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Thread: General Gaming Discussion

  1. #766
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    Quote Originally Posted by 13337 View Post
    so much more awesome in HD...

    id buy a PS3 but im so poor O.o

    i think ill go rob a bank now...
    Ok, but if anyone asks it was to buy drugs, hookers, and guns.

    Last thing we need is another "video games lead to crime" story.

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    Quote Originally Posted by crusher View Post
    http://www.konami.jp/kojima_pro/event2007/index-en.html

    MGS4 trailer downloadable from there.
    Holy crap.

    Snake is so ooooold.

    Raiden actually impressed me, though Vampire seems to be in God mode. For some reason he reminded me of Vega, from Street Fighter. Great trailer.

  3. #768
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    Vamp is always in God mode... He died like three times in MGS2...

    HD MGS4 trailer available here:
    http://www.gamersyde.com/news_4618_en.html

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    Quote Originally Posted by crusher View Post
    Vamp is always in God mode... He died like three times in MGS2...

    HD MGS4 trailer available here:
    http://www.gamersyde.com/news_4618_en.html
    you know a guy is a wuss when he pulls the broken off peice of metal THRU himself instead of taking it like a man and leaving it there! O.o

    Quote Originally Posted by Ray. View Post
    Ok, but if anyone asks it was to buy drugs, hookers, and guns.

    Last thing we need is another "video games lead to crime" story.
    agreed..

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    Quote Originally Posted by 13337 View Post
    you know a guy is a wuss when he pulls the broken off peice of metal THRU himself instead of taking it like a man and leaving it there! O.o
    Considering it's vamp, I'm sure he knows how to take large objects going into him "like a man".

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    I have watched the HD MGS4 trailer on my PS3 at least 3-5 times now. I love the Raiden-Vamp fight scene.

    Oh, and it was REannounced as coming exclusively for the Playstation 3.

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    All these videos are provided unwatermarked, unlike the other sites.

    Uncharted: Drake's Fortune
    http://www.ptop.aborman.com/index.ph...=120&Itemid=27

    Metal Gear Solid 4
    http://www.ptop.aborman.com/index.ph...=119&Itemid=27

    Unreal Tournament 2008
    http://www.ptop.aborman.com/index.ph...=118&Itemid=27

    LittleBigPlanet
    http://www.ptop.aborman.com/index.ph...=116&Itemid=27

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    Nice Borman, much appreciated.

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    e3 2007: Sony Presents
    PS3 e3 2007 "Sizzle", featuring trailers from over 10 games, including Resident Evil 5, and Rock Band
    Sony Closing Video, featuring the PS2, PSP, and PS3, with a notable appearance of Ratchet and Clank
    http://www.ptop.aborman.com/index.ph...=121&Itemid=27

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    I love tekken.


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    Does anyone know where I can find a high def download of the Sony press conference?

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    Putting this thread back on topic,

    Just yesterday at E3, a Namco representative mentioned that Tekken 6 will not hit consoles until after Soul Calibur IV does. SC4 is slated for a 2008 console release.
    Or at least they claimed to be a representative. Meddling kids...

    But I'm gonna cut to the chase here:

    There's a whole load of vids around Youtube showcasing Tekken 6 beta testing. And it looks great!

    I've only seen 4 of them, though, so go dig the rest up yourselves.
    They seem to be taken at different times or something. Many of them have poor sound, if any.

    I have a lot more character specifics, aswell.

    GENERAL SYSTEM INFORMATION

    Low parry now grants +13 frames advantage on punch and kick.
    Backdash seems shorter.
    Sidestep seems faster.
    u,u/f throws (5 frame animation throws) are gone.

    CHARACTER SPECIFIC INFORMATION

    Spoiler warning:
    NINA WILLIAMS
    · New Move, d+2~3 is about 20 frames in speed. Long reach low attack where the initial attack looks like Anna’s b+1 but with a lower hitbox/animation. The second hit is a kick that turns inwards. It is natural combo on CH only.
    · New Move, WS+1,1+2 string. Safe on block. First hit travels quite a bit and can be used in juggles. For example launch, d/f+3,2~SSL+1~f,N, 1(WS+1), 1,4,1 or WS+1,1+2 ender.
    · New Move, d/b+3 low attack. Looks similar to Hwoarang’s SS+3 kick. Gives advantage and seems to be about -12 on block.
    · QCF+1 launcher is less than -11 on block.
    · Animation has changed for the u_u/b_u/f+3 series of jumpkicks.
    · According to Deep Theater, Nina’s overall style/gameplay hasn’t changed much from T5DR.
    · u/f+1+2 throw into the wall still guarantees the opponent to do a wakeup 3 kick, but Nina does not get knocked down(same for Anna).

    LING XIAOYU
    · New Move, b+2,2 which is fairly fast. Possible to go into RDS(Raindance/BT) after this move.
    · New Move, f+4,4 which is a high kick into a low kick. Natural combo.
    · New Move, RDS 1+2,1+2.
    · New Move, u/f+3 hopkick similar to Lili’s.
    · New Move, f+3 which stuns on CH (old T5DR f+3 was removed).
    · f,f+1 can now transition into AOP (Art of Phoenix).
    · No new moves from AOP have been discovered as of yet.

    MARSHALL LAW
    · New Move, d+4,3 is natural combo that does little damage. d+4 no longer crushes highs.
    · New Move, DSS(Dragon Stance Sign) 1+2, it looks like a faster version of f+2~1 one inch punch. Shorter range.
    · New Move, 3+4. Mid double kick attack that looks like the last hit of Anna’s u/f+1,3,3+4 string. Good range and crushes lows.
    · New Move, WS+1,2 new WS punisher, hits mid, high and may be natural combo.
    · New Move, d+2,3, the old move was changed into a low right punch into a knee strike. It launches on CH only.
    · 4 is now a different kick, f+4 is more like the standing 4 of T5DR. CH f+4, b+2,3,4, DSS 3 still hits.
    · d/f+2 range is shorter(this seems to be the case with all characters that have generic d/f+2).
    · SSR 3+4, d/b+3, f+1+2 all combos together on the ground.
    · f,f+2,1,3 range has been reduced on the initial strike.
    · B+4 transitions Law into BT stance now, b+4 makes him face forward.
    · U/F+4 flipkick can now transition to DFS>DSS. By going into stance the flipkick recovers faster. This new transition enables more juggle possibilites.

    PAUL PHOENIX
    · New Move, QCF+3 is a new low kick move that knocks down on CH. f,f+4 may be guaranteed after it hits on CH.
    · New Move, b+1+2. b,b+1+2 is the new notation for the b+1+2 unblockable in T5DR.
    · Phoenix Smasher(aka death fist) no longer pushes back like in previous games.
    · New Move, QCF+1+2 is a new low move that is quicker/more useful than the T5DR QCF+1+2.

    LEI WULONG
    · New Move, b+4,1 which is a low, high natural combo string. It is about 23 frames impact and the second hit causes knockdown and wallstun. When the first hit is blocked the second hit can not be interrupted by an 11 frame WS move. The string can be delayed. On block the move seems to be around -14. The move feels similar to Julia’s FC d/f+4,3 only except you do it from a standing position.
    · New Move, d/f+1,1,1 is an all mid string. The first two hits are natural combo. The second and last hits in the string can be delayed.
    · New Move, 2,1 is a new high,mid string that hits as natural combo. 2,1~F transitions Lei into DRU (Drunken) stance.
    · New Move, d+2 is a mid strike that forces the opponent to crouching state when blocked. On CH it knocks down the enemy into SLD position.
    · New Move, d+4,4 which is a low to a mid kick. Not natural combo and cannot be delayed. d+4,4~F transitions Lei into DRU stance. Lei can still d+4~D to go into SNK (Snake).
    · New Move, BT b+1,1 high, mid string that leaves you in BT after performing the move. Lei is at a huge disadvantage after the move is blocked.
    · New Move, SNK 1,2,1,2 string. The first three hits are natural combo. The last hit of the string is high. After the second or last hit of the string Lei stays in SNK stance.
    · New Move, DRA (Dragon) 3 is a new low. It does not knock down on hit. The animation is similar to Xiaoyu’s AOP f+4. Lei recovers crouching after he performs the move. If you input DRA 3* (hold 3) Lei transitions into CRN(Crane). Does not have crush properties.
    · New Move, TGR (Tiger) 3 is a new mid kick that crushes lows. Causes knockdown on hit.
    · New Move, DRU b+1+2 is a lunging, spinning headbutt like Jackie Chan does in Drunken Master II. Recovers in SLD position.
    · New Move, DRU 1+3 throw. The range and active frame of this throw has been increased. There are now two chances where the move will transition into the throw. Near wall, WS+3 is guaranteed. The throw break window seems to have gotten smaller.
    · New move, b+4,1 (low kick into mid punch, 2nd hit knocks down)
    · New move, After lying down, 1+2 (gets up using a drunken stance)
    · DRU d+3+4 and d+1+2 laying down is possible now. It is also possible for Lei to transition into other grounded positions other than PLD and SLD but the notation has not been found yet.
    · New transition. 4~4,3~D(?), Lei goes into KND position and he does the pose where he has his elbow resting on the floor (like Shun Di in Virtua Fighter).
    · A lot of Lei’s animations seem much more fluid.

    JACK-6
    - u/f+1+2 > d,d/f+2 now makes the opponent stagger (in other words, you probably can’t follow up with anything against a wall)
    - b+2, d/b+2 will reach longer and have better block stun if you hold 2 (the same goes for his new 3-string move)
    - After d/b+3, he has a mixup between a mid that block stuns and a crouch throw
    - b+1+2 now stuns the opponent instead of making them fly back - combo potential?

    ZAFINA
    Overall, she has a good amount of combo starters
    Her combos are relatively easy, and many of them have good oki options
    Her three stances:

    d+1+2: Her tarantula stance - she gets down really, really low (like a tarantula, or a cockroach)
    3+4: Scarecrow stance — Like Anna’s stance, with one leg raised
    d+3+4: Mantis stance — Like Xiaoyu’s AOP stance
    Moves:

    d/f+1: Like Lili’s ws+1
    d/f+2: She gets down really low for an uppercut
    1,2: Like Lili’s 1,2
    2,2,1+2: 3-hit punch string, ends with a move like Xiaoyu’s d/b+1
    1+2,3+4,3+4: Starts like Eddy’s d/b+1+2 (but doesn’t crush highs) and then two kicks in the air
    d/b+1+2,1+2: A low combo starter into another move
    f+2,3,4: Another 3-string move; holding f after the second move moves her into scarecrow stance
    d/b+4: Similar to Anna’s d/b+4; holding f afterwards shifts her into the tarantula stance
    d+4,3+4: A low kick into a combo starting mid
    f,f+2: Like Asuka’s f+1+2; same hit properties, probably high
    ws+2: A launcher
    ws+1: Forces them to sit down on CH, can be followed up with f+2,3 and then a combo
    f,f+1+2: Throw

    From Scarecrow:
    3+4: Similar to Eddy’s f+3+4

    WANG JINREI
    - If the last hit of b+2,1,1+2 hits CH there is a new stun animation with good followup advantages.
    - 1+2 is quicker and knocks the opponent into SLD position on normal hit.
    - After d/b+3 CH knockdown dashing d+3,4 picked up an opponent as they tried to move.
    - WS+4 does not knock down on normal hit.
    - Wang’s f+1+4 unblockable animation has changed, might not be able to cancel it anymore.

    KUMA / PANDA
    - New Move, f,f+1+2 long range headbutt that is similar to Roger Jr.’s headbutt.
    - New Move, WS+1,1… The WS+1 does not launch but the new followup is a WS+1 into an overhead smash.
    - Bear hellsweep (d/b+4) into WS+1,1 is guaranteed.

    KING
    - b+1 can now string into u/f+3.
    - Giant swing into the wall, then d/b+3 followup seems to be guaranteed still.
    - New Move: d/f+3,4,3 is a three kick string that hits low, high, then mid. Can be used in some juggles.
    - New Move: b+1,2. T5DR b+1 followed by a quick right smash to the chest.
    - New Move: b+2+4.
    - Combos that used a f+3 before jabs no longer work. For example, FC d/f+2, f+3, into jabs doesn’t work anymore.
    - WS+1+2 is now faster and flips on hit. No longer possible to do iSW ender in juggles afterwards.
    - King’s crouch-dash cancel is like Armor King’s and Mishimas now.

    YOSHIMITSU
    - From POGO stance Yoshimitsu can now move forward manually without attacking.
    - Changed command: sweep is now done with d/f+4, KND on CH only

    ARMOR KING
    - New Move, d+3+4,3 Ali Kick into a mid lunging kick.
    - Armor King has King’s d/b+4 now, where he stays on the floor after getting blocked.
    - d/b+3 now leads to juggles on hit. You can do d/b+3, d/f+1, 1, f+2,1 among other juggles.
    - f+2,1 is no longer delayable and has different animation. Also it does not work after wall stuns.
    - New Move, 1+2,4… his 1+2,1 string now has a mid option in 1+2,4… the 4 kick looks like SS+4 from T5DR.
    - Armor King has 1,2,1 similar to TTT again.
    d/f+2 knocks down on CH still and d+3+4,3 is guaranteed after.
    - New Move, OTG d+4,4,4 ground stomps.
    - New Move, b+2,1 string… if the second hit is CH they are stunned and u+2 is guaranteed.
    - CD+1+2 mist move seems to have a bigger hitbox.
    - CD+2 is identical to the T5DR version.
    - f,f+4 sends the opponent flying back further than before.

    JULIA CHANG
    - The old 1,1,1 string has been altered. The last hit doesn’t launch. Can input as f+1,1,1 as well.
    - New Move, 3+4,1,2 string.
    - Elbow hitbox has been decreased.
    - Much harder to use elbows in juggles.
    - f,f+1,4 is no longer natural combo.
    - After the 4 hits only in f,f+1,4… f,f+1 will not connect.
    - The third hit of u/f+4,3,1 has been changed.
    - b+4 animation has changed, KND on normal hit.
    - u/f+3+4 covers less ground when you jump.
    - Old f+1 launcher has been changed to WS+1.
    - New Move, d+1+2. It looks like a shoulder attack.
    - New Move, 1,1,4,1+2. Third hit is a low kick that knocks down.
    - New Move, b+2,3,1+2. The last to hits are from the 3+4~3,1 string.
    - New Move, b+1,1.
    - New Move, d/f+3+4.
    - New Move, SS+3 which hits mid.
    - New Move, f,f,f+1 or WR+1. Gives advantage on block and hits high.
    - 1,2 strings have been removed.
    - f,f+1, party crasher does NOT knock down anymore.

    JIN KAZAMA
    - New Move, 1,d+3,4… high, low, low.
    - New Move, b,f+2,3, mid,mid.
    - f,f+2’s animation has changed.

    CRAIG MARDUK
    - New Move, d/f+3,2, mid, mid.
    - New Move, d/b+3,1,1 string.
    - New Move, u/f+3 jumping knee strike.
    - Tackle is now easier to escape.

    STEVE FOX
    - New Move, 2,1,2, high, mid, mid string.
    - Steve has autoblock while in peek a boo stance(PAB).
    - PAB 1 looks like a FLK 1. After the PAB 1 he transitions back into PAB.
    - PAB 2 is a right hook.
    - PAB d/f+1 is a punch that looks like WS+1
    - Steve can perform his old f,b+1,1,2,1 string from PAB.
    - FLK stance manual input is no longer b+1+2. The new notation is b+3+4
    - New Move. b+1,1, the old b+1 into a new mid punch.

    BRYAN FURY
    - 1+3+4 taunt into follow-ups still work. Someone at the testing was able to land taunt into d/f+2,1(new move).
    - New Move, b,f+2,1,3 all mid string causes wall stun and is natural combo if the first hit lands. Safe unless near wall.
    - New Move, d+1+2,3 which hits low and looks like Law’s d/b+3. Very fast and launches.

    EDDY GORDO & CHRISTIE MONTIERO
    - New move. Throw from HSP (Handstand position). Throw animation starts the grab with his/her legs.
    - QCF+3 does not hit on the ground.
    - SS+4 range got smaller.

    LEE CHAOLAN- New Move. Low move that trips on normal hit.
    - f,N+3,4 kicks animation is very different. Lee gets up very high into the air.
    - From a high wall splat, Lee can do 1,2~F,N, 4,3,4.
    - From ground wall splat, 4,3,4 missed.

    KAZUYA MISHIMA
    - New Move, d/f+3,2. It looks like the d/f+3 knee cancelled into a short uppercut(launches on CH).
    - New Move, 1,2,4,3. The last mid kick looks like one of the roundhouse kicks from his win poses.

    ASUKA KAZAMA
    - Her moves mostly look the same
    - Her range might not be as good
    - 3~4 is much safer on block, but doesn’t combo anymore
    - Her 1+4 combo from KND+3 doesn’t work anymore
    - Her combo from falling rain (her command throw from FC) still works
    - Standing 3 is now like (regular) Jin’s
    - Changed command: ss+2 now does her ff+2
    - New string: 1+4,3 (white heron into her f+3)
    - New string: 2,1,1+2 (chop, jab, ground slam that can be cancelled by holding back)
    - New move: f,f+3 (mid sweep kick from a really slow stance)
    - New move: f,f+2 (second hit of d/f+1,2)

    I think Steve may be a force throughout this game. I never liked him but others might find ways to abuse him. It is also noted that Bryan and Devil Jin are definately much weaker in this game.



    LOCATION TEST IMPRESSIONS Important to read, yesh

    TEKKEN 6 INFO :: Impressions from BETA, Korea
    ""
    - Tekken 6 movement and hit system feels alot like Tekken Tag
    - Tekken 6 juggles do low damage as Tekken 4 system
    - Combos in general do low damage
    - Juggles seem harder to do á la Tekken Tag
    - Long jab combos are also much harder

    - Apparently the wall combos are pretty raped for all characters. Only quick attacks hit. Making it deadly mixture since dash jabs carry much shorter. It seems like Tekken 6 is a fusion of DR and Tag/T4. This is what Namco meant by pleasing the Tekken players of the non DR generation.

    - [200won] said Tekken 6 feels really alot like Tag because of the SS sytem. It seems you can evade alot of things by timing it right. He also mentioned he would think all chars being 10 frames would change the system dramatically, but after playing in Beta Test the difference is not that huge and it doesn’t feel that much change.

    It doesn’t have that much impact on gameplay as he felt it would, which he feels is very good. He also thinks Zafina will be super strong. Her stance moves seem very deadly and unless Namco changes the properties she will most likely be top tier.

    Also he thinks Paul has a hard time. As Dash Jabs are pretty useless and the new wall system makes him weaker than before. Players will have to find something else now.

    - Dash jabs are hard not because of the 10 frame jabs but the general juggle system has changed. The launch height isn’t the same as before. Gravity seems more strict.

    - Also about breakable stages, they are hard to do. It’s not that big influence in the gameplay.

    - DUK believes Jin is super weak in the beta version. Namco will probably tune him up in final ver. All his moves seem super slow and stuff. Also very punishable.

    - All characters with jab jab combos in DR WILL have to change and find something else to replace it with because it is also useless now. They have to work for combos now, because of difficulty of combos.

    - Most of Steves and Rogers DR combos work in T6 though. And Steve seems to have very nice new combos for T6.

    - Yoshi seems to have some godly moves, but the character needs more development accordingly to 200won. He has something new that extends his juggle properties.. (don’t know what that means.. )

    - Something else about the control system. Movement responds very fast, and button timing is very strict. You cannot bash juggles like you can in DR. You have to input more precisely like Tag. Overall better control movement.

    - Marduk’s VT stance the properties have changed. If the player abuse it, the opponent can catch up to Marduk and punish. (not sure what this means.. ). Apparently it’s easy to dash in and attack. This helps break people who turtle to tell them to attack.

    - Best characters from beta test so far seem like Baek and Hwoarang. 200won said those 2 character owned all the T6 machines lol.

    - Mishima EWGF seems to be weaker now. Gives less ADV on block, almost seems punishable lol. Also combos like Kaz, EWGF EWGF, jab jab is almost impossible, like Tekken 4. Wow, really big change on juggle system.

    - Hwoa JFSR is super super hard to do. á la Tekken 4 style.

    Tons of Koreans went to Beta Test for Tekken 6. This is all from the Korean playtesting..



    /Well, whad'ya know...I broke the 21000 character limit! Beats your moaning about 10, doesn't it?
    Last edited by Lethe°; 12th-July-2007 at 21:02.

  13. #778
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    In the words of someone present at the venue:

    Okay, here are some impressions. For those that are wondering, self-shadowing IS in the game. First, a list of the stages that were at the location test (these are going to expand obviously)

    City After Dark (much like the current DR stage in the city) - Cool ads in the background and nice light sources.

    Manji Doh (Temple) - didn’t get to play on this one but it’s one of those multi-tiered stages. You can break through a wall to expand the arena.

    Massive Attack - Destroyed highway. A visual spectacle! Helicoptors and fighter jets flying all over the place, attacking each other and attacking buildings! You can see smouldering buildings off in the background. Whenever an aircraft flies above you, the dust and paper on the stage flies up. It’s sweeeeeeet

    Fallen Sky - The weird vertigo-inducing stage. Really really cool also. Birds and jets fly in the background, and it’s also a multi-tiered stage. In one corner of the stage there’s glass, and if you get pounded into the glass enough times (seems to be around 3 - 5 times) it breaks and you get a new stage.

    Eclipse - My favorite stage by FAR. It reminds me of the Kyoto stage in VF5, with sakura trees all over the place, and overlooking a city. Actually, come to think of it, it might be based after Ginkakuji in Kyoto. at any rate, the time of day is dusk, and there’s a moon that actually passes over the sun, changing the once dusky setting into nighttime. This occurs 30 seconds into round 1, or at the start of round 2. The moon eventually passes and you go back to the dusky setting again. It’s a visual feast, for real.

    Deep Forest - Kind of like T4’s jungle but this time you’re actually enclosed in a forest, so there are branches and whatnot hanging above you, which you can’t see. This gives the stage a really cool look because light filters in and hits your characters. The water effects aren’t as good as VF5 though, which is about the only thing VF5 does better than T6 right now.

    Noh - A temple that’s set on a beach shore. There are priests and monks going about their work in an adjacent temple. The stage that you’re in is an empty temple aside from a ceremonial armor set in the back. The ocean currents are fierce in this level and waves actually crash upon the shore, and some of the water actually reaches the temple too. Really cool.

    I didn’t get to play as a lot of characters unfortunately. The lines were 30 - 40 minutes long and I didn’t want to stay there for the whole day. I got in time with Marduk, Lili, Zafina and Miguel though.

    Marduk: d+1 seems unchanged. Still forces crouch, still no advantage on block. d+4 seems the same as well. VTC still works well with combos but I’ve never been consistent with my air throw enders so I can’t say if it’s guaranteed or not. Tackle is the same, although I was never able to get the jumping tackle so I can’t confirm if that is unbreakable or not.

    Lili: lots of new animations. Her hair is sweeeeeeet. She probably had all of her animation touched up quite a bit, compared to Drag who’s got like, nothing.

    Zafina: I had noooo idea what I was doing with her but her stances are really good and really damn deceptive. Mantis and Tarantula are killer because a lot of times a lot of mids go over her including all high attacks. Scarecrow stance was alright but since she’s standing when she’s in stance she’s still vulnerable. I also noticed that if someone gets behind you while you’re in Scarecrow, Mantis or Tarantula, you are screwed because you can’t turn around.

    Leo: BORING. Boring moves, boring character. Definitely a chick though.

    Law: Holy shit at totally new animations. People weren’t joking when they said he resembled Bruce Lee. This kid is smooooooooking hot.

    Jin: has a new move that looks like d+1 with a shot uppercut. I don’t know the command for it though. Still has his u/f+1+2 throw but i guess the command has changed. His 2P costume is totally Kazuya style His animations have also changed, most notably in his b+1 stance as well as with his laser scapers.

    Devil Jin: Hellsweeps can be sidestepped lol you lose DJ! Get outta here!

    As for character distribution… a couple of Kumas, one or two Ninas, some random people trying out the new characters, 2 Bruce players, a shiiiiitload of Jin and Kazuya players, and maybe one Lili and Drag player.

    IMO this game looks FAR better than VF5 even at the testing stage. Technically it’s really impressive but what puts it over VF5 is just the design of the characters and stage. They did a really good job of making things dynamic. The underlying system of the game hasn’t changed all that much aside from Rage and the 10 frame jabs so it’s really T5DR with a fresh coat of sex over it, but then again, DR is probably the best Tekken in the series so I have no problem with the game playing similar to that. One thing i noticed was that the dash/backdash were slightly slower than in DR, but sidesteps were not only fast but goooooood. So god damn good! Dudes who were playing Devil Jin would knock someone down and try to play mix-ups with the hellsweeps, only to get that shit sidestepped and got launched! Also, some dudes were sidestepping the last hit of Jin’s laser scraper pretty easily. Same with a lot of other strings. Now you can’t depend on all of those strings to be blocked… really good and subtle change here.

    For the character roster, the two ends have Random ? on it, and there’s one more ? box beside Kuma. I assume this is Mokujin or Combot. There’s one other ? box beside Asuka and below Miguel, Leo and beside Zafina, so I will assume that there’s one NEW character coming soon.

    I can also confirm that low parries definitely do not guarantee launchers anymore. I saw at least 5 or 6 players get low parry and whiff completely on the launcher. This happened with Lee, Jin and Kaz. LOL @ Lee’s jumping knee whiffing. Poor Lee!

    Oddly enough, someone got low parry into Lili’s u/f+3 launcher, which kind of surprised me. I’m wondering now what the deal is with that. With the rest of the low parries it was out in the open, but with this Lili situation, the opponent’s back was to the wall when he got low parried into a launcher. Could that have something to do with it, or did Lili’s opponent stupidly try to counterattack and ate a launcher? Hmm…

    Couple of more things about the stages. Like in T5 some stages "crack" or "break" whenever you are slammed into them, and this happens in T6, but the difference here is that the damage is permanent for the rest of the round, unlike in T5 where it would disappear as soon as another break occurred. This is probably done to show where you need to slam more so that you can break through a floor or a wall to expand the stage. I forgot to mention that the snow stage was also playable but i forgot the name of it. The stage itself is really pretty, with snow constantly blowing in from the side, and everyone leaving tracks as they fight. It’s an infinite stage too. Hmm… come to think of it, here’s a breakdown of that particular feature.

    Snow stage - Infinite
    City After Dark - Finite
    Manji Doh - Finite
    Massive Attack - Finite
    Fallen Sky - Finite
    Eclipse - Finite
    Deep Forest - Finite
    Noh - Finite



    Testing Impressions from another attender:

    " Went and checked out the location test today.

    Man, releasing frame buffer grabs as promotion stills for T6 may have been the worst mistake Namco’s publicity team has ever made. The game is absolutely gorgeous in motion. If only they had released bullshots, nobody would be complaining. Character models are probably the best ever in a fighting game, and most of the stage designs are absolutely fantastic with plenty of interactivity. Beautiful lighting and environmental effects, too.

    I was really pleased with all the new animation. Finally most of those ancient legacy motions are gone, and the game looks that much better for it.

    The single thing that impressed me the most, however, was a small detail–Lili’s hair. Holy Jesus Lord. Team Ninja can go get screwed – it’s the best long hair ever in a 3-D video game, period. I repeatedly said 'wow' every time someone used her. Has to be seen to be believed. "



    ...Good, ya? ^__^

    Anyway, !FIGHT!

    I like what I've seen so far. And, no, the graphics do not look like Tekken 5. Just throwing that out, or if you failed to read last time.
    The whole movement is smooth. Bearing in mind the game is not finished yet...

    Tell from HERE (Armor King v Ganryu). Been a long time since I've seen Armor King in combat, and his animation has changed. Did you notice that the stage got darker as they were fighting?

    Jack-6 vs Leo - This one is good because you can see Leo in action for a bit. But more importantly, did you see the size of the Character Select screen?! It looks pretty cool, too, like you choose your arena first, before your fighters. (pause it at 0:05)

    Jack-6 vs Law - Law's normal stance has changed. Oh, and he's FAST! Jack displayed some new moves from the offset.

    Lei v Nina, Xiayou - Lei moves a lot quicker than before and seems to have a new movement (twisting). Also more fluid. I like the look of his win pose. Nina showed a couple of new attacks.

    And there are many more with different characters that I'm gonna have to watch. Excuse the people if they weren't playing "up to scratch". They probably wanted to stay on as long as possible lol.

    That Rage system...I wonder if you can turn that off, because it looked automatic. Apparently, "weight class" plays a part in it, as well as entitling you to an expanded moveset.
    And a champion of TRDR - who used Steve - said "Tekken 6," wait for it..."KILLS DR". In those words.

    K. :O!
    Last edited by Lethe°; 12th-July-2007 at 20:57.

  14. #779
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    So guys, I need help here, I'm considering getting this "Siren" game, but there's some stuff that is holding me back. So, would you consider it a good game? I have seen nice gameplay vids, and the story looks interesting, but I would like to hear about it from somebody.

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    I can toss you an ISO of the demo if you like Let's see how big she is....
    ....
    1.14GB for the iso
    ....
    ......
    ........
    .....
    477MB compressed
    *PSA* Wii Redump collector's can now unscrub ISO files. So scrubbed games can now be verified. You can find the program to do this here

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