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 Post subject: Banjo 3 details + viva pinata 2
PostPosted: May 12th, 2008, 7:45 pm 
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Taken from Game Informer:

Viva Pinata 2: Trouble in Paradise
- Improved interactivity between the pinata's and the environments.
- Pinata's will mimic each others action and follow the leader around the garden.
- They'll be adding toys for the pinatas to play with like musical instruments, spaced themed toys, and trains that the pinata's will ride around the garden.
-VP2 uses the Vision Cam in conjunction with game-generated codes to share all manner of objects, including custom designed pinatas, buildings or abilities, the weather and more.
-"We were told how Rare had designed a moose that got a big, red nose only around christmas time... and this could be passed around with these cards"

Honestly, sounds **** awesome. Custom designed pinatas? The possiblities are endless. Guarenteed someone is going to take a photo of there *** and create a pinata. They could call it "Assy". Loving the big moose that changes during christmas. XD

Banjo Kazooie 3
- GI says their first vehicles was a 4 wheeled kart with a spring attached to the bottom that allowed them to jump things. They later found a helicopter blade that allowed their kart to fly. Later they added balloons to the vehicle and put the blade on the back and created a hovercraft.
- Rare showed them a vehicle that was a monster truck that was able to detach its chasis to become a mini bike. When the bike ramped off a cliff it revealed collapsible glider wings and started flying.
- The town is called Showdown Town.
- GI says that despite the large focus on vehicles it still features platform elements from the previous games like traditional platforming, tight rope walking and jiggy piece collecting.
- Showdown Town is 16 times larger than anything Rare has created before.
- Every level has a different intro. Nutty Acres begins with a credits spoof of 80's soap opera's like Dallas.
- Rare says there are 15 different challenges spread across 6 different levels. There will also be side missions.
- You can always jump in and out of the vehicle editor and come right back to the game with the new design.
- Parts are easily placed and moved around. You don't have to worry about connecting the motor with the wheels for example.
- "Vehicle designs can play a large role in missions. We saw one where you had to collect coconuts from a field and got a small truck that could suck them up. Unfortunately you couldn't fit all the coconuts in the truck and had to back and deliver them in a large barrel. We were then shown how you could create a helicopter with a hook, that could pick up this large barrel, fly to the coconut field and fly low to scoop the coconuts in the barrel."

This I'm not so sure about, I am praying this goes well. The whole idea sounds fantastic and it could be awesome, this could be a massive hit. Or it could flop miserably. Loving the sound of it..but with 6 levels and only 15 challenges, it seems dreadfully short to me. Especially when they've given you over a 1000 parts to work with.

This all sounds real exciting and it's just the beginning Microsoft gamers day starts tomorrow. :D

edit:

Video is out:

http://www.gamevideos.com/video/id/18831

LOL at the ending.

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 Post subject: Register and login to get these in-post ads to disappear
PostPosted: May 12th, 2008, 7:45 pm 
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 Post subject: Re: Banjo 3 details + viva pinata 2
PostPosted: May 15th, 2008, 4:11 am 
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VP2 sounds sweet.

BK3 sounds stupid. They've ruined the game now with these vehicles. I played BK1 when I was a kid and I think that's going to be the only good BK.

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