start the ideas for the next game came from everybody and not just the designers. After hours of discussion we came up with two concepts that the team really wanted to make:
Extreme G Raw: a concept in which the player takes on the role of a 'Kaneda' style street wise kid racing in illegal street races through futuristic cities with the primary goal of enhancing and buying bikes to become the greatest street racer in the world
Extreme G Real: a concept in which the player takes on the role of professional race driver in an ultra realistic vision of motor racing in the future
Initially we thought that 'Raw' would be too resource heavy for our limited time frame, and the decision was made to go with the 'Real' concept. Little did we know that this concept would balloon into a huge amount of systems, dynamics and resources and that we would fall foul of not adhering to the lessons that XG3 had so eloquently taught us.
In the coming weeks we will recount to you the making of this title, we are not saying that this game will be the greatest racing game in the world (but we hope so) as that is for you to decide. What we are saying is that it has become very special to us and that we hope you will enjoy reading about it as much as we have enjoyed making it. We will discuss our problems, triumphs, systems, mechanics, resources, technology and politics. And hopefully have a few laughs along the way.
XGRA out!
The topic for the following fortnight will be the major dynamics, systems and resources of the gameplay found in XGRA
Wat is een nu een goede/betrouwbare/Nederlandse/snelle online geemsite?
Nog maar 5 weken tot TWW =) En ik ben 13 mei jarig =) dus ik weet wat voor kado ik krijg van mijn liefe vriendin =)
Metroid Prime Theme
Heeft iemand nog wat meer nieuws over de Capcom 5? Behalve dit ...
By IGN.com
P.N.03 Import Playtest
Games that make you go hmm...
March 27, 2003 - This Thursday marked not just the massive multiplatform launch of Namco's Soul Calibur. It also brought the release of the first title in Capcom's Big-5 set of GameCube games, P.N.03 (along with a new Super Robot Wars game, but that only concerns tiny percentage of readers over at IGNPS2).
We actually provided some impressions of P.N.03 a few weeks back via a quick playtest outside a Tokyo retailer. Now, having sat down with the game and worked our way through four levels, we're actually a bit confused.
On the one hand, P.N.03 is a very new experience. We guarantee that you've never played anything like it. It's part blastathon, part stealth, and we've even noticed some elements of that long lost genre of gaming, the shooter. Yeah, we know -- the game looks nothing like a shooter. But take the pattern-based attacks of the enemies and gameplay that has you dodge bullets and occasionally line yourself up in such a manner as to avoid large streams of fire, and we think you'll see the similarities.
Outside of new experiences, there seems to be plenty of gaming to be had in P.N.03. Shooting baddies with style earns you points that can be traded up for items, ranging from continues to new suits. You can also use points to upgrade suits that you already own, increasing their defensive and offensive ratings. In the first four stages (totaling about 30 minutes of playtime), we've opened up three different suits, each a different color and featuring a different super attack for the main character, Vanessa.
Regardless of what suit she's wearing, Vanessa is very cool. She begins the game by teleporting onto what seems to be an abandoned planet, and almost immediately, she begins tapping her feet to the music. Those two drones packed with ammo approaching from the distance? No concern to Vanessa. She just stands there and lets the blasts fly by, then leaps into the air and unleashes a special move, taking them out instantly.
Sadly, we can confirm that there's not the tiniest bit of voice in the game. Vanessa doesn't make a squeak as she blasts through the levels, and mission briefings involving Vanessa in conversation with an unidentified operative, are strictly text-based. We were hoping to hear what this new mark for female character coolness sounded like.
While we can live with all these minor presentation issues, what's really annoying us about P.N.03 is the control. We mentioned in our last update that the control is a little on the weird side, feeling somewhat like a first person shooter, or perhaps Tomb Raider (where you press left or right to rotate your character). This ends up forcing you to keep your character in a forward-facing direction where the action, in theory, lies. That's all fine and dandy, as the game seems to be designed with the control scheme in mind. The problem is that the controls are very unforgiving and often too sensitive. Tap the control stick to the right just a bit on accident, and you'll find the main character turning around way too much, leaving you confused.
Four stages into the game, and we're getting a bit more used to the controls, although we gave up playing on normal mode long ago. While we're embarrassed to admit it, our first time through P.N.03 is going to have to be on easy mode. Don't laugh, as you'll probably end up doing the same!
So the answer to the burning question -- do we like P.N.03 -- is: maybe. We may or may not like it, but we're not sure at this point. A couple of things are clear, though. Capcom has made a very unique title, and now a good way's in, we're anxious to play more. We'll be back with an update down the road once we've determined a bit more if we love or hate P.N.03
PS gasten @ Teh Partij : doe eens wat ... flip the bird eens
This is the Way.