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Xbox 360 Ειδήσεις {News Topic}


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Δημοσ.

Το έχω παρατήσει το PES6 360 οπότε δεν ξέρω τι γίνεται με το multi του. Αν είναι καλύτερο από θέμα lag τότε εντάξει, αυτό είναι το πιο σημαντικό. Το φετινό online όμως σε PC είχε πολλές προσθήκες, καλύτερη οργάνωση στα lobbies, έχει competitions, έχει αγώνες μέχρι 4vs4 από 4 διαφορετικά PC(δεν γνωρίζω αν υπάρχει στο 360, μακάρι να υπάρχει) και κάμποσα άλλα πράγματα. Κατά πάσα πιθανότητα στα PC έχει και πολύ περισσότερο κόσμο.

 

Τελοσπάντων, υποθετικά μιλάω πάντα, μπορεί να κάνω και λάθος γιατί το PES6 360 το θεωρώ τόσο μεγάλη απάτη που δεν θυμάμαι καν αν έχω κρατήσει το dvd για βάλω να το τσεκάρω τώρα, μάλλον το έχω πετάξει ή έστω καταχωνιάσει πουθενά...

 

ΥΓ.: Το "edit" αδιάφορο? Πως γίνεται να παίζετε χωρίς patches? Χωρίς τα turfs των superpacks έστω. Εγώ με τα default γρασίδια του PES αρνούμαι να παίξω :rolleyes:

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Δημοσ.

ΥΓ.: Το "edit" αδιάφορο? Πως γίνεται να παίζετε χωρίς patches? Χωρίς τα turfs των superpacks έστω. Εγώ με τα default γρασίδια του PES αρνούμαι να παίξω :rolleyes:

toulaxiston sto 360 einai kai 3d ;)

Sto pc pantws egw arnoumai na ksanapaiksw. sa na vazeis mame einai :P

 

Arga i grigora elpizw na mporoume na peiraksoume ta iso. kai na patcharoume to pro opws theloume...

Δημοσ.
Xbox 360 Backwards Compatibility Updated

 

http://www.xbox.com/en-GB/games/backwardcompatibilitygameslist.htm

SHENMUE!!!!!!!!!!!!

 

PSYCHONAUTS!!!!!!!!!

 

και τα υπολοιπα καλά ειναι, αλλα

 

ΠΑΙΔΕΣ, ΟΣΟΙ ΔΕΝ ΕΙΧΑΤΕ ΑΥΤΑ ΤΑ ΔΥΟ GAMES ΤΡΕΧΤΕ ΠΑΡΤΕ ΤΑ!!!!!!!!!!

 

 

 

edit

και επανερχομαι με ερωτηση:

 

>ποιος ξερει που μπορω να βρω αυτα τα 2 πρωτοτυπα??

Δημοσ.

an exeis kanei hack sto firmware tou 360 paizoun copies tou aplou x box?

sto diko mou den paizontai xerei kaneis ti paizei?

to shenmue poli kalo to exo termatisei perimeno to 3 na do pote tha bgei!

kai na ginotan kana remake tou 1

Δημοσ.

SHENMUE 2 SHENMUE 2!!!!!!!!!!!!!!!!!!!!

OLEEEEEEEEEEEEEE,paw na xtipisw!!

 

petro paizei na to breis sto kentro se kana retro magazi alliws ebay

 

ps.xtipisa to shenmue apo ebay.16 pounds mazi me metaforika

Δημοσ.

Cry On

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Hironobu Sakaguchi is back! Following years in the spotlight as the father of Final Fantasy, Sakaguchi fell from grace due to the whole Final Fantasy movie debacle. But the calendar turned 2005, and our favorite moustached producer was thrust back into the spotlight, working as head of Mistwalker, developer of a number of titles for Xbox 360 and DS, all of which were announced this year. Sakaguchi had such a presence in 2005, in fact, that readers of Famitsu recently selected him as the developer most representative of the 2005 game market (he placed well above Nintendo's Shigeru Miyamoto, who came in at 8, and even Bill Gates, who came in at 7).

 

Sakaguchi, still with a full moustache, is featured in the latest Famitsu in a four page interview in which he discusses his upcoming projects, with particular attention placed on the most recent announcement, Cry On. Joining him for the interview is Cavia's Kimihiko Fujisaka (Drag-On Dragoon), who's doing character designs for the new title.

Many of the points discussed in the interview were already revealed at Cry On's announcement earlier in the week. To this, Sakaguchi adds new details on the on the game's storyline. The game's setting is meant to resemble the Middle Ages, with a heavy focus on machines, including transportation air craft. The people of this time period place tiny "Bogle" creatures on their roofs to act as a protecting charm. The Bogles, were once powerful giants who lived alongside humans, but are now given the name "Soulless." Recently, humans have decided to revive them for war purposes using a special skill that transform them into giant form.

 

The story begins when main character Sally is given this special skill from her father, the King. The Bogle that she takes into her company is different from other Bogles in that it can speak human languages.

 

You take control of Sally, starting off the game with your tiny Bogle riding on Sally's shoulder. The game will require you to cross mountains, climb trees and engage in other activities difficult for a little girl. Once you've collected a particular item, the Bogle will transform into a giant, and end up placing Sally on his shoulder.

 

One of the concepts of the game, Sakaguchi reveals, is to let players experience the difference in traveling through the world as Sally and as the Bogle. The scale, playable character and perspective will change as you play the game, switching off between Sally and the Bogle.

 

Each time the Bogle transforms, the resulting giant will be different. Sakaguchi gives a hint at what we can expect, suggesting that you can use a stone to destroy the surroundings, then attach the fragments to the Bogle, making it bigger and giving it a different shape. This change will happen in real time. Sakaguchi wanted the Bogle's design to differ with each transformation in order to avoid giving it the image of a robot, instead giving players the feeling that they're dealing with a mysterious, living creature.

 

Gameplay will take different forms depending on which character you're controlling. Sakaguchi wants to give the game more of a puzzle/RPG focus when playing as Sally, as he doesn't want her to wield a sword. The action will come when players use Bogle. In terms of division of play time between the two characters, we can expect 15 minutes of Sally time, to finish off with a minute of time with the Bogle.

 

Even when playing as the Bogle, Cry On isn't a pure action game. The game is focused on the scenarios which are being crafted by Sakaguchi himself. Sakaguchi mentions a couple of possible situations: saving people as part of the storyline and using Bogle to raise a ship out of the water.

 

We can expect a unique control system for all this. Sakaguchi is currently looking at a number of control schemes, including using the two analogue sticks for pulling, grabbing and raising objects. He expects players to pick up on the control scheme as they progress through the game, eventually being quite capable with the use of the analogue sticks.

 

Visually, the game will use cell shading for its visuals, although Sakaguchi is quick to point out that it's not the kind of cell shading we're used to seeing. At the game's unveiling this past week, publisher AQ Interactive showed a trailer for the title featuring what many believed to be hand-drawn animation resembling a Miyazaki movie. The animation was actually computer generated, and Sakaguchi is promising a final game that looks quite similar to it.

 

We're going to have to wait quite a while to play Cry On, though. Sakaguchi reveals that the game's scenario is currently half complete, with a final play time expected to be in the 30 to 40 hour range. Although he's not willing to give a specific time frame, Sakaguchi states that development will take another 1.5 to 2 years.

 

na thimithoume ligo ti paizei me to cry on.alli paixnidara..

Δημοσ.

30,000 360s Sold in One Day in Japan

 

The "boost" we're referring to is, of course, relative, because Microsoft's next-gen console is still far from becoming a widespread gaming device in Japan. However, looking at the initial sales figures for the recently launched Blue Dragon role-playing game, one could even say that December 7 was the true Xbox 360 launch day in Japan. In just the first day of its release, Mistwalker's debut RPG sold about 70,000 copies (according to the Japanese website Xbox News), reportedly making it the best selling Xbox 360 game in Japan last week. Out of those 70K games, some 43,000 were individual games, and 27,000 were bundled with a new Xbox 360 console - this being pretty much the "boost" we were talking about.
Δημοσ.

Aussies Spend Big on 360

$5.8 million in sales in a week.

 

Microsoft, ever happy to point out exactly how much money they're raking in, have just issued a little statement doing just that. According to the press release, this has been a bumper week for the system, raking up AU$5.8 million dollars in sales across systems, games and accessories.

 

This stands as the highest grossing week of console hardware sales in Australia for the Xbox 360 since it launched in March this year.

 

Figures from GfK, supplier of market data for the interactive entertainment sector, show that around $2.6 million worth of Xbox 360 consoles were sold in the week ending 13 December. This figure rises to $5.8 million when you combine sales of games software and accessories across the platform.

 

David McLean, Regional Director Xbox Australia and New Zealand commented, "In terms of retail revenue, Xbox 360 has generated around $145 million in ANZ this year. We're pleased to report that despite new competition in the market, sales are showing no signs of slowing down. I put this down to a combination of three things - demonstrable value for money backed by powerful hardware, plus a huge range of next-generation games and accessories.

 

"On top of this, Xbox 360 has set new records for console hardware and software sales in Australia since its launch in March this year. We sold 100,000 Xbox 360 consoles and 400,000 games in absolute record time compared to other home consoles, and the games attach rate on Xbox 360 has reached a staggering 4.8 - around twice the attach rate of any console in history at this stage of the life cycle."

 

So there you have it - Microsoft are making a mint off the back of their 360 console, in the face of the Wii launch, no less.

Δημοσ.

Fable 2 Wreaks Complete Havok

Albion gets physical.

 

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Havok announced today that Lionhead Studios have licensed Havok Complete for use in the upcoming Xbox 360 exclusive RPG, Fable 2. The sequel to the hit Xbox and PC title is once again being headed up by famed game creator Peter Molyneux, the man behind Black and White, The Movies, and Populous.

 

As the chief executive officer of Lionhead Studios, Peter Molyneux chimed in on the merits of using the Havok engine. "Using Havok's technology means that we don't have to worry about finding an efficient way to do all the complex physics calculations ourselves that are required to create a huge, vibrant, real time and persistent virtual world such as the one we're creating for Fable 2. By using Havok, we bypass a lot of the heavy physics maths and concentrate our teams more on the creative and innovative elements of the game."

 

A firm release date for the game has not been given at this point. Fable 2 was shown in trailer form at this year's E3, but we in-game screenshots or movies have yet to be released.

Δημοσ.

SHENMUE!!!!!!!!!!!!

 

PSYCHONAUTS!!!!!!!!!

 

και τα υπολοιπα καλά ειναι, αλλα

 

ΠΑΙΔΕΣ, ΟΣΟΙ ΔΕΝ ΕΙΧΑΤΕ ΑΥΤΑ ΤΑ ΔΥΟ GAMES ΤΡΕΧΤΕ ΠΑΡΤΕ ΤΑ!!!!!!!!!!

 

 

 

edit

και επανερχομαι με ερωτηση:

 

>ποιος ξερει που μπορω να βρω αυτα τα 2 πρωτοτυπα??

 

Πολύ καλά νέα αλλά ακόμα περιμένουμε να δούμε τι θα γίνει με το Shenmue 3. Το game το θεωρώ απλά ότι καλύτερο εχει βγει ever γιαυτο είναι και στο Guinness Records ως το game με το υψηλότερο budget.

 

It took five years and $20 million to make Shenmue, earning it Guinness Book of Records notoriety as the “most expensive game ever developed” at the time.

http://www.estripes.com/article.asp?section=104&article=35745&archive=true

 

Μάλλον γιαυτό πάτωσε μετά και το Dreamcast.

ΠΕΡΙΜΕΝΟΥΜΕ ΤΟ SHENMUE 3!!!!!!!!!!!!!!!!!!!!!!ΔΩΣΤΕ ΤΟ ΣΤΟ ΛΑΟ!!!!ΔΕΝ ΠΑΕΙ ΑΛΛΟ!!!!!!!!

Έχουμε κανένα νέο ρε παληκάρια;;;;

Δημοσ.
Έχουμε κανένα νέο ρε παληκάρια;;;;

 

mpa,tpt to idiaitero.epeidi parakolouthw poli stena oti kanei i sega k girw apo autin,eixan akoustei oti 1)to project einai etoimo apo epoxis dc,2)theloun kapoion na to xrimatodotisi,kammia ms,sony,3)to teleutaio pou ematha itan oti an bgei de tha legetai Shenmue 3,alla kapws alliws,k mesa tous tha perilambanei oli tin istoria apo tin arxi,mexri k to telos tis istorias tou Ryo-Lan Di

Δημοσ.
mpa,tpt to idiaitero.epeidi parakolouthw poli stena oti kanei i sega k girw apo autin,eixan akoustei oti 1)to project einai etoimo apo epoxis dc,2)theloun kapoion na to xrimatodotisi,kammia ms,sony,3)to teleutaio pou ematha itan oti an bgei de tha legetai Shenmue 3,alla kapws alliws,k mesa tous tha perilambanei oli tin istoria apo tin arxi,mexri k to telos tis istorias tou Ryo-Lan Di

 

Oπότε ξανά στο περίμενε....Damn!!!!!!!!!!!!!!!

Δημοσ.

freddie o peter moore σε μια προσφατη συνεντευξη ειχε ρωτηθει για το θεμα shenmue.

ειχε πει λοιπον οτι αν και το game ειναι τρομερο και χαρμα, οικονομικα ητανε μια μεγαλη καταστροφη.

τοσο μεγαλη, που θα χρειαστει ενα ψιλοθαυμα προκειμενου να γινει το επομενο της σειρας πραγματικοτητα.

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