1.     Mi trovi su: Homepage #3416107
    E' un po' incasinato per quel che riguarda l'impaginazione, ma cercate di leggervelo lo stesso che è mucho interessante.

    May 10 — Nintendo may not open its doors to the press until next week’s Electronic Entertainment Expo (E3), but there are other ways to skin a cat. In a plot twist that would have caught Obi Wan Kenobi off guard, LucasArts invited MSNBC over to Factor 5, its development partner for the Rogue Squadron games, to have a look at its first game for GameCube — Star Wars Rogue Leader: Rogue Squadron 2 (RS2).

    IF YOU’VE BEEN looking for a good excuse to play a Star Wars game, RS2 is a great one. The three missions that Factor 5 demonstrated came very close to looking as if they had been clipped out of the original trilogy.
    In the first battle, an interactive remake of the first Death Star battle, players lead a small force of X-Wings past a small swarm of TIE Fighters through enemy turrets and into the famous trench.
    Forget anything you have heard about polygon counts and processor sizes — this re-creation of the cinema’s most famous battle is nearly flawless. GameCube may not boast the largest polygon counts, but it makes very smart use of polygons and textures, resulting in an amazingly true-to-the-movies recreation.
    From the moment you enter the trench that circles the Death Star, you cannot help but notice the crisp look of its walls. These are not the faded and rough-looking walls in past Star Wars games — including Starfighter on PlayStation 2. This trench has the same dull plastic look as the one in the movies.

    GameCube makes good use of light, too. Whether lit by lasers or exploding Imperial ships, the walls of the Death Star glow to reflect changes in light.
    Like the one in Atari’s early ’80s Star Wars arcade game, this trench has blast walls, turrets and obstacles to dodge. But this game is truer to the movie. You can’t drop your guard when turrets stop firing at you — that only means that TIE Fighters are on your tail.
    The cockpit in RS2 even features that nifty aiming display that Luke eschewed in favor of the Force. And yes, there are bonuses for using the Force instead of the aimer.
    But this article is not a review of RS2; rather, it is the first impressions of GameCube as revealed through RS2.

    RS2 makes great use of all of GameCube’s strengths, especially its controller. GameCube’s controller is the most sophisticated yet seen, with a digital direction-pad (D-pad), two thumb-pads, a four-button cluster and four shoulder buttons. And you use every single button to play RS2.

    The main steering mechanism in RS2 is the left thumb-pad; the right thumb-pad is used for controlling the camera. You view RS2 from two perspectives, either behind your fighter craft or from within its cockpit. Moving the right thumb-pad from the exterior view allows you to change the camera angle. Moving it from the interior view lets you look around the cockpit.

    RS2 uses the D-pad as a means of communicating with your wingmen. During battles, a menu appears with four commands. To select the proper message, you press up, down, left or right on the D-pad.
    Then there are the shoulder buttons. The top right button accelerates your fighter, both lower buttons make you do barrel rolls, and the left shoulder button acts as a break.
    The four buttons in the cluster do all of the standard stuff — fire weapons, change views, etc. That may sound like a lot of controls, but thanks to intelligent layout, it’s pretty intuitive.
    As impressive as RS2 is, it should be noted that this is no first-generation game. LucasArts had to wait for the standard PlayStation 2 development kit while creating Star Wars: Starfighter; but with RS2, Nintendo gave long-time partner Factor 5 a huge head start. In real-world terms, RS2 is somewhere between a first- and second-generation game.

    For a more head-to-head comparison of GameCube and PlayStation 2, players can look to Madden NFL 2002 from Electronic Arts.

    Last year’s Madden was the star of the PlayStation 2 launch library, and this year’s game has some visual improvements. (It may also have deep gameplay improvements, too, but I did not have enough play time to test that.)
    The PlayStation 2 version of Madden is further along than the one for GameCube, which currently lacks details such as goal posts. Electronic Arts is clearly building the GameCube code from the PlayStation version as the menus I saw still had PlayStation symbols for marking buttons.
    GameCube makes very smart use of polygons and textures.
    That said, it is no surprise that the versions are nearly identical from most camera angles. Differences do appear, however, when the game camera closes in on players’ faces. The players in the GameCube version have more lifelike faces, while the very high-resolution players in the PlayStation 2 version still have... [argh, mi si è tagliato il cut&paste, comunque parlava di occhi da assasini seriali della versione PS2].

    E' tutto.
  2.     Mi trovi su: Homepage #3416110
    Riassumo e concentro: Rogue Leader spacca. Il gioco forse non offre la mole poligonale più voluminosa di sempre, ma fa un tale utilizzo di texture ed effetti di luce da apparire come il miglior gioco di Guerre Stellari di sempre, sicuramente avanti a giochi come Star Wars: Starfighter. Infine: Madden per Gamecube, pur se ancora in versione largamente incompleta, è al livello di quello PS2 con alcune animazioni facciali riuscite in modo migliore e più realistico.
    Tutto questo lo dice il tizio di MSNBC.

  Gamecube e Rogue Leader secondo MSNBC


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