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8 Luglio 2005: Gamers4um è finalmente un "vero" forum... da parte mia
un caloroso benvenuto a tutti i vecchi e nuovi iscritti!!
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[X360] X05: Thread ufficiale! [UPDATE da pag. 2]

Aperto da Mystic, 28 Settembre, 2005, 22:33:02

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Mystic

XO5: Microsoft Says 'We Have the Power'

Microsoft Games Studios GM, Shane Kim (pictured) chatted with Next Generation about what we should expect from X05. He's promised vast improvements to known games and the unveiling of new ones.
X05 in Amsterdam this week will be the last significant opportunity for Microsoft to showcase the Xbox 360 prior to its worldwide launch in November/December. Unlike other events like E3, Leipzig, or the Tokyo Game Show, this event is all Microsoft's. So it controls the message and has no competition for coverage.

Says Kim, "Until this point we've not been able to demonstrate the power of Xbox 360 as clearly as we like. At X05 people will see that the next generation undoubtedly begins with Xbox 360."

He added, "In addition to the titles third parties are showing, we'll be showing off Kameo: Elements of Power, Project Gotham Racing 3, Perfect Dark Zero and Gears of War at X05."

When asked what's going to be so significantly different about these titles given that we've seen them at E3, Kim replied "It's been a long time since E3 and these games have had significant improvements made in that time. Back then we were still running on early kits. Now we're running on finished hardware. Also, PGR, Gears of War and Perfect Dark Zero were only shown behind closed doors at E3 and Kameo was our only title on the floor. Even [at the Tokyo Game Show], the games shown there were more representative, but we still held a lot of stuff back. At X05 there's going to be a lot more shown."

On the topic of new games, Kim was forced to play coy by his handlers, but confirmed that some new projects will be announced at X05. Further prodding as to whether these were going to be internally developed projects or external (such as PGR or Gears of War), was unfortunately also muted. However, on that note Kim did seek to clarify that roughly 50% of MGS's projects were internal and 50% external. Perhaps that means that the announcements will have projects from both camps.

According to a Microsoft spokesperson, the company will also be outlining more of the specifics of what software that will be available during the 'release window' in the first announcements on Tuesday. Hopefully that means more visibility on titles to be released day-and-date with the hardware


:bowdown: go X360 go :bowdx:

Mystic

EA sara presente con 5 titoli

- Need for Speed Most Wanted
- FIFA 06: Road to FIFA World Cup
- NBA LIVE 06
- Tiger Woods PGA TOUR 06
- Madden NFL 06v

Mystic


Reiz

Citazione di: Mystic il  3 Ottobre, 2005, 16:19:25



si però cosi non si fa...
se uno ha un dubbio cosi glielo levate eccheccaxxo...  :hihi:


:dentone:


Mystic

reiz..

potresti modificare il tuo post e togliere il quote?

ci mettiamo tre giorni ad aprire sta pagina  :lol:

Mystic

prime immagini di TOMB-RAIDER Next-Gen







Mystic


Mystic

certo che alla ms sanno come creare l'hype  :teeth:

When coming back from a walk in Amsterdam, I found this very strange message in my hotel room. What could that be? :D
You might interested in knowing that the press conference starts at 5:45 PM CET.

(copia / incolla)
http://media.xboxyde.com/gallery/public/1952/771_0001.jpg


Sirio


Turrican3

X05: Project Gotham Racing 3 Hands-On
We take a demo version of Bizarre Creations' Xbox 360 racer for a test-drive in Amsterdam.


AMSTERDAM-- Undoubtedly one of the most popular games at Microsoft's X05 event in Amsterdam is Project Gotham Racing 3. Being shown in playable form for the first time, Bizarre Creations' racer looks even more impressive now than it did in Tokyo a couple of weeks back. And according to the Bizarre Creations representatives present at the event, the demo version on show is at least two weeks behind those currently being tested at their offices.

The version of Project Gotham Racing 3 that we were able to get our hands on featured courses from the three of the game's cities--namely London, Tokyo, and New York. We were able to race around these impressively accurate city recreations in cars from five different speed classes, and we had an opportunity to compete against both CPU-controlled opponents and other X05 attendees.

The first thing we did was jump into one of Project Gotham Racing 3's many Ferrari models and race against a field of CPU opponents on the sun-drenched streets of London. Certain areas of the city were instantly recognizable to us, despite the fact that all of the streets were lined with barriers, route markers, and crowds of cheering race fans. The gameplay, on the other hand, felt quite different from Project Gotham Racing 2, but we're pleased to report that we were in no way disappointed.

The first thing we noticed about Project Gotham Racing 3 (besides the excellent car damage models--ahem) was that the handling is far less forgiving than that in the previous game. We wouldn't necessarily describe the vehicle handling in Project Gotham Racing 3 as super-realistic, but you certainly won't be able to slide around corners quite as easily this time around. You'll also need to brake well ahead of sharp turns.

It's fitting, then, that unlike its predecessor, Project Gotham Racing 3 will reward you for skillful rather than showy driving. You'll still be able to earn the series' trademark kudos points for sliding and skidding, but larger bonuses will be available for fast cornering, clean sections, and for sticking to the correct racing line. The thinking behind this change is that the game should reward you for good driving, rather than for tricks that aren't necessary to win races. Bizarre Creations is also well aware of the fact that Project Gotham Racing 2 players would frequently take advantage of that game's kudos system by performing endless donuts in an attempt to improve their online rankings. That won't be possible in Project Gotham Racing 3, and online ranking points will also vary according to which of the game's skill levels you're playing on.

Another interesting change that's been made to the kudos system for Project Gotham Racing 3 is that single maneuvers such as skids and corner-taking are divided up into sections now. So the points you're awarded for a well-taken corner, for example, will be based on your entry into the corner, your speed around the corner, and your exit from the corner. You'll also be given immediate feedback as to how well you did via a series of comments, such as "brisk," "gutsy," "stunning," "breakneck," or "screaming."

The multiplayer race on the streets of New York that marked the end of our time with Project Gotham Racing 3 was a hotly contested affair between four X05 attendees, including a representative of Bizarre Creations. All four of us chose to drive different vehicles from the same class, and although their characteristics were very different, they seemed to be quite evenly matched for the most part. Our open-wheel racer, for example, was extremely fast off the line and around corners, but had a top speed that was some 50 miles per hour slower than some of our opponents' cars. On several occasions we were overtaken by the same opponent on a straightaway and would then regain our lead at the next sharp corner. The differences in our vehicles made for a really interesting game of cat and mouse that will hopefully be the rule rather than the exception when Project Gotham Racing 3 is released alongside the Xbox 360 in November.

We'll bring you more information on Project Gotham Racing 3 as soon as it becomes available.

Turrican3

X05: The Elder Scrolls IV: Oblivion Hands-On
Finally, an opportunity to plunge headlong into Bethesda's latest fantasy epic. We put the first section of Oblivion through its paces.


AMSTERDAM--Microsoft is showcasing many fantasy worlds running on the Xbox 360 at its X05 event here in the Netherlands, but perhaps none are as sprawling, nor as adherent to the traditions of the genre, as in The Elder Scrolls IV: Oblivion, which we got a chance to try out right from the beginning of the game. Though it's a little tough to get a good feel for a roleplaying game in only 20 minutes and with dance music pounding in the background, from what we can tell, Oblivion looks to bear the same winning gameplay features as Morrowind and its other predecessors.

Oblivion lets you begin by creating a player character much as in previous iterations of the Elder Scrolls series--you'll select a male or female, then choose from a number of human, elven, or monstrous races. From there you'll tweak hairstyle, skin color, and other such peripheral features, and you'll even be able to move an "age" slider that will add wrinkles and sagging skin to your avatar. Finalize your character, select a name, and you'll begin the story by finding yourself locked up in a dungeon with no apparent means of escape.

An RPG set entirely in a jail cell would be high-concept, but it wouldn't be very exciting. Luckily, the plot quickly finds a way to spring you from your imprisonment. It seems you've occupied a special jail cell containing a secret escape route built into its wall. The emperor Uriel Septim (voiced by Patrick Stewart) approaches your cell with two guards in tow and assassins in pursuit, and as soon as he and his entourage proceed down the hidden passage, it's time for you to make your escape right behind them. It probably doesn't hurt your chances of survival that the king mentions to his guards that he's seen your face repeatedly in a dream, but we figure that plot point will be elaborated on later in the game.

The opening sequences essentially have you navigating the catacombs underneath whatever dungeon you've been stuck in, sometimes escorting the emperor and other times fighting against the denizens of the dark by yourself. We quickly came upon a short sword and a torch, which let us make our way through the dank, untamed caverns that housed such hideous creatures as...rats! The fearsome rodentia quickly gave way to legitimately unpleasant foes, such as zombies and various sorts of goblins who were armed with knives, axes, and other crude implements of battle. As we progressed through the tunnels, the goblin opposition became much more fierce, finally culminating in wide-open cavern in which a goblin witch was practicing some dark magicks or other.

Like Morrowind, Oblivion controls much like a first-person shooter yet features the statistical trappings of an RPG. You'll fight enemies in real time--you have to hit the attack button to slash that rat, for instance--yet you'll have a ton of stats to keep track of, and you'll select and equip weaponry and magic based on even more numbers. Equipment like new weapons, potions, and gold can be scavenged off of every enemy you kill and can also be found in the occasional treasure chest. You'll even get the opportunity to establish some of your character's less obvious traits, such as your astrological association, which we were able to name in the midst of a conversation with the emperor.

The game may play much like previous entries in the Elder Scrolls series, but it's sure got a nice new coat of paint. Oblivion looks about as good as all those screenshots have led you to believe, what with its lifelike and expressive characters (who you'll see in extreme close-up during conversations) and its lavishly detailed environments, which we're sad we didn't get to see more of. But that sure was a nice-looking dungeon. Oblivion excels at rendering surface effects, such as glistening dampness on the stone walls of the cavern. As you stumble through the darkness, everything has a dim, dingy look to it, but once you obtain the torch, you'll see the stones sparkle in the light, with your immediate surroundings suddenly bathed in a warm orange glow. We're especially looking forward to seeing if the game handles other sorts of areas, such as forested outdoor ones, with such explicit detail.

We got the impression that Oblivion's storyline and gameplay are a little more focused and constrained than in past Elder Scrolls games, although we did only play it for the first few minutes. Yet the linear dungeon path we followed during our time with the game was in stark contrast to the opening of Morrowind, which thrusts you right into a world so open and vast that you hardly know where to begin. Whether or not Oblivion will eventually grant you this sort of freedom remains to be seen--but not for long, since the game is due out in the fourth quarter along with the Xbox 360. We'll bring you more on Oblivion as soon as we can.