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Publié : 31 oct. 2006 01:13
par rom vat
Demain en espagnol et après-demain en allemand ? :nerd:

Publié : 31 oct. 2006 09:25
par DarkKing
rom vat a écrit :Demain en espagnol et après-demain en allemand ? :nerd:
J'ai préféré la poster en français vu que tout le monde ne parle pas anglais. :nard:

Publié : 31 oct. 2006 14:09
par jv_zeffeur
Widescreen=480p ??

Publié : 31 oct. 2006 14:13
par hugin
DarkKing a écrit :
rom vat a écrit :Demain en espagnol et après-demain en allemand ? :nerd:
J'ai préféré la poster en français vu que tout le monde ne parle pas anglais. :nard:
merci pour la traduction :P

Miyamoto n'a donc pas fait le mytho en affublant ce zelda de meilleur de tous les temps.

Publié : 31 oct. 2006 15:33
par Pharaoh
Affubler veut pas dire grand-chose dans ta phrase-là : c'est péjoratif comme mot, et ça colle pas de toute façon :nard: :prof:

(c'est pas pour faire le chieur, mais c'est juste que du coup la phrase n'est pas très française)

Publié : 31 oct. 2006 16:26
par waru
C'est Affabuler et non Affubler qu'il fallait dire ^^'

Publié : 31 oct. 2006 17:53
par jimbo
:lol: :yes2:

j'aime beaucoup la remarque de Waru :D

Publié : 31 oct. 2006 19:45
par hugin
Pharaoh a écrit :Affubler veut pas dire grand-chose dans ta phrase-là : c'est péjoratif comme mot, et ça colle pas de toute façon :nard: :prof:

(c'est pas pour faire le chieur, mais c'est juste que du coup la phrase n'est pas très française)
si c'est français, ce n'est certes pas approprié et oui le verbe en lui-même a un sens péjoratif. Image

Tout le monde avait quand même compris non ? Je trouvais que ça sonnait bien.

Publié : 31 oct. 2006 20:16
par Rayy
vous trouvez pas que la wii mote ressemble à un tube ? :nerd:

Publié : 31 oct. 2006 20:24
par Mr Patate
Un tube qui vibre :raptor:

Publié : 31 oct. 2006 21:29
par ClitoriX 2
Image

Un nouveau trailer va arriver sous peu, il a déjà été diffusé en australie, il contient ceci :

[spoil]
Starts out with some Twilight Creatures in some sort of dark castle (Hyrule Castle?)

Goes to Cowboy Link, Epona, Colin and a couple of unidentified people. One has a sword. Epona's loaded up with wood for some reason or another. Colin goes with the man with the sword over a rope bridge, while Link (in his cowboy outfit) smiles at him.

Next up is the transformation sequence. Cowboy Link is walking through a path, when suddenly it turns into the Twilight Realm. He transforms into a Wolf, and is dragged away. We see Midna, and next wee some gameplay of Wolf Link and Midna attacking some Twilight Creatures. There's more gameplay, nothing particularily new but a town scene is shown with about 20 people in it, very impressive. Also, Link canoes down a rushing river, now in his classic outfit.

Few quick cuts of cutscenes, showing (among others) PRINCESS ZELDA! Zelda is casting some sort of elaborate spell, very pretty effects.

The trailer ends with Link pulling out the Master Sword and holding it up. The sword is quite a bit longer than any other game.
[/spoil]

Et encore des spoilers de EDGE relayés par CVG:

ATTENTION : il y a de gros spoils il parait, j'ai pas lu le texte, j'ai juste copié collé, Darkking, si tu traduis ou que tu trouves une traduction, met des balises [ spoil] merci ^^

[spoil]

As you all should know, the game has a light world and a Twilight realm - areas of Hyrule that have been engulfed in a dark shadow of evil. Apparently, light is returned to Twilight-covered areas of the game by "hunting down shadow insects and collecting the tears of light they've consumed, restoring one of the four great Light Spirits."

The preview discloses interesting details concerning Link's abilities in wolf form. "As a wolf, Link controls almost exactly as he does in human form; every attack has its equivalent. Dashing with the A instigates a burst of speed, and though he cannot access items, D-pad shortcuts allow him to dig and access his senses."

Advertisement:
These senses are used to detect digging spots, shadow insects and spirits of Hyrule citizens. These spirits apparently do not engage in conversations with Link, but you can sort of listen to their mutterings, no doubt to gather essential information.

It is already known that Link transforms into a wolf when in the Twilight realm. But Edge interestingly reveals that: "Link can also re-enter the light-world in the form of a wolf. There, people fear him but he can talk to animals."

Link's relationship with animals plays a huge part in many areas of his quest. As well as the return of Link's horse, Epona, who he can summon with a horseshoe-shaped reed, he will also interact with a hawk (again summoned with a reed), which he can launch at meddling monkeys or bees' nests.

Some of the mysteries behind Midna, the strange character riding on Link's back when in wolf form, have also been answered. When teamed with Link, Midna will apparently take on a Navy-style role, offering helpful hints and tips as the player explores. She can also help out with battle, conjuring a force field around Link that can instantly destroy groups of enemies in the Twilight realm that will otherwise revive each other.

Edge also reveals the existence of "a highly unusual character called Ooccoo - a chicken homunculus with a human head - who appears in dungeons, takes residence in your inventory and allows you to warp out and return to exactly the same spot, should you need supplies."

[/spoil]

Publié : 31 oct. 2006 21:38
par ClitoriX 2
Double post car le jeu le vaut bien :nerd:

Interview sur zelda venant apparemment de Gamepro (pas sûr) avec Iwata, Oyama, Nishimori, Kitagawa, Miyagi, Tominaga, Kyogoku. Y'a pas de spoilers, vous pouvez tous lire (y)


Iwata I would like to start talking about "The Legend of Zelda: Twilight Princess" today. Since many developers are involved with this project, I would like to have as many of them participate in this discussion as possible. First, I will talk with six young staff members who experienced being team leaders for the first time on this project. Just so you know, I am planning to talk with more experienced developers later on, and towards the end I will talk with the director (Eiji) Aonuma-san and (Shigeru) Miyamoto-san. So, let's start by having our young developers introduce themselves.

Oyama I'm Oyama from Entertainment Analysis and Development (EAD). I was mainly responsible for designing the enemies in Zelda. Before this project, I worked on The Legend of Zelda: Majora's Mask, Pokémon Stadium 2, Luigi's Mansion, The Legend of Zelda: The Wind Waker, Pikmin 2 and The Legend of Zelda: Four Swords Adventures.

Nishimori My name is Nishimori, and I also work in EAD. I was mainly in charge of designing the player, in other words, Link. Before that, I worked on the animations of the non-player characters (NPCs) in Wind Waker and the characters in Mario Kart: Double Dash!!

Kitagawa I'm Kitagawa from EAD. With this project, I started out as a chief designer for the dungeons, but part way through the project I took over the entire direction of the dungeons, creating the puzzles and other challenges for the player. Before this project, I worked on the terrain in Luigi's Mansion, the dungeons in Wind Waker and after that on the design of the game logo and title screen for Pikmin 2.

Miyagi My name is Miyagi and I also work in EAD. I was in charge of planning the field design and managing the field design team. The main projects I have worked on before are Super Mario Sunshine and Pikmin 2, but between those two projects I was called in to provide support for some of the terrain graphics in Wind Waker.

Tominaga I'm Tominaga, also from EAD. Just like Kitagawa-san, I worked on the direction of puzzles and challenges, but I was in charge of designing them for the field portion of the game. As for what I have worked on previously, I was responsible for the positioning of treasure boxes and enemies in Wind Waker. After that I worked on writing the text for Mario Kart: Double Dash!! and then worked on the game localisation for its worldwide release. Most recently, I helped with the debugging of Four Swords Adventures before working on the direction for Super Mario 64 DS.

Kyogoku My name is Kyogoku from EAD. I was in charge of the overall script for this Zelda title as well as planning some of the events that used NPCs. I worked on the script of Four Swords Adventures before joining this team.

Iwata I would guess that for all of you here today, this is the first project of this magnitude that you have worked on. The scale of development for a single title doesn't get any bigger than it was for this project. With a project this large, there is always the monumental challenge of including everyone's various ideas in the game while at the same time maintaining its overall integrity. If I were to pinpoint what it is that binds all of these seemingly disparate elements together, I would say that it is each individual's concept of what makes Zelda unique. I would like to ask each of you how you define that for yourself. Let's start with Oyama-san.

EDIT: photoshopé par George1234 de neogaf

Image

Publié : 31 oct. 2006 23:15
par DragonSix
xprz > et la suite de l'interview ? y a des spoiler dedans (la suite) ? Ou alors y en a pas ?

Publié : 01 nov. 2006 11:42
par DarkKing
4 nouvelles vidéos de Zelda TP (enfin, si on peut dire)

http://www.jeux-france.com/blog128787_Blakguy

Et n´hésitez pas à cliquer sur le lien en dessous des vidéos. Famitsu et Gamewatch donnent leur avis et apparement, la version Wii est plus que convaincante. ^^

Publié : 01 nov. 2006 11:59
par DragonSix
C'est vraiment officiel : on aura vraiment l'air de cons en jouant a la Wii xD
(ya des spoil sur kotaku ?)

Publié : 01 nov. 2006 13:45
par rom vat
Les impressions de famitsu :

-Par rapport aux manettes existantes, le sentiment de faire un avec le personnage est grandement amélioré (ils donnent l'exemple des combats à l'épée et du maniement de l'arc, et évoquent aussi la pêche; le tout étant très intuitif selon eux).

[Première personne]
-Personne ne sait expliquer exactement en quoi consiste la magie des Zelda, mais tous les fans de Zelda savent qu'on ressent des choses particulières quand on résoud une énigme ou quand on est dans la plaine par exemple. De ce point de vue, ce Zelda est le plus Zelda de tous les Zelda :nerd:.

-TP se situe cent ans après OoT, et le monde d'Hyrule a changé. L'aventure commence dans le village Taoru, entouré par une forêt comme l'était le village Kokiri qu'il n'est pas sans rappeler. Link, et l'ensemble des personnages en général, altèrnent entre les émotions ; on n'est pas dans le registre un peu comique de WW, ici tout fait plus réel et l'on ressent une vraie empathie. [spoil]Ainsi, lorsque l'on rencontre Zelda dans le château, sa silhouette digne dégage une profonde tristesse.[/spoil] Ce registre émotionnel contribue à magnifier l'histoire.

-A première vue le Twilight World est beau avec son ciel de crépuscule, mais on aperçoit rapidement des ennemis un peu partout dans les ombres, ces ennemis jouant un grand rôle dans notre perception de cette partie du monde. Quand on est dans le Twilight, on est impatient de retrouver la belle Hyrule.

-On retrouve un certain nombre d'éléments qui existaient dans les précédents Zelda, au niveau des musiques par exemple ([spoil]la musique de Zelda quand on la rencontre, ou encore celle d'Epona quand on l'appelle en jouant de la flûte[/spoil]).

[Deuxième personne]
-Link marche plus vite que dans les volets précédents.

-La maniabilité est extrêmement satisfaisante (il détaille mais je détaille pas :nerd:). Concernant les coups d'épée, pas besoin de s'agiter et de donner des grands coups, l'important est davantage d'être rapide, et on peut donc se contenter de donner des petits coups de poignet.

[Troisième personne]
-Peut-être un jour mais là je dois faire autre chose :nerd:.
[Edit : ça parle du Twilight et je ne crois pas qu'il y ait grand chose de neuf]

Publié : 01 nov. 2006 13:49
par DarkKing
Ton post m'a fait rire et baver en même temps. :lol: :bave:

Publié : 01 nov. 2006 15:13
par ClitoriX 2
Encore des infos par EDGE, j'ai lu que le début et c'est bourré de spoilers :x , perso je lis pas mais ça intéressera peut être du monde... Ne vous gachez pas le jeu non plus, même si c'est tentant de lire:

[spoil]

* The Twilight Realm is "Hyrule surrendered by Princess Zelda to the Twilight King".

* Twilight Princess is "Zelda by the book", giving fans what they've wanted ever since playing Ocarina of Time

* Apparently Twilight Princess has a lot of items and moves you have to learn, and rather quickly, too

* There are a lot of plot twists

* For example, after being chained in the sewers of Hyrule Castle, Wolf Link and Midna break free and go before Princess Zelda, who reveals her plight that she had no choice but to surrender to the Twilight King

* One of the Twilight Sprits (one of four according to EDGE) is the Great Light Spirit Ordona. Link's first "quest" is to restore these beings in order to return back into a human form. EDGE hints this takes awhile to complete this, much like ONM and GamePro have revealed.

* Edge confirms it is the Forest Temple that is the first temple you encounter

* There is some being known as...wait for it...Oocoo...a man-chicken (a chicken with a human head). It allows you to warp "out" of the dungeon to get supplies, and then "warp back".

* They reveal the "special item" at the end of the Forest Temple is "one of three" (MASTER SWORD, anyone?) that you have to collect, and they believe it is just merely a small quest in prelude to the big, main quest (If this is true, as nostalgic as it is, I'm going to be upset...enough with the get 3 things to get the Master Sword BS).

* EDGE had some gripes about the gameplay on Wii, but say it's not enough for them to say "Get the GCN version".

[/spoil]

Source: www.zhq2.com

-----------------

L'avis sans spoilers du rédacteur du ONM qui a testé TP durant plusieurs heures, ils sont sous contrat avec nintendo pour en révéler le minimum, je met quand même les balises spoilers car y'a des trucs chiants à pas lire :nerd: Dès que vous voyez le mot "wolf" ou "zelda" zappez, car savoir tout en avance cay le mal :nerd:

[spoil]

IMPRESSIONS FROM FINAL BUILD


Having clocked up 34 hours (and counting) on the final build of the Wii's 'The Legend Of Zelda: Twilight Princess', I will be posting my impressions on here over the coming weeks leading up to the full review in the next issue of the magazine (on sale 24 Nov).

I'm not going to give too much away right now, but rest assured that this is one hell of a game. I was actually surprised at how little I knew about the game. In a similar fashion to Capcom's treatment of RE4 pre-launch, even the hardcore followers probably only know around 5% of what this game has to offer.

I'm not going to ruin the game for you. If you want storyline info, boss tactics, character names etc then go elsewhere. I'm not going to be responsible for ruining this game for people. The story and character development is more relevant in this game than any other Zelda before it. I'm going to post as few spoilers as possible but here's your first warning:

THIS THREAD CONTAINS SPOILERS. AT THE START OF EVERY SECTION I'LL POST WARNINGS SO YOU KNOW WHETHER OR NOT TO READ ANY FURTHER, HOWEVER FOR MAXIMUM ENJOYMENT I WOULDN'T ADVISE READING ANY OF IT!

So, look out for my impressions, and Video Vault updates when the relevant dates arrive. The first one will be very soon.
When the first impressions go up I'll unlock this thread so that you can ask questions. Don't fill this thread with nonsense and speculation. I'll answer what I'm allowed to and only stuff that won't ruin the experience for everyone else. If this thread gets abused I'll lock it and will stop answering questions. Simple as.


*** Update: 31/10/06 ***
So it turns out that the embargoes actually cover all video footage so I’m limited to impressions right now, the first of which will come tomorrow (1 Nov, UK time). On launch-day we’ll post lots of movies for you.


*** Update: 01/11/06 ***
Impressions From Opening Area & Faron Woods

Here you go: the first lot of impressions. Enjoy. I'll unlock the thread until the morning (get your questions in and I'll answer them over the next few days), at which point I'll lock it until the next embargo.

SPOILER ALERT: CONTAINS NAMES AND BRIEF STORYLINE INFO

I’m going to spend most of this post talking about the general feel of the game and the way the final controls work, because I think these are two of the most important aspects. I’ll also touch upon the music because, being a bit of a musician, it’s an aspect of gaming that I always take notice of. Also I should mention that this is going to be really informal and un-proofed so please forgive any grammatical errors.

Title Screen
So, first up is the title screen. I’m sure many OoT fans out there will be ecstatic to hear that, in a similar vein to OoT, Twilight Princess feature a stunning title screen sequence whereby Link reigns in Epona and goes running across a bridge and along the edge of a cliff in Hyrule Field. It’s the perfect start to the game and OoT fans will quite literally be drowning in their own drool before they even press Start (sorry, I mean A+B).

Options
I know there are options whores out there so here’s a bit on that:
Lock-On Type: toggle between holding down Z to lock on, or just tapping Z to lock on.
Camera Control: choose between regular or inverted.
Pointer: have it on or off (didn’t try having it off, but I assume you control the sights with the analogue stick.
Icon Shortcuts: have them on or off.
Pointer Settings: a sensitivity setting, from 1 – 10.

To be honest, apart from inverting the camera controls, I had no reason to bother with anything else as the standard settings were pretty much perfect for me.

General Feel
The Epona opening sequence provides the feel-good factor and if you wait a few seconds longer there’s the montage trailer that provides just enough snippets of later events to get you really excited. I’m not going to talk about those though.
The overall feel of the game is way more filmic than before. You can tell from the very first second that this is going to be more story-driven, and therefore more heartstring-tugging, than any other Zelda game. The character design is improved over other games. Some of that can probably be attributed to the fact that there’s more power under the hood (hence more detailed expressions and clothing), but I think it’s safe to say that the actual design in general is better. That said, I still hate Colin. I don’t like his face and his efforts to follow in Link’s footsteps make him seem like a right brown-noser. He gets picked on by the other kids and to be honest with you, I have no sympathy for him. But still, I do feel passionately about him so either way, I’m being drawn in more than ever before.

Controls
I must admit, even back at E3 I had concerns about the controls. Would the Wii Remote swordplay get tedious? Would it be tiring? Is the pointing device accurate enough to get me out of a tight spot at the drop of a hat? Thankfully the answers are 'no, 'no' and 'yes'. I have to say though, there’s a mental barrier to cross with the Wii, and it’s one that I’m only just beginning to break through.

The problem is, even though I know the pointer works relatively (as opposed to where I’m pointing on the screen), I still find myself wanting to point at specific areas of the screen. So I’ll have the bow out and I swear I’m pointing at the screen. The thing is I’m not supposed to be. My Sensor Bar is actually sat a foot below the screen because it’s easier to have it there. So when I’m pointing directly at the Sensor Bar, that is interpreted as dead-centre (on the vertical plain). It takes a while for your head to readjust but once it does everything is so much easier. I had the same issues with Red Steel.
With that hurdle overcome, the pointing device is stunningly accurate. . . way more accurate than an analogue stick. There’s an area in the second dungeon (Nintendo PR, forgive me – I know I’m not supposed to talk about dungeon 2 but this particular bit is from the E3 demo) where you’re hiding behind crates and are being fired upon by six or seven Moblins. From the moment I first see them to the moment the last one falls lasts about six seconds. It’s literally just point shoot, point shoot. . . and each movement is spot-on, even though three of them are only separated by 5mm each. That’s nothing to do with my skill - that’s just how responsive, lag-free and accurate the technology is.

But what of the sword fighting? Actually, it’s great. There is a tiny bit of lag but that’s because you have to complete the motion before the move is recognised. Honestly though, it’s a split-second thing.
Anyone who has played the E3 demo will know that Link has his spinning attack, a standard slice, a jab and a jump attack. The latter three are performed via the Wii Remote while the spinning attack comes from gesturing the Nunchuk left and right. Link doesn’t actually start out with the Ending Blow that was present in the E3 demo. He actually learns new moves throughout the game, a fantastic addition that succeeds perfectly in heightening the feeling of character development. This learning of moves is also connected to Wolf Link but that’s an amazing part of the game in itself and I’ll leave that to you to figure out and enjoy for yourself.
Anyway, back to how the sword feels. A laid back flick of the wrist is as good as an intense swipe but when you’re in the thick of it you’ll find yourself really going for it. And no, it isn’t tiring. I’ve been doing 12-hour sessions, simply because I’ve had to, and while my eyes are barely open at the end my hands and arms are just fine. Sorry, I know there are cynics out there who don’t want to hear that, but it’s true.

Music
Simply amazing. I mean, Zelda always has great music, but every now and then a tune will play in the background and you’ll be like “I’ve got to stop playing cos that tune is just something else”. There’s one in the first area that’s based on an older Zelda tune but it’s remixed and is just divine. There’s plenty more to say on the subject but I won’t because some of the enemy sound effects and the Twilight Realm tunes are really ominous and it would ruin the surprise if I talked about them. It’ll definitely be worth buying the soundtrack though (hmmm, maybe we should look into doing a TP soundtrack on the cover of the mag. . .).

Wii Remote Speaker
It’s strange because in theory there seems little point in the speaker function. . . any sound effects could just come out of the TV speaker. In practice though (and who is to know whether Nintendo fully intended this to be the case or not) it’s genius and manages to put you right in the heart of the action. You get the sound of the sword unsheathing and sword clashes in the speaker and you also get a little chime once the Spin Attack has recharged (about two seconds). Midna giggles via the speaker when she wants to talk to you, at which point you have to press up on the D-pad. It may sound like a gimmick but seriously, it adds yet more magic to the experience.

Storyline
Very, very briefly. . . Link is a ranch-hand in the Ordona Province. Right at the start of the game you’re told that Rusl won’t be able to make the journey to Hyrule Castle to deliver a gift, so it’s down to Link to do it. You’re introduced to the rather charming inhabitants of Ordon (well, aside from Colin) and are subtly made to perform and practice all the movements that are going to be so vital in the game.
It’s actually a good few hours before Link finally leaves and gets dragged into the Twilight Realm. You soon learn that the land of Hyrule is in grave danger and that the light in the world has been extinguished. The only way to return light to the world is to free the three Light Spirits, and so the dungeon bashing begins. As you’ve seen in the screens and the trailer from a while back, Midna comes to Link’s aid to help him escape from the dungeon prison below the castle. . . but I’m not saying why they’re there or who the character at the top of the tower is.

Wolf Link
I wasn’t going to say much about this but EDGE magazine has already printed quite a bit of it in the most recent issue, so I’m not really spoiling anything. Wolf Link basically has an equivalent for human Link’s main moves. So whereas Link does a jump attack, Wolf Link does a jumping bite. Wolf Link also has a Spin Attack. What Wolf Link lacks in item/weapon usage (he can’t use items for obvious reasons) he gains in the form of Sense and Dig abilities. Tapping left or right on the D-pad allows Wolf Link to smell out things that aren’t necessarily actually there (sorry, I know that’s vague but I’m being very careful here). He’s also able to dig for secrets and even dig holes to gain access to secret areas.
Another move comes courtesy of Midna. By holding down B you can create a magical field around both characters. Let go of B and Wolf Link will deliver a fatal bite to every enemy inside the threshold. The creature in Midna’s helmet allows you to… nope, actually, forget that.

I remember reading on a forum once that someone hoped Aonuma-san wouldn’t cheat and allow Wolf Link to open doors. Well, he can’t. Up until the end of the first dungeon he can’t open doors and has to find other ways around obstacles. Again, this is something that has more depth but I’m not going to comment anymore on that.
EDGE also touched upon Tears Of Light, Vessels Of Light and Shadow Insects but I’m going to leave it because I think it reveals a bit too much about the connection between the Light and Twilight.

I think that’ll do for now. As and when the other embargoes are lifted I’ll reveal more.
I don’t think there are any spoilers here. Every few seconds I keep thinking of amazing things I’ve experienced, even in the first four or five hours, but I know how happy I was when I completely unexpectedly discovered every little detail. . . and I really think it should be the same for everyone else. Honestly, you owe it to yourself to try and avoid any impressions that go into more detail. And for anyone who thinks I’ve written too much. . . I’ve held back drastically through this whole thing. This is just a tiny slither of what’s on offer. Hopefully what I’ve written will excite you. If you have any questions feel free to ask but I can tell you now that I won’t post anything past the Faron Woods dungeon.
_________________
The all-new Official Nintendo Magazine, on sale now!
Keep checking the Video Vault for regular game footage updates:
www.officialnintendomagazine.co.uk

[/spoil]

et pour finir, de nouveaux screenshots ^^

Image

Image

Image


Y'a aussi l'avis du gars de 1up qui est en train de tester le jeu (via son blog), il dit rien d'autre à part qu'avant d'y aller, lui le grand fan des FF était sceptique :nerd:, et là il est tout fou devant le super jeu que TP est :nerd: (et aussi qu'il est mdr de voir comment noa surveille pas les gens qu'ils invitent)

Publié : 01 nov. 2006 15:19
par ClitoriX 2
DragonSix a écrit :xprz > et la suite de l'interview ? y a des spoiler dedans (la suite) ? Ou alors y en a pas ?
Bah désolé hein, mais j'ai pas le magazine et c'est au bon vouloir de ceux qui l'ont de taper au clavier des parties de l'interview ^^

Voilà d'autres petits morceaux, dont un super marrant sur Miyamoto qui fait chier en critiquant via email :nerd:


Iwata Mention Zelda and people will often say that it's hard-core, a traditional gamer's game, but it's actually completely crammed with these silly things! (laughs)

Kyogoku: That's right! (laughs) But things can get out of hand if you overdo it. On the other hand, if we don't put enough of these things in the game, Miyamoto-san will always notice it and send an e-mail saying something like: "I went to all the trouble of trying this in the game and I was sad because I didn't get a new reaction from any of the characters in the game." I called these his "sob story e-mails".

Iwata: "Sob story e-mails"! (laughs)

Kyogoku: These were e-mails where he would describe what he did and what happened in the game, and why that made him sad. In the later stages of development, there was a sob story e-mail every night!

-----------

Oh aussi, par Rockstar du ONM, les options de maniabilité de TP wii:

Options
I know there are options whores out there so here’s a bit on that:
Lock-On Type: toggle between holding down Z to lock on, or just tapping Z to lock on.
Camera Control: choose between regular or inverted.
Pointer: have it on or off (didn’t try having it off, but I assume you control the sights with the analogue stick.
Icon Shortcuts: have them on or off.
Pointer Settings: a sensitivity setting, from 1 – 10.

-------------

Et pour finir, revoilà l'artwork photoshoppé + une phrase de Parish de 1up

I think I'm allowed to say that I'm really, really impressed 8)

Image

Publié : 01 nov. 2006 16:09
par Stilgar
xprz a écrit :
Image
Un affreux petit singe qui hurle dans une cage ... le premier donjon de majora's mask ! Link transformé en petite vermine mojo :mur:

Publié : 01 nov. 2006 16:22
par ClitoriX 2
Courage, autant depuis OoT, les autres zelda 3D ont eu toujours un camp content et un autre mécontent, autant celui-ci a toutes les chances de ralier tout le monde.

Du moins coté journalistes c'est unanime, europe, usa, japon, tout le monde dit que ça roxe (même au delà) la famine est finie (y)

Publié : 01 nov. 2006 17:53
par Pharaoh
Y'a un peu de mauvais goût quand même dans ce Zelda 8)

Y'a des avis sur la transformation de Link ? Perso je trouve ça pourri au niveau du style, mais j'aimerais bien savoir ce que ça donne pour le gameplay.

Publié : 01 nov. 2006 23:03
par ClitoriX 2
A part que ceux qui l'ont testés (sont pas nombreux...) sont en mode OMGWTFZEBZDS au sujet du jeu et de wolf link, j'ai posté ça au dessus dans les spoils ONM

Wolf Link
I wasn’t going to say much about this but EDGE magazine has already printed quite a bit of it in the most recent issue, so I’m not really spoiling anything. Wolf Link basically has an equivalent for human Link’s main moves. So whereas Link does a jump attack, Wolf Link does a jumping bite. Wolf Link also has a Spin Attack. What Wolf Link lacks in item/weapon usage (he can’t use items for obvious reasons) he gains in the form of Sense and Dig abilities. Tapping left or right on the D-pad allows Wolf Link to smell out things that aren’t necessarily actually there (sorry, I know that’s vague but I’m being very careful here). He’s also able to dig for secrets and even dig holes to gain access to secret areas.
Another move comes courtesy of Midna. By holding down B you can create a magical field around both characters. Let go of B and Wolf Link will deliver a fatal bite to every enemy inside the threshold. The creature in Midna’s helmet allows you to… nope, actually, forget that.

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Je sais pas si j'ai posté ça, mais apparemment Aonuma sous-entend une complémentarité entre les versions GC et wii, y'a juste un petit morceau d'interview (que je vais rechercher) mais pour l'explication, il faudra attendre la conférence de presse de sortie du jeu (y'en aura une comme pour la sortie de TWW)

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And WTF mauvais gout ? :nerd: c'est la présence finalement de [spoil]Tingle[/spoil], qui te dérange ? :nerd: , perso moi oui...

Publié : 02 nov. 2006 01:11
par Pharaoh
Je n'ai pas fait attention à Tingle ?_? Je pensais pas qu'il était là.

Je trouve que y'a un certain mauvais goût, enfin quelque chose d'un peu ridicule dans le "wolf Link" justement, ça a pas l'air de coller du tout avec l'ambiance du jeu :o Et y'a quelques persos qui ont des sales tronches.

Ca s'arrête là, parce que le reste a l'air énorme.

Au fait, je suis pas super à la page, mais y'a des commentaires sur les villages, la conversation des gens qu'on rencontre, les quêtes annexes ? (Je sais que les testeurs ont pas joué 50 heures non plus, mais ils ont quand même dû aller dans un village :oscar:)

Publié : 02 nov. 2006 01:16
par The_lascar
Y en avait ici :nerd:
On fait aussi très rapidement connaissance avec la populace, à commencer par le chef du village qui nous accueille très chaleureusement (ça change du côté rejeté d’OOT) et des gamins du coin qui serviront au classique apprentissage des différentes possibilités de l’épée pour combattre. Dans l’ensemble en fait, on ressent Link comme étant le parfait représentant du héros type, l’homme fort du village bien qu’étant à la base un simple fermier. Une sorte de successeur tout désigné du chef du village, qui semble dans l’ensemble très apprécié. Pour ce qui est des NPC (Non-Playable Characters, les personnages que l’on ne dirige pas) l’inquiétude apparue sur les images en avril et mai de cette année disparaissent rapidement. Une fois animé, le design devient véritablement attachant, en particulier pour les personnages les plus jeunes. La façon dont Nintendo anime et fait bouger tout ce petit monde est toujours aussi talentueuse, le petit bébé, qui ne dit rien mais se contente d’agiter ses bras avec cette tête à l’expression méchante et figée suffit à nous faire soudain accuser d’un sourire joyeux. C’est une chose que l’on retranscrit avec difficulté, un peu comme les diverses réactions du vendeur de masque dans Majora’s Mask. Cela se comprend seulement face à l’écran.