Nintendo Revolution Game Screenshots.

the revolutuion should be able to at least output to 720p. the US and Jpn markets must be becoming saturated by 1st gen HD (i.e 720p), it will need this feaure to compete on a more level peggging against the 360 and ps3, although i do appreciate it may be at a lower price point

i might pick up a revo but it needs HD and a few killer games to make it
 
At the risk of opening up the same can of worms for the 50 millionth time, why does the Revolution need HD to make it ?
 
punky_munky said:
I thought IGN had pretty much confirmed the specs and lack of HD?
Must be official then. ;) :p

Until the console is out and/or Nintendo themselves confirm its specifications/capabilites, then its all speculation.

HD is importent to technophiles wanting to use their fancy displays to their maximum capabilites. Even if that by the time HD becomes any sort of majority standard, the Revo/360/PS3 will be distant memorys.
All HD is, is a higher resolution. A really simple way of putting it would be 'better graphics'. But that'd only really be seen on HDTV's, and normal TVs, which make up most of the market, there would be no difference.
At the end of the day, its not what it looks like, its how it plays.
 
Something keeps bothering me about those pics, and I can't quite put my finger on it. They just don't seem to have any perspective or something, which makes them look more like flat drawings than 3D to me. Not saying I don't think they're real, but there's something about them that bugs me.

Meanwhile though, I'm going to copy and paste what I found on another forum about the actual article related to the game:
-Game development started shortly after E3 2005. Ubisoft saw and demoed the controller before E3 2005.
-Ubisoft Paris took their idea directly to Iwata and Miyamoto, and were given the go ahead. After that meeting they were given prototype controllers. The article states that Ubisoft worked "closely" with Nintendo's engineers in Japan on the title
-Game Informer mentions that while conducting the interviews with Ubisoft, they were handed the "latest version" of the controller

-During the beginning of the game, you are encouraged to use your weapons ruthlessly, but as the game progresses you become more proficient and strategic. This gameplay idea led Ubisoft to decide to give the game a martial arts setting. "Enter the Yakuza"
-The first third of the game will be all about being "brutal by necessity"
-You will be less precise and favor more devastating weapons (machine guns)
-As you progress and become more precise, smaller guns will be used
-"The goal...is to use five bullets to kill five enemies"
-"When fighting with this level of skill, the music and sound effects will reflect it, remaining calm and peaceful"
-"When you fight brutally, the sounds around you grow increasingly more intense"
-"Audio feedback"

-Freeze shot: by fighting effciently you fill the Freeze Shot gauge...fighting chaotically causes to decreases
-When the gauge is filled you can hit a button to momentarily stop time, and then target specific locations on enemy bodies
-Headshots thus are tempting, but non lethal shots, such as shooting guns out of enemy hand, can be more beneficial
-By defeating high ranking leaders who command others and sparing their lives, you will be rewarded. He will offer you respect and help (guns, help, new weapons, alternate paths, etc)
-Respect plays a MAJOR part in the game

-Flailing your sword isn't a smart idea
-Specific motions with the controller will trigger combos (in the final game)
-Tracing an X in the air, for instance, will unleash a devastating attack
-You can stop these combos at any time by simply pausing your own movement. So if you do something that leaves you open to attack, you won't be screwed
-New moves will be taught to you by two mentors in the game
-One will teach you gun tactics, and another will teach sword tactics
-If you don't show the proper respect to them, they won't help you
-Friendly/respectful interaction is tied to the controller
-You signal "yes/no" answers by nodding the controller up or down or shaking it from side to side
-You show extra respect by bowing to the masters
-Ubisoft is still coming up with other interactions
-"You can act disrespectively as well: there are no cut scenes in the game - all conversations take place in game, as in Half Life 2. However unlike that game, characters wont keep prattling on if you walk away from them. They will react angrily to your imputent behavior"
-Staying in the master's good graces is key: they give you missions that can be tackled in any order
-You track down the gang leaders and try to turn them to your side. If you don't, they will join Tokai's (the main villian) gang
-You have to prove you are worthy to them by battling them and sparing their lives.
-You will need as many of them with you as possible to face Tokai. Without their help, you'll have a rough time when you finally face him
-You turn gang leaders to your side by besting them in battle and stopping a deadly blow miliseconds before it strikes
-Training sessions are offered by the two masters so you can hone your skills

Game Informer's hands on:
-The two triggers on the front of the analog unit activate ducking and jumping. The analog stick controls movement, and the revmote controls aiming. No rails.
-Level consisted of shooting ranges that popped out from behind cover
"Aiming with the controller is as simple as using a laser pointer. You point your hand at a target and hit the trigger on the underside of the controller to fire
-"Unlike other FPS games, which tie the camera and aiming together, Red Steel's camera follows your aim with a slight delay. If, for example, you point to the edge of the screen, the camera will turn to re-center on your view after a second. With the sensitivity of the controller, a standard FPS control would move too much, potentially making the player feel ill
-"Thanks to the improved reaction that the controller offers, the team can create gunfight scenerios that would be extraordinarily diffilcult with a standard controller"
-Most console FPS games limit their enemies to horizontal planes to prevent player frustration, but targets on a verticle plane are just as easy to hit with the Revolution controller
-You can aim at a target as quickly as you can move your hand
-In the demo targets popped up on rooftops and in second story windows, as well as behind cover points on the ground, and all were equally easy to hit
-While you can quickly shoot enemies anywhere on screen, Red Steel never feels in a light-gun game - this is a true FPS, one that feels like it has drawn from the best of both the PC and console shooter worlds


-According to lead game designer Oriola, it takes roughly three seconds to turn completely around around in most console shooters, while it takes about one-quarter second in a PC game. In Red Stel, it takes one second

-AI characters will care for themselves. They will go for cover, attack you while you're reloading. They focus on risk management
-"They won't walk around a table to get to you. They will simply jump over the table"
-"The benchmark for their intelligence and aggressiveness, says Oriola, is the PC title F.E.A.R., which has widely been praised for it's AI"

-Destructable environments. There's a pic of a giant explosion on a carm with gang members being thrown left and right by the blast. Nice effects. The lighting on the explosion and the store signs is pretty good
-GI: we found Red Steel most enjoyable to play while standing up
-Straffing is extremely easy and effortless
-"Aiming felt similar to using a PC mouse, and it's possible to quickly explore every direction in a three-dimensional space with quick gestures"
-"In the finished game, you will be able to push forward with the controller to knock over an object to use for cover, pull it backwards to reload, and twist it to lead behind walls"
-Lob grenades with the controller, or roll them on the ground like a bowling ball
-"gangsta style" shooting is cool
-Total immersion. Feels like you are living the game

-GI: the Revolution is real
-Andy: It could change the very way all gamers are played now and forever
Now of course it'll be down to opinion whether the game is actually any good, but the description of how the controls and the game mechanics in general will work not only answered my question of how they'd actually handle an FPS light-gun game on the Rev, but also made me wee myself just ever so slightly. :o
 
Weebull said:
-Lob grenades with the controller, or roll them on the ground like a bowling ball



its about bloody time, years of lobbing grenades and now I will be able to roll a grenade under things round things (the possibilities are endless ;) ), to many time i watch a grenade bounce off some thing and kill a team mate :D



The way its says you aim is a bit confusing, I was thinking that it would be like a mouse on the pc, for example when you move the control up, your view tilts up on the screen like it does in a pc.
But this is saying you shot stuff like you would with a light gun, but the controller also moves the camera about like it is a fps on the pc. :confused:

I just dont know how you do both at the same time.
 
XPE said:
I just dont know how you do both at the same time.
Tilt off screen == turns screen. Simple really.

But the quote above doesn't state that it works liek thet.
 
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Basically, if I understood it correctly, it works like a light gun, in that where you point the controller at the TV is where your gun will aim in-game, with a crosshair on the screen to help guide you. To turn around you simply move your aim to the edge of the screen (or off it slightly), and it will turn the view in that direction.

So sort of more like the controls for an RTS than that of an FPS if you think of it like a mouse/PC setup.
 
Weebull said:
Basically, if I understood it correctly, it works like a light gun, in that where you point the controller at the TV is where your gun will aim in-game, with a crosshair on the screen to help guide you. To turn around you simply move your aim to the edge of the screen (or off it slightly), and it will turn the view in that direction.

So sort of more like the controls for an RTS than that of an FPS if you think of it like a mouse/PC setup.


That is a better way of describing it.
 
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Weebull said:
Basically, if I understood it correctly, it works like a light gun, in that where you point the controller at the TV is where your gun will aim in-game, with a crosshair on the screen to help guide you. To turn around you simply move your aim to the edge of the screen (or off it slightly), and it will turn the view in that direction.

So sort of more like the controls for an RTS than that of an FPS if you think of it like a mouse/PC setup.

Not quite correct. The Revolution is indeed a revolution. There's a small box that sits on top of the TV that acts similar to a triangulation but is also a gyroscope and quite a strong magnet.

Moving the controller towards the edge of the screen will actually kick-in the gyroscope to keep the TV steady and the magnet will actually lift the TV up and follow where the controller is pointing.

So if you're enemy is behind you, you simply turn around, the TV will lift up, turn with you and of course the brilliant thing is that the display will change accordingly so it shows what's now behind you.

Clever stuff.
 
XPE said:
Would be nice but i dont think it is possible, the analog bit just seems to small for it :(
Far from it, why do you think you need so much space for the motion sensor technology? :confused:
 
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