Metroid Other M 1up Interview
Takes place between Super and Fusion, will have Adam in it, action and exploration are in
1up.com
Iga_Bobovic
Display:
Order by:
Recently Spotted:
travo (4m)
Microsoft: Rare Working On Numerous Natal Projects
"Rare is intimately involved with Project Natal in a number of different dimensions. They're doing an awful lot of work, even outside the traditional game space, I would say. Unfortunately I can't go into a lot of detail about that. Rare is alive and well and really having a broader impact on the entire Xbox world than just doing the games they traditionally have in the past." --Shane Kim, Corporate V.P., Microsoft
Rare's games haven't sold very well, so Microsoft absorbed them into their R&D department?
Man that Carradine news is pretty sad and quite shocking. I grew up watching Kung-Fu. I can't believe it was suicide though.
That smash online story is about the level uploading not online play right?
Rare, are officially the "beat Nintendo at their own game" division now. Their first project is undoubtably the Natal version of Wii Sports.
is ernie hudson the prison warden in Oz? he sure would have broken DC in half is so.
___
Listen to Wu-Tang and watch Kung-Fu
I don't know what else to say. The table manners thing was obviously a joke. Besides Miyamoto rarely ever give details of his games before their reveal.
As for the difficulty. He says that he always explores deep and advanced gameplay elements but he is always careful that he doesn't make these elements too hard or complicated. He doesn't want a learning curve or difficulty curve for the controls hence why games like Super Mario and Zelda the advance game elements are through how the simple commands and interface interact with crafted and complex design. This is often what the best of the best developers do with their games (I.E. All of Nintendo, Valve, Blizzard, Etc.) Hard difficulty has its time and place in games, but usually not these types of games.
Looks Great! Twilight Princess art-styled Zelda again?
One of the site's forefathers.
Yes. That is Ernie Hudson. He on the other hand was a really cool guy. Very happy to just hang out with people, share stories, and bullshit with us.
What Megaton? He looks exactly the same as in TP. More mature my ass.
And when are you going to play with me, sonofabitch?
Just to spoil it for everyone, I called Miyamoto this morning and he gave me some insight about the new Zelda game. He bitched me out since he's still on West Coast time but I told him to quit whining like a little girl (swear to god this story happened).
That silver girl-humanoid-thing in front of Link IS the sword. The sword is going to do all sorts of wacked out stuff with motion plus and you'll be able to transform the sword into her on occasions for some other tasks, but he wouldn't tell me everything. Oh yeah, and Wii Vitality will also be used in place of the shield. If your pulse is strong the shield will be up, but if it starts beating too fast then Link will not be able to block.
And then we made plans to go grab lunch after our step class next Tuesday, so all in all it was a productive call.
...and, since you eat with your toes and constantly put your elbows (and balls) on the table, He will studying your behavior at lunch and be modelling the first boss in "Table Manners Wii" after YOU, correct?
I believe I'm entitled to a little more respect than that. I'll likely the final boss.
Reprinted from my Knights in the Knightmare Forum Topic:
It's hard to describe this game, but I'll try:
You control a wisp. The wisp shows where your sylus is pointing to onscreen on the battle screen. With this wisp, you choose weapons to drag to Knights and other allies on the battlefield.
You drag a weapon or item to an ally, charge it, aim it and attack. Charging the attack takes away your time for that Round. When time runs out, the round ends. You have a set amount of rounds to fill a Kill Gauge at the bottom of the screen, or it's Game Over.
Your enemies will attack the Wisp (not your allies) and their attacks will deplete the time for the round. This is where the whole "bullet hell" likeness comes from. The enemies attacks often have a spread or homing effect to them that makes them very similar to shooters (Ikaruga).
The effects of the items or weapons vary depending on whether or not you have Skill Points(?). You replenish your Points as you beat enemies. Magic crystals are released as enemies are defeated; you collect these to replenish your Points.
So, in a typical battle, you need to drag weapons to allies, charge and attack and collect crystals --ALL WHILE-- avoiding your enemies attacks. Even though there are rounds and things happen in "turns" the battle still plays out in real-time. You'll hear KitK described as turn-based and real-time, but you've never played a strategy game like this one before!
It gets more complex than I already described. Weapons have attributes (Lawful or Chaos). You can only use the weapons that apply to the current state of the Battlefield (Law or Chaos). There is a fog that covers the Battlefield that depletes as you use special attacks. As the fog depletes, you earn less crystals. The Wisp --CAN-- flip the attribute of the Battlefield to replenish the fog and change the weapons you are able to use.
If this sounds unnecessarily complex and unplayable, it actually turns out to be anything but! The rounds play fast, colorful, furious and fun! The battles are quick, most of the time is spent on the planning phase. --DON'T-- let what was said here discourage you! Missing out on this game would be a crime! With the absolute lack of innovation we've been seeing as of late, it's --GREAT-- to see dev. teams trying different things!
...it REALLY doesn't get much more "different" than this!
One of the site's forefathers.
I'm going to laugh at all of you when Table Manners Wii hits next winter.
Sorry Punk but I want an actual difficult Zelda game, enough of this making sure little kids and moms can play the game (I know its good for sales, but this is what I want). When I see that quote I see him saying that he can make one hell of a dungeon, puzzles more complex than Zelda has ever seen, but he holds back and makes it more simple so everyone can play. He never mentions the controls, I dont know wehere you got that from, the controls will always be intuative, its Miyamoto. He was talking level design. I focus a lot on more experience and the more advanced gameplay elements. He is not saying his game becomes hard to control or straight up overly difficult like a DMC game, he is saying he thinks in terms of an advanced gamer, something that would be challenging for us rather than a 10 year old kid.
Sheep/Chiuaua/Big Bird game is looking a tiny bit more interesting...
It's got Chicken legs.
CHICKEN LEGS!
*shudders*
mmm... chicken legs...
*drools*
I'm hungry!