Tema: Hard Corps: Uprising
Sequel to Contra: The Hard Corps coming to XBLA and PSN from Blazblue developer Arc System Works.
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Sequel to Contra: The Hard Corps coming to XBLA and PSN from Blazblue developer Arc System Works.
Captura en alta resolución aquí: http://xboxlivemedia.ign.com/xboxlive/i … 595666.jpg
16 : 9 makes 2-D games look so... empty... Anyway, how long to find out it's going to be ruined by analog control-only crap.
Glad to see they didn't call it 'Contra', nevertheless.
Also, this:
16 : 9 makes 2-D games look so... empty...
Yeah. Another thing I don't like about hi-res 2-D games: most of them are too blurry and lack contrast.
At least the designs look good.
http://gamevideos.1up.com/video/id/29819
El hecho de incorporar cargas ('dashes') parece dejarnos claro que NO se juega con control analógico. Chachi.
Una captura más que viene a confirmar sobreescalado para los 'sprites' y... demasiados polígonos:
...Y un estilo para las escenas interlúdicas del que mejor será no hablar:
Un par de capturas nuevas (más o menos) que hablan cada vez peor del aspecto visual del juego:
http://www.gamespot.com/ps3/action/hard … mages.html
Y aquí seguimos esperando capturas a su resolución nativa de los medios occidentales.
A ver si se anuncia en Japón.
So, I go to gamepsot.com to check the screenshots.........."View full size" : 1200 x 675. Sounds weird. A close look at simple elements (the "zeros" of the score) cleary shows it's not native res' (it could have been).
The same day, Gamekult, a modest french site (not as big as US sites), put the same serie of screenshots online:
http://www.gamekult.com/images/J000103987/150022/
Look at the first screenshot:
http://www.gamekult.com/images/ME0001288100/
resolution: 1280 x720. But, this time, it's really a genuine screenshot at its exact resolution. Look at the zeros, they are all identical, and show no artefacts of upscaling (just a slight artefact of .jpeg compression).
So, we can guess that Arc-System spread the same screenshots for every sites, but some sites decide to downscal them, just for the pleasure to add the more artefacts possible... (because, remember we are in the age of "crystal clear" displays...)
^_^ :P :P
And it's of extreme importance, in a case like this. 'Genuine' screenshots remind you of how much this game will need a proper VGA 480p mode.
http://gamevideos.1up.com/video/id/31593
Si no cambian las voces para la versión nipona al menos, dudo que llegue a jugar a esto nunca.
Gracias al foro de Neo GAF.
http://www.giantbomb.com/ask-me-anythin … g/17-3352/
Hacia la mitad del vídeo para Uprising. Pero aviso: te destripa un par de fases.
http://www.youtube.com/watch?v=AjYi_v_x_6M
Parece que tiene exclusividad temporal con el XBLA americano. Supongo que una vez caduque, lo veremos en Japón en ambos sistemas.
Enlace: Foro de Neo GAF.
Ya en el XBLA nipón a 1200 puntos:
http://news.dengeki.com/elem/000/000/346/346902/
http://www.xbox.com/ja-JP/campaign/xblaspring2011/
Es claramente un desarrollo concebido y comercializado para Occidente, a pesar de su origen.
Espacio oficial: http://www.konami.jp/products/dl_xbox_hcu_dd/
Vieja entrevista al productor: http://www.siliconera.com/2010/08/26/ha … onnection/
In Japan, Contra: The Hard Corps had a life bar. Only the North America and European versions didn’t have a life bar. I believe everybody can enjoy this kind of game, a run and gun shooter, but it’s very hard for a first time gamer. Hardcore gamers are used to the system, but other than them it’s hard to get into. We really wanted to show the end of the game to everyone so that’s why we added a life bar.
'Productores', en estos días.
Got the game. It's amazing, maybe the best Contra game except for one colossal blunder: Arcade mode is littered with extra lives like fucking Donkey Kong Country. There's a bunch of new actions to make the manuevering more complex. Dashing, double jumps, bullet reflecting, air dashing, hopping over small objects, and even a move were you can dodge past an enemy and shoot him in the back without losing speed. The stage structure is significantly improved from Shattered Soldier and Hard Corps in that it's more like Metal Slug (or the first Contra) with lots of targets and as such demands a good amount of improvisation. It's also long and fucking tough. So far I have a hard time clearing stage 2 without dying.
http://forum.insomnia.ac/viewtopic.php?p=14638#14638
Yo estoy seguro de que su entusiasmo encogerá según pase el tiempo, pero eh.
lol, not everyone is so hung up on visuals as you are, Recap.
Yeah, there's Rob from Alaska. I don't think he can ever realize that the Contra series is also about "visuals".
Yeah, but you are not counting in the fact that Josh might actually LIKE its visuals (in fact that's what he says on his Twitter account), just like you didn't count in the fact that I liked Arcana Heart's visuals. So if he likes the mechanics AND the visuals, I don't see any reason why his enthusiasm for the game might diminish in the future.
So then is Josh hung up on visuals too?
I'm quite sure he'll realize that Uprising's visuals are far from Super Contra, Spirits or MD Hard Corps'. Maybe he's, right now, a bit overwhelmed by the novelty -- a favorite old-school genre in these days, an astonishing amount of special moves and possibilities, a brand-new console, etc. Reviews aren't done in the first day, after all -- unless you're a journalist or something.
So then is Josh hung up on visuals too?
Basically, it's like this:
You review roughly 70% on aesthetics and 30% on mechanics.
Josh reviews roughly 70% on mechanics and 30% on aesthetics.
And I review roughly 60% on mechanics and 40% on aesthetics.
Even a 50/50 split is a mistake; but your reviews, however much I appreciate and respect them, are seriously skewed in the wrong direction, dude.
As for the rest you might be right. Time will tell.
I think they did a good job making the 3D backgrounds simulate 2D anime-style backgrounds. I'd rather look at this than Contra Rebirth. My rating of the game could go down but it'd be due to the possible overpowering of the dodging moves. However, my in-depth review will have to be put on hold because my 360 busted already.
lol, I've had like four or five of them since launch, and not a single problem.
I'm quite sure he'll realize that Uprising's visuals are far from Super Contra, Spirits or MD Hard Corps'.
This is where my percentages come in. If he indeed places far less emphasis on aesthetics than you, then even if he ends up ranking its aesthetics lower than those of its predecessors this won't make that big of a difference on his final verdict.
Maybe he's, right now, a bit overwhelmed by the novelty -- a favorite old-school genre in these days, an astonishing amount of special moves and possibilities, a brand-new console, etc.
You call "an astonishing amount of special moves and possibilities" a novelty?
I haven't played it myself yet, but the countless areas where you can endlessly milk for score completely ruins what could have been a fun game to play for high scores.
I still look forward to playing through the game and seeing how the stages and bosses compare with the other games in the series, though I still don't have a ps3 or 360. The art style already isn't nearly as appealing to me as the 90's Japanese sci-fi look of Hard Corps, or the Rambo/Giger theme of the older games, but what can you do.
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