Oui. Choquer. Pour votre soumission, l'image ci-dessus, montrant le
lierre de Calibur d'âme comme elle est dépeinte sur le site Web
officiel du jeu. Du côté gauche, comment elle apparaît sur
l'emplacement japonais. Du côté droit ? Comment elle apparaît sur
l'américain situez. Ceci ne sera pas vers le bas bien assorti aux
ventilateurs conservateurs, Namco Bandai. Ils ne sont pas en cela pour
l'escrime. Remercie le rikasao du bout !
samedi 17 mai 2008
MotorStorm : Crevasse Pacifique Main-Sur Des Impressions [ Le Jour Du Juge de SCEA Pre-E3
<div>
<div>
<p><img src="http://kotaku.com/assets/images/kotaku/2008/05/motorstorm_2_preview.jpg" class="postimg center" style="display:block;display:block;"/>Evolution Studios' tropically themed follow-up to <em>MotorStorm</em> was playable at today's SCEA Pre-E3 Judge's Day, a pre-alpha build that gave us just a taste what the sequel holds in store. Just two levels were on hand in the demo version of <em>MotorStorm: Pacific Rift</em>, Beach Comber (for single player) and Rain God Spires (for split-screen multiplayer). The former was comprised of an inland area, thick with vegetation, and a sandy beach, the sun setting brightly in the distance. The latter was a rockier track, one that looked to have been inspired by Rain God Mesa from the original <em>MotorStorm</em>.</p>
<p>Evolution may have changed up the setting, but they haven't mucked much with the <em>MotorStorm</em> mechanics, as players of the first will feel right at home. The vehicle line up is almost exactly the same, but handling on the rides felt just a bit looser, making it harder to avoid obstacles than we remember. Unfamiliarity with the new <em>Pacific Rift</em> tracks more than likely accounted for our many, many crashes. It <em>certainly</em> wasn't a <em>skill</em> issue.</p>
<p>The newest, most notable changes come in the form of engine cooling by driving through pools of water—watch out though, motorcycles simply can't handle deep water—the new monster truck vehicle class and splitscreen multiplayer.</p>
</div>
</div>
<div>
<div>
<p>We only tested out the splitscreen mode briefly and only with two players. After our hands-on time with that particular mode, we don't expect to revisit it often when the game is finally released. With such expansive tracks and the option of taking multiple routes, slicing one's horizontal view in half doesn't make for the ideal <em>MotorStorm</em> experience.</p>
<p>Taking the monster truck for a spin, however, is certainly something we look forward to revisiting. The vehicle class's pros, cons and quirks weren't immediately apparent in our handful of monster truck races, but its promise—quad crushing and better-than-a-big rig handling—is exciting. As expected, the thing can overturn rather easily, meaning you'll probably do more braking than with other classes.</p>
<p>As we mentioned before, the game was still early; only 40% complete, reportedly. That was certainly apparent, as the frame rate wasn't close to consistent and much of the environmental effects seemed to be missing. We didn't seem to notice much in the way of land deformation, nor did explosions and the kicking up of mud impress. What did, though, were the ragdoll physics. Launching a motorcyclist across the finish line from an exploding bike was far more rewarding than in the original. Visually, though, the game looks rather flat at this point.</p>
<p><em>MotorStorm: Pacific Rift</em> certainly has promise. We're definitely concerned about the current lack of "oomph" in the build we played and that the tropical setting may make for more cramped, less nail-biting thrill rides. Given that Evolution says it still has a long way to go—and that we still had <em>fun</em>—we're definitely giving them the benefit of the doubt.</p>
</div>
</div>
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MotorStorm : Crevasse Pacifique Main-Sur Des Impressions [ Le Jour Du Juge de SCEA Pre-E3
<div>
<div>
<p><img src="http://kotaku.com/assets/images/kotaku/2008/05/motorstorm_2_preview.jpg" class="postimg center" style="display:block;display:block;"/>Evolution Studios' tropically themed follow-up to <em>MotorStorm</em> was playable at today's SCEA Pre-E3 Judge's Day, a pre-alpha build that gave us just a taste what the sequel holds in store. Just two levels were on hand in the demo version of <em>MotorStorm: Pacific Rift</em>, Beach Comber (for single player) and Rain God Spires (for split-screen multiplayer). The former was comprised of an inland area, thick with vegetation, and a sandy beach, the sun setting brightly in the distance. The latter was a rockier track, one that looked to have been inspired by Rain God Mesa from the original <em>MotorStorm</em>.</p>
<p>Evolution may have changed up the setting, but they haven't mucked much with the <em>MotorStorm</em> mechanics, as players of the first will feel right at home. The vehicle line up is almost exactly the same, but handling on the rides felt just a bit looser, making it harder to avoid obstacles than we remember. Unfamiliarity with the new <em>Pacific Rift</em> tracks more than likely accounted for our many, many crashes. It <em>certainly</em> wasn't a <em>skill</em> issue.</p>
<p>The newest, most notable changes come in the form of engine cooling by driving through pools of water—watch out though, motorcycles simply can't handle deep water—the new monster truck vehicle class and splitscreen multiplayer.</p>
</div>
</div>
<div>
<div>
<p>We only tested out the splitscreen mode briefly and only with two players. After our hands-on time with that particular mode, we don't expect to revisit it often when the game is finally released. With such expansive tracks and the option of taking multiple routes, slicing one's horizontal view in half doesn't make for the ideal <em>MotorStorm</em> experience.</p>
<p>Taking the monster truck for a spin, however, is certainly something we look forward to revisiting. The vehicle class's pros, cons and quirks weren't immediately apparent in our handful of monster truck races, but its promise—quad crushing and better-than-a-big rig handling—is exciting. As expected, the thing can overturn rather easily, meaning you'll probably do more braking than with other classes.</p>
<p>As we mentioned before, the game was still early; only 40% complete, reportedly. That was certainly apparent, as the frame rate wasn't close to consistent and much of the environmental effects seemed to be missing. We didn't seem to notice much in the way of land deformation, nor did explosions and the kicking up of mud impress. What did, though, were the ragdoll physics. Launching a motorcyclist across the finish line from an exploding bike was far more rewarding than in the original. Visually, though, the game looks rather flat at this point.</p>
<p><em>MotorStorm: Pacific Rift</em> certainly has promise. We're definitely concerned about the current lack of "oomph" in the build we played and that the tropical setting may make for more cramped, less nail-biting thrill rides. Given that Evolution says it still has a long way to go—and that we still had <em>fun</em>—we're definitely giving them the benefit of the doubt.</p>
</div>
</div>
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vendredi 16 mai 2008
Ubisoft Mène Les Jeux Occasionnels À l'Abattage [ Jeux Occasionnels
Quelle meilleure heure de nommer un nouveau chef à la division
occasionnelle du jeu de votre compagnie que vendredi occasionnel ?
Ubisoft réitère leur attachement à l'espace occasionnel de jeu en
créant la position du directeur de marque de groupe pour la division
occasionnelle de jeu et en la remplissant de frais, régénérant,
ancien abattage de marque de commercialisant de Coca-Cola, pour ne
pas être confondu avec le chanteur principal de l'abattage de bande
de métal lourd. La marque commandera des choses du R-U, rapportant
directement à directeur du marketing d'Ubi John Rosenblatt. La marque
sera responsable de toutes les choses occasionnelles et d'Ubisoft, de
la mon ligne d'entraîneur des jeux à la série de Petz. Mouvement
non sûr comme je confortable sens avoir un homme appelé Slaughter
responsable de Petz, mais aucun exécutif qui m'a considérer le titre
"abattages Petz d'Ubisoft" ne peut être tout ce mauvais.
Ubisoft nomme le nouveau chef d'occasionnel [ des nouvelles
occasionnelles de jeu ]
occasionnelle du jeu de votre compagnie que vendredi occasionnel ?
Ubisoft réitère leur attachement à l'espace occasionnel de jeu en
créant la position du directeur de marque de groupe pour la division
occasionnelle de jeu et en la remplissant de frais, régénérant,
ancien abattage de marque de commercialisant de Coca-Cola, pour ne
pas être confondu avec le chanteur principal de l'abattage de bande
de métal lourd. La marque commandera des choses du R-U, rapportant
directement à directeur du marketing d'Ubi John Rosenblatt. La marque
sera responsable de toutes les choses occasionnelles et d'Ubisoft, de
la mon ligne d'entraîneur des jeux à la série de Petz. Mouvement
non sûr comme je confortable sens avoir un homme appelé Slaughter
responsable de Petz, mais aucun exécutif qui m'a considérer le titre
"abattages Petz d'Ubisoft" ne peut être tout ce mauvais.
Ubisoft nomme le nouveau chef d'occasionnel [ des nouvelles
occasionnelles de jeu ]
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