Autor Wątek: Red Steel 2  (Przeczytany 12444 razy)

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mausy

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« Odpowiedź #40 dnia: Czerwca 04, 2009, 13:38:03 pm »
Mi nowy RS przypomina troche klimatem Killer 7, co jest mega plusem.

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« Odpowiedź #41 dnia: Czerwca 05, 2009, 21:49:49 pm »
Red Steel 2 stage demo
http://e3.gamespot.com/video/6211366/?tag=top_stories;title;7

Graphic novels helped inspire the look of Red Steel 2

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LW: Why did you do Red Steel 2 with Cel-Shading ? Wasn't that a risky bet ?

Jason: Sure. But I think it was cool. We wanted our work to be a Graphic Novel, and we were inspired by reality. I wanted this world to be believable. A world with evil people to hate! With traditional Cel-Shading, it's not possible: it's like a cartoon. So we didn't go for that. But we are all fans for Graphic Novels like Sin City, Dark Knight and Watchmen because of the graphic look. So we took this as a basis, and got what I would call a game look. Realism is useful, and nice to look at, but maybe you're wondering why? I worked on James Bond games for several years, and realism was needed so that the characters looked like the actors. But for Red Steel, you have to ask yourself, "What can realism bring to us?" And the answer was: not much. So what could we do then? Something exciting, inspiring imagination, and I think that is what Graphic Novels do. We wanted to have our own graphics, and coincidently, this was the best with Wii hardware.
http://gonintendo.com/viewstory.php?id=84780

: Czerwiec 04, 2009, 13:21:45 pm
E3 09: Bridge is Out Gameplay (Cam)

Maciomaniak

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« Odpowiedź #42 dnia: Czerwca 06, 2009, 22:37:17 pm »
Graficznie jest świetnie, akcji nie brakuje, jeszcze ta walka mieczem wygląda dość przekonująco. Liczyłem jednak, że z tą przystawką będzie znacznie bardziej precyzyjna, a tutaj widzimy niestety z góry zaprogramowane ruchy i to, jak machniemy pilotem, nie ma aż tak wielkiego wpływu na wygląd ataku (bo rodzaj, to jasne).

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« Odpowiedź #43 dnia: Czerwca 09, 2009, 22:01:03 pm »
Bullet time returns in Red Steel 2
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NL: I noticed there's no "bullet time" in the demo. Is it going to be in the game, and if so, will it be activated in the same way? [The original made you push the Remote towards the screen to activate slo-mo]

RCO: (Smiling) It's in but it's different. That's all I'm saying!
http://gonintendo.com/viewstory.php?id=84938

mic

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« Odpowiedź #44 dnia: Czerwca 09, 2009, 23:07:05 pm »
smakowice jak fajnie rozwiaza ten bullet time :) Podoba mi sie ta gierka i pewnie z w packu z MotionPlus ja kupie :)

narkoman

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« Odpowiedź #45 dnia: Czerwca 11, 2009, 13:06:42 pm »
kurde to jak z tymi ruchami miecza? zaprogramowane czy swobodne?
dziewczyny, nie palcie marihuany ...

mic

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« Odpowiedź #46 dnia: Czerwca 13, 2009, 15:25:22 pm »
musza byc swobodne ruchy, chca naprawic to co naobiecywali w 1 czesci  - tu beda swobodne :)

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« Odpowiedź #47 dnia: Czerwca 18, 2009, 20:22:54 pm »
kurde to jak z tymi ruchami miecza? zaprogramowane czy swobodne?
Obejrzałem kilka razy trailer i wydaje mi się , iż cięcia  są swobodne , blokowanie ciosów przeciwnika prawie swobodne , nadziewanie i podcinanie prawdopodobnie zaprogramowane .

Ubisoft still teasing non-sword MotionPlus uses for Red Steel 2
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ONM: Will you use MotionPlus to introduce non-combat uses of the technology?

JV: Oh yeah, as many as we can get into the game. It's very, very interesting what the Wii MotionPlus can do. We want people to manipulate a lot of things. We call them 'game breakers' - the chance to do something cool that's outside the core gameplay. We'll definitely make it worth you investing in that little magic cube.
http://www.officialnintendomagazine.co.uk/article.php?id=9004

mateo

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« Odpowiedź #48 dnia: Czerwca 18, 2009, 21:31:06 pm »
wrażenia z dema:
The demo begins with the nameless, Clint Eastwood-inspired hero waking to find himself being dragged through a Nevada-esque desert while tied to the back of a motorcycle. Interaction is limited to looking around, blurring the distinction between cinematic and gameplay while providing a perfect opportunity to absorb the game's gorgeous cell shaded visuals for the first time. After entering a series of aqueducts and riding through the remnants of an explosion, the hero frees one of his hands, whips out his revolver, and (with your assistance) fires off a single shot at the rider. The subsequent explosion allows the hero to escape before handing full control over to you, the player.

Movement and shooting in Red Steel 2 should feel very familiar to anyone who has played Metroid Prime 3: Corruption. Maneuvering is handled with the analogue stick, aiming is accomplished by pointing at the screen with the Wii Remote, and turning is achieved by pointing at the sides of the screen. By default, the game automatically locks onto targets and even allows you to turn to face anyone attacking from behind with the press of a single button. This not only removes the need for awkward turning during a fight, but also increases the fluidity of combat. The Z button can be used to manually switch between targets or, if you're feeling suitably confident, you can disable the auto-lock mechanism entirely.

 

The Red Steel franchise's real raison d'?tre, however, is undoubtedly its swordplay. For those of you who came away from the original disappointed, you'll be glad to hear that exclusive use of the Wii MotionPlus has done wonders for Red Steel 2. Sword movement is now truly 1:1 - upon picking up your blade you can literally hold it out in front of you and inspect it from almost all angles with nothing more than a few twists of wrist. A failsafe has been implemented to prevent lopping your own limbs off, but you are otherwise free to position, rotate, and move your sword any which way you please - an extremely liberating experience.

How can anyone who isn't a professional swordsman expect to succeed in combat with so much freedom? Thankfully, Ubisoft has taken a number of steps to keep RS2 accessible to everyone. Holding down the A button allows you to block enemy blows - either automatically or by orienting your sword horizontally or vertically, depending on your chosen difficulty setting and the enemy you're fighting. Thanks to the lock-on system, attacking enemies is as simple as swinging the Wii Remote, although the strength with which you do so is also taken into account. As such, you can choose to unleash a wild flurry of fairly weak attacks, or you can muster your strength for a few more powerful blows.

 

It's worth remembering that while you have no restrictions on swinging, your sword is actually having to collide with, and react to, in-game objects. This occasionally results in delays and missed actions while the game handles previous actions before moving onto new ones. Even after just a short time with the game, however, you'll start to get a feel for how this works and how it can be overcome with a bit of thought. A strong attack is slower than a regular attack, for example, so you'll need to prepare for a small delay before you can strike again. Lag only becomes particularly noticeable when you're flailing about wildly without much forethought, in which case 1:1 mapping isn't going to do you a whole lot of good anyway.

With such solid mechanics in place, combat is a truly invigorating experience. Some foes opt for long range attacks, while others tend to rush into the thick of things wielding a blade of their own. How you choose to dispatch each, however, is entirely up to you. While armored foes are less vulnerable to bullets, a carefully placed headshot or two will often do the trick if you're up to it. Switching between sword and gun is as intuitive as can be - you're either swinging the Wiimote or your pointing it at the screen at pulling the B trigger. There's no inventory management, no weapon-specific sections; just two extremely satisfying weapons and complete freedom to use whichever you prefer at any given moment.

 

Movement during combat is also extremely important. By holding A and tapping the analogue stick you can quickly dash forwards, backwards, and side-to-side in order to gain the upper hand over an opponent. Dashing towards weakened foes also allows you to pull off hugely gratifying finishing moves. Special attacks also play a role - the "lift" move, for example allows you to hoist an opponent into the air, jump after him, and slam him back to the ground. The final game is set to feature a slew of these moves as well as combo system that will allow you to chain together a series of attacks - no more than 2 or 3 button presses for each - into a massive chain of blows. This feature was not on show in the demo, though.

No combat-based game would be complete without epic boss battles, and it looks as though RS2 will deliver on this front, too. As seen at the end of the demo, "the heavy" is not only far larger than regular opponents, but he also wields a deadly hammer and is all but invulnerable when attacked head-on. Serving as a mini-boss at first and a more common foe later on, the heavy can be countered with nifty dodging and sneaky blows to the back. The inclusion of a safe-cracking mini-game - which involves holding the Wiimote speaker to your ear and carefully turning it - is less epic, but quite ingenious all the same. With enough of these types of features spread throughout, RS2 should be kept fresh for its entire lifespan.

Stay tuned to Cubed3 for interviews with Creative Director Jason Vandenberghe and Lead Game Designer Roman Campos-Oriola for even more on Red Steel 2 in the very near future.


Ocena: 5/5
by Karn Spydar Lee Bianco (Spydarlee)



« Ostatnia zmiana: Czerwca 18, 2009, 21:32:42 pm wysłana przez Mikazuki »

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« Odpowiedź #49 dnia: Lipca 08, 2009, 20:29:25 pm »
Red Steel 2 the ?best reason to own a Wii MotionPlus?
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?Being Wii Motionplus exclusive, we really needed the information in the Wii MotionPlus, it?s an amazing device. With the gyroscope we always know which way the Wii remote is pointing. We?re trying to make a game that is the best reason to have a Wii MotionPlus, and really pays off with that experience,?
http://nintendodpad.com/Welcome/News/Entries/2009/6/25_Red_Steel_2_the_%E2%80%9Cbest_reason_to_own_a_Wii_MotionPlus%E2%80%9D.html
: Czerwiec 26, 2009, 08:38:11 am
Video :
http://wii.ign.com/dor/objects/867131/red-steel-project-untitled-sequel/videos/redsteel2_trl_trailer_62409.html
IGN E3 Live Demo Part 1
http://wii.ign.com/dor/objects/867131/red-steel-project-untitled-sequel/videos/e3live_RedSteel2_pt1.html
IGN E3 Live Demo Part 2
http://wii.ign.com/dor/objects/867131/red-steel-project-untitled-sequel/videos/e3live_RedSteel2_pt2.html
IGN E3 Live Demo Part 3
http://wii.ign.com/dor/objects/867131/red-steel-project-untitled-sequel/videos/e3live_RedSteel2_pt3.html
: Czerwiec 27, 2009, 14:35:13 pm
Ubisoft believes they've 'defeated the waggle' with Red Steel 2
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One of the core features [of Red Steel 2] is that the harder you swing, the more damage you do. It?s really cool. We know how hard you swing. So you can?t just play the game like this (demonstrates by shaking his hands really quickly).

This does not function for Red Steel 2. You?ve got to do this (swings out arms hard). Now you don?t have to throw your damn arm out [laughs]! You don?t have to, (swings arms out hard and grunting loudly). But you have to actually get your arms in the throw. We think we?ve defeated the waggle.

? this is the coolest Wii feature ever, for me ? This is always what I wanted to do with the Wii ? I think this is what the Wii is for, personally. Bam! Just that feeling. When I saw it, I thought ?Dude, this is the coolest thing I have ever seen on the Wii.? I want to get this out to the fans and to myself. I want to play it! - Jason Vandenberghe, creative director
http://gonintendo.com/viewstory.php?id=88502

mateo

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« Odpowiedź #50 dnia: Lipca 09, 2009, 00:10:12 am »
jeszcze raz na temat wywiadu:
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Official Nintendo Magazine has popped up extracts from an interview with Ubisoft's Jason Vandenberghe on Red Steel 2.

He discusses the Red Steel 2's improvements over the original Wii launch game, including the close-combat first person aspects, funky lighting, visual tweaks to the engine and most importantly, using MotionPlus as the core mechanic behind the entire experience.


We've come a long way in terms of getting the core gameplay working. The first person brawler stuff, that's really working for me. It's awesome.

We've got a lot of polish on the visuals and cool lighting. It's one of the best looking games on the Wii.

The game is so much fun with the Wii MotionPlus peripheral. I hope it gives gamers something really cool to do with their Wii. It's a really cool game for core gamers."

Red Steel 2, Creative director Jason Vandenberghe

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« Odpowiedź #51 dnia: Sierpnia 09, 2009, 13:26:10 pm »
Ubisoft - Red Steel 2 is for Wii gamers
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"I don't get into the 'Is-there-a-hardcore-gamer-audience-on-the-Wii?' question. There are gamers who have the Wii. And this game is for gamers." - creative director, Jason VandenBerghe
http://gonintendo.com/viewstory.php?id=92423

mateo

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« Odpowiedź #52 dnia: Sierpnia 12, 2009, 11:33:23 am »
No More Heroes: Desperate Struggle Screens, Info
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Warning - may contain spoilers.
# Travis left Santa Destroy for 3 years, coming back to see how much the city has changed. A small partition of the original will be playable, but there'll be many new locations.
# Travis will be wielding his dual blades (as seen in previous trailers). Suda had considered introducing other weapons, but decided against it.
# Travis' motorcycle, the Schpeletiger is now twice as long with better controls.
# The schoolgirl assassin, Kimmy, wants Travis all to herself.
# Each fight ends with a 2D Travis walking across the screen to the Schpeletiger , accompanied by a retro chiptune.
# Environments include - a "new school", "construction yard", and a graveyard, as well as many more locations.
# Improve and new side jobs - including coconut collecting, plumbing.
# Destroyman returns - as a cyborg.
# 2 new playable characters, boss fights with multiple bosses.





ZonE

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« Odpowiedź #53 dnia: Sierpnia 12, 2009, 12:09:55 pm »
mateo to jest temat o  Red Steel 2 a nie NMH

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« Odpowiedź #54 dnia: Sierpnia 20, 2009, 08:39:35 am »
Ubisoft purchases domains for future Red Steel titles

http://gonintendo.com/viewstory.php?id=93042
: Sierpień 15, 2009, 10:24:40 am
Red Steel 2 dev team discusses MotionPlus recalibration issue, control customization options
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...a lot of fuss has been made of the recalibration requirements for the Wii Motion Plus ? it turns out that the issues sound much worse than they turn out to be. The libraries that Nintendo provides us do a pretty damn good job of keeping the data stable, and with a few (very clever) programmer tricks on our end, we have eliminated most of the problems that can arise around desynchronization.

Just so we?re all clear on exactly what we?re talking about, the problems generally center around the fact that ?wild? motions with the Wii MotionPlus gyroscope add a little bit of error to the data? which accumulates over time. ?Recalibration? in this case means getting the Wii MotionPlus to ?correct? this error by telling it what direction it is currently pointing, instead of asking it. The easiest way to do this is to wait until the player points at the screen, and then use the sensor bar as an ?anchor?? but this isn?t the only way to correct the accumulated ?error?. And, fortunately for us, we have super-nerds on our team who?s favorite hobby is finding clever ways to correct for error.

Mr. Vandenberghe also discusses the control customization options that are currently in the game.

Yep. Our controls are fully customizable. We?ve got a complete controller customization system that gives you total control over your sensitivity settings. The game will come with three levels of presets, but if you want to tweak all the settings, you can.

Currently, you can tweak the following:
o Pointer sensitivity
o Pointer acceleration
o Inner bounding box (dead zone)
o Outer bounding box
o Rotation acceleration curves
o Rotation speed
o WM+ off screen rotation on / off
o WM+ off screen rotation speed
o WM+ sensitivity

We may add more as we focus test and polish.
http://gonintendo.com/viewstory.php?id=93005
http://forums.ubi.com/eve/forums/a/tpc/f/6421073957/m/7461098867/p/1
: Sierpień 15, 2009, 10:41:26 am
Nowy filmik z Gamescom  :!:  :
http://gonintendo.com/viewstory.php?id=93620
Na tym filmiku pokazana jest nowa lokacja , prezentowanie nowych umiejętności bohatera i nowi przeciwnicy :grin: .
: Sierpień 19, 2009, 21:35:21 pm
New Red Steel 2 screenshots/art




Pozostałe :
http://www.nintendoeverything.com/?p=21982
: Sierpień 20, 2009, 00:26:44 am
Kilka nowych artów :
http://www.computerandvideogames.com/article.php?id=221599

Ryo

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« Odpowiedź #55 dnia: Września 18, 2009, 13:35:29 pm »
Red Steel 2 lets you block bullets, and comes with plenty of polish
http://nintendodpad.com/Welcome/News/Entries/2009/9/18_Red_Steel_2_lets_you_block_bullets%2C_and_comes_with_plenty_of_polish.html

Cytuj
Many gamers who were anticipating Red Steel 2 this November were disappointed when the news was released that the title would be pushed back. Well, the title is getting loads of polish and has a new ability added because of it.


Below are new details provided by the creative director Jason Vanderberghe of Red Steel 2.


-Ability to block bullets, a new feature has been added to deflect them back at the enemy

-Allow player to mark and kill to take out multiple enemies like in Red Steel 1 is a feature being considered

-Run speed comparable to Metroid Prime 3

-Crouch button not needed, this is being considered a first person brawler, not need to hide

-Ability to block 2 enemies attacks at once

-?Lots, and lots, and lots? of special moves, but can?t talk about specific numbers

-Title being pushed back is giving them so much time to polish


Title sounds so good, but the question still remains if the controls are going to be as great as the devs say they are. If they can give a perfect answer to that, this game has million seller on it.

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« Odpowiedź #56 dnia: Października 14, 2009, 13:06:15 pm »
Red Steel 2 - 'Payne' reveal trailer

http://www.p-nintendo.com/news/N-1064074999.html
: Wrzesień 18, 2009, 20:05:00 pm
Ubisoft teases a return of 'marked kills' for Red Steel 2
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UF: Is Red Steel 2 going to allow you to mark and kill to take out multiple enemies like in Red Steel 1? [disBjeFFixD]

JV: Wouldn?t that be cool..? Smile
http://forums.ubi.com/eve/forums/a/tpc/f/6421073957/m/7461098867/p/1

: Wrzesień 20, 2009, 11:05:43 am
TGS 09: Combat Walkthrough

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« Odpowiedź #57 dnia: Października 25, 2009, 11:46:16 am »
Red Steel 2 takes a page out of Zelda gameplay
http://www.nintendoeverything.com/?p=24789

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When The Legend of Zelda: Ocarina of Time released, z-targeting was introduced, which enables players to lock-on to enemies. And even after all these years, that gameplay mechanic is still being included in new titles ? Red Steel 2 included. According to Jason Vandenberghe, Creative Director of Red Steel 2, the developers purposely borrowed z-targeting from Ocarina of Time and explains that a huge change in the interface would be unnecessary.

?Well, of course we looked at everything in the known universe for inspiration (Metroid Prime, Zone of the Enders, etc, etc), but hell yeah, Zelda is a great example of how to make locking in melee work, and I?m very much of the ?if it ain?t broke, don?t fix it? school of thought when it comes to interface. I prefer to take a hard look at what has already worked in the past, start there, and then evolve. Which is pretty much what we did.

Just so that you know, we have two selectable lock systems in the game ? the default ?auto-lock? system (that will do most of the work for you), and a ?manual? system (that gives you full control over when and on whom you lock).

With auto-lock, the idea was that you can just jump into the fray and start swinging, without having to think too much about where you were looking. This is my favorite mode, FYI ? my fighting style is berserker (for sure), and I love it when the game does its best to put targets in front of me.

Roman (my lead designer) feels differently ? he?s much more a ?style? player, and prefers to have exact control over his enemy selection. He?s always cautiously strafing around, getting behind people, dodging, looking for chances to take out more than one at a time? thus, he prefers the manual lock.

We?re continuing to make refinements to both systems even now. We will not rest until it?s frackin? perfect!?

Ryo

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« Odpowiedź #58 dnia: Grudnia 28, 2009, 22:25:12 pm »
Red Steel 2 European release date announced
http://translate.google.nl/translate?js=y&prev=_t&hl=nl&ie=UTF-8&layout=1&eotf=1&u=http%3A%2F%2Fwww.nextgamer.nl%2Fnieuws%2F4657&sl=nl&tl=en

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Famitsu has announced the release date of Red Steel 2. The game from Ubisoft on March 24, 2010 in the European ties must lie on the Nintendo Wii.

mic

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« Odpowiedź #59 dnia: Stycznia 26, 2010, 21:15:53 pm »
super budujacy klimacik nowy trailer - polecam  8)

http://www.nintendoeverything.com/31657/

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« Odpowiedź #60 dnia: Stycznia 27, 2010, 17:35:44 pm »
Pre-Order Pack Unveiled
http://translate.google.it/translate?u=http%3A%2F%2Fwww.coplanet.it%2Fnews%2F1731%2Fi-contenuti-del-preorder-pack-di-red-steel-2%2F&sl=it&tl=en&hl=&ie=UTF-8

Cytuj
Ubisoft officially announces the content of the Pre-order pack of Red Steel 2, which will be delivered to those who book a copy in the weeks before the exit, scheduled for March 25, 2010.

- An art book of Red Steel 2 of 20 pages that cover more than double of the game will immerse players in the universe through a series of drawings and sketches made by the development team.

- A metal projectile branded Red Steel 2.

- Four unique weapons to use in the game.


mic

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« Odpowiedź #61 dnia: Stycznia 27, 2010, 17:52:03 pm »
ciekawe czy u nas gdzies taki tez bedzie mozna wyrwac - na ultimie chyba nic nie ma nawet o red steel 2

mic

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« Odpowiedź #62 dnia: Marca 08, 2010, 23:28:04 pm »

mic

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« Odpowiedź #63 dnia: Marca 17, 2010, 18:00:21 pm »
fajne przedstawienie(chyba) glownych antagonistow w grze



mi sie filmik podoba - fajnie zmontowany i dobrze zacheca do RS2  8)

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Odp: Red Steel 2
« Odpowiedź #64 dnia: Marca 20, 2010, 12:21:15 pm »
grałem u kolegi na piracie i gra jest bardzo fajna, ale po walce mieczem spodziewałem się więcej (nie jest źle, ale mogło by być lepiej).
dziewczyny, nie palcie marihuany ...

mic

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Odp: Red Steel 2
« Odpowiedź #65 dnia: Marca 20, 2010, 16:15:27 pm »
a czy jest na tyle dobrze, ze zakupil bys RS2 i motion+ ?

narkoman

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Odp: Red Steel 2
« Odpowiedź #66 dnia: Marca 21, 2010, 12:21:04 pm »
Zakupiłbym, nawet pomimo tego że to puki co jedyna chyba gra z m+ jaką znam :)
Największe rozczarowanie nie tkwi w sterowaniu tylko w braku trybu multi... Obiecano nam dopracowany system online (kiedyś tam na początku) a nie ma nawet splitscreena :/.

dziewczyny, nie palcie marihuany ...

mic

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Odp: Red Steel 2
« Odpowiedź #67 dnia: Marca 21, 2010, 20:12:37 pm »
z m+ jest juz kilka gier Wii sports resort o ktorym pewnie zapomniales ;) i chyba jakis tennis byl z obsluga m+ lub nawet 2 :) anyway ja byc moze rozwaze wlasnie rs2 jako piersza gre na m+ i go z nia zakupie - ale to jeszcze w planie finansowym musze pouwzgledniac ;) a co do on-line to ja nie slyszalem o niem akurat co do tej gry wiec rozczarowania az takiego nie czuje :) pewnie doczekamy sie tez jakiegos fpp z obsluga m+ :) tylko walki na miecze moze juz w nim nie byc:) no chyba, ze to w rs3 juz bedzie - ale to na wii2 raczej  8)