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41

Dienstag, 12. April 2005, 16:22

Grand Prix Legends 2 für XBox
[GC1]Pez1964[/GC1]

Siedler

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42

Mittwoch, 13. April 2005, 18:42

Für die XBOX 2?

- Amped 3
- Brothers in Arms 2
- Conker 2
- Elder Sroll: Oblivition
- Fable 2
- Forza Motorsports 2
- Halo 3
- Jade Empire 2
- Ninja Gaiden 2
- Perfect Dark Zero (wenn mans genau nimmt auch ein nachfolger)
- Pro Evolution 5

43

Donnerstag, 14. April 2005, 09:39

Was ich vergessen hab

Liebes Christkind,

sei so lieb und tu mir ein Geschenk an.

Portiere Operation Flashpoint auf die XBox - wenns geht auf die XBox², mit seiner für damalige Games unübertroffenen Features wie absolut offene Welt, den Trabis und Ladas die man jederzeit fahren kann. Den Helis, Schnellbooten und Panzern, seinem sich im Wald verstecken und Feinde auflauern. Seinem genialen Online Modus und all den tollen Sachen die es hier gibt.

Mein Vorschlag wäre ja eine Petition an Codemasters zu schicken mit dem Wunsch, diese Game auf die XBox zu portieren, kann ja nicht sooo schwer sein, oder?

Frage an die Admins und werten Mitleser, wäre es möglich so was zu starten, eine Petition mein ich?
[GC1]Pez1964[/GC1]

44

Donnerstag, 14. April 2005, 16:15

Ich hätte unheimlich gerne nen direkten Nachfolger zum "alten" PSone Rollenspiel "Vagrant Story". Eines meiner absoluten Lieblingsrollenspiele :).

45

Donnerstag, 14. April 2005, 21:47

oder FlatOut

46

Donnerstag, 14. April 2005, 21:54

Snake Rattle 'n Roll :]
Gruß
Markus

Dieser Beitrag ist potentiell jugendgefährdend

Siedler

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47

Donnerstag, 14. April 2005, 23:38

RE: Was ich vergessen hab

Mein Vorschlag wäre ja eine Petition an Codemasters zu schicken mit dem Wunsch, diese Game auf die XBox zu portieren, kann ja nicht sooo schwer sein, oder?

Frage an die Admins und werten Mitleser, wäre es möglich so was zu starten, eine Petition mein ich?[/quote]


Also ich hätte das Game auch gerne schon lange auf der XBox gesehen! Als ich sie frisch vor 3 Jahren gekauft habe, war ein Heft dabei in dem dieses Game für die XBOX auch aafgelistet war (d.h. natürlich noch in arbeit) aber bekanntlich ist es ja bis heute noch nicht erschienen...

48

Freitag, 15. April 2005, 09:20

Wird wohl auch nicht erscheinen.

49

Freitag, 15. April 2005, 09:55

RE: Was ich vergessen hab

Ich denke mir, dass die Leute von der XBoxFront auch mit anderen Magazinen kooperieren - Meinungsaustausch und so. Da wäre es ja möglich mal nachzuforschen was andere darüber denken und eine Community zu schaffen die diese Forderung unterstützt.

OFp muss ja nicht so offen wie auf der Wintel Plattform erscheinen - geht auch gar nicht. Aber eine 1:1 Umsetzung der beiden CD's wäre ohne Probleme möglich, auch die Online Unterstützung wäre absolut easy zu implementieren, da ja im Prinzip schon vorhanden. Es gibt ja bereits einen Haufen von Spielen welche mit der Unreal Engine (ich glaube diese wurde hier eingesetzt) auf die XBox portiert wurden. Und es gibt einige SW-Schmieden die auf Aufträge warten, z.B. Rockstar Vienna Max Pain 3 wird ja noch eine Weile auf sich warten lassen - auch Bohemia hätte sicher die Resourcen frei, da es in der Vergangenheit nicht allzuviele Neuerscheinungen von dieser Seite gab.

Also liebe Mods macht doch mal etwas in dieser Richtung - gemeinsam sind wir stark ( so und jetzt spielen wir noch die Internationale)
[GC1]Pez1964[/GC1]

50

Freitag, 15. April 2005, 09:57

RE: Was ich vergessen hab

Es ist so herrlich als Jungspund bezeichnet zu werden und das mit 41 Jahren :D
[GC1]Pez1964[/GC1]

51

Freitag, 15. April 2005, 10:36

RE: Was ich vergessen hab

Good News!

Laut meinen Kontakten zu Codemasters in Österreich, wird Operation Flashpoint im August für die XBox fertig sein.

Es wird 30 Missionen der Coldwar Crisis und 20 Missionen der Resistance Kampagne als Erwiterung beinhalten, voll XBox Live unterstützen, als Koop mit bis zu 20 Mitspielern, oder die althergebrachten, meiner Meinung nach eher nicht so wichtigen gegenseitig umbring, Flage erobern usw Games.

Da Bohemia Interactive zeitgleich an OFp² arbeitet, welches vorerst nur auf WINTEL Plattform erscheinen wird :( , ergaben sich Verzögerungen...

Tja man soll einfach nur fest dran glauben und schon geht der Wunsch ans Christkindl in Erfüllung - Hoffentlich!!!
[GC1]Pez1964[/GC1]

Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Pez1964« (15. April 2005, 10:42)


rawiswar

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52

Freitag, 15. April 2005, 11:05

TAO FENG 2 !!!!

Und diesmal kann man den Gegner alle seine Knochen brechen !!! lol :))

54

Freitag, 15. April 2005, 11:31

RE: Was ich vergessen hab !!!Good News!!!

Sorry das ich nerve, hier noch die offizielle Antwort von Bohemia Interactive auf meine etwas provokant gestellte Frage ob Bohemia die Entwicklung zu Op. Flashpoint auf XBox eingestellt hat oder nicht, wollte mich nur rückversichern ;)

*******************************************************

Hi Peter,

I can assure you it's definitely not true that we have stopped development of the Xbox version of Flashpoint, we continue to work hard to make it a great game for the Xbox which takes advantage of the qualities of the Xbox console.

As for release date, unfortunately it's hard to be totally precise, all I can say is 2005 should be a good year for Xbox owners who like quality games ;)

Regards,



Paul.



Paul R. Statham

Community/Public Relations Manager

Bohemia Interactive Studio

Placebo@bistudio.com & Paul.Statham@bistudio.com




----- Original Message -----
From: Peter Trykar
To: info@bistudio.com
Sent: Friday, April 15, 2005 10:57 AM
Subject: Operation Flashpoint for XBox


Dear people of Bohemia Interactive,

I'm a big fan of Op Flashpoint, but a big fan of the XBox as well.

So I have a question about Op Flashpoint for XBox.

Is it true that you stoped development on this, or will the game come this summer?
I'm part of a large community which is talking very often on XBox live about this game - when we are playing Rainbow Six ;-) and all of us are very unhappy about the delay from the past.

So may you can tell me a releasedate - not exactly of course but something like Q3 or so.

with kind regards

Peter Trykar

*********************************************************
[GC1]Pez1964[/GC1]

Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Pez1964« (15. April 2005, 11:31)


55

Freitag, 15. April 2005, 11:32

Irrtum

Zitat

Original von Hej!
Wird wohl auch nicht erscheinen.
[GC1]Pez1964[/GC1]

56

Freitag, 15. April 2005, 19:51

Schaut aba nicht besonders aus :( Naja, bei so einer großen Welt. OFP war genial auf dem PC, hoffe nur die Steuerung von panzern und helis sind net zu schwer, kam im Original net damit zu recht :)
mehr Zeichen!

fact

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57

Sonntag, 17. April 2005, 23:08

1. Duke Nukem
2. Serious Sam
3. Doom

4. Halo (Aber nur wenn das Ende stimmig ist, nicht so ein MÜLL wie in Teil 2!!)

58

Montag, 18. April 2005, 00:05

Zitat

Original von Claudia Ziegel
Vieles meinserseits wurde schon genannt; was ich gerne hätte, wäre ein Retro-Metroid. Metroid Prime fand ich echt doof, hatte gar keinen Charme, das game :(


Mmmh das kann ich gar nicht nachvollziehen. Ich fand die Umsetzung in 3D absolut perfekt und imo wurde der Charme der alten Teile nicht nur hervorragend eingefangen - sondern in punkto Atmosphäre sogar noch verbessert :).

59

Montag, 18. April 2005, 05:44

Kein Oddworld mehr

It's 'game over' for Oddworld's creator Lanning

By Paul Hyman
After four consecutive platinum hits, you'd think a video game developer would want to parlay his success into more elaborate -- and profitable -- next-generation titles. But the co-creator of the Oddworld universe has taken a look at the direction he sees that industry heading and he doesn't want to play. Instead, Lorne Lanning, president and creative director of the award-winning Oddworld Inhabitants, is waving goodbye to all that and is taking his company to where he sees greater opportunities – to movies and TV. This month, he ended Oddworld games with a bang -- by shutting down his 60-person San Luis Obispo, Calif.-based development studio and moving to the Bay Area. In a chat with HollywoodReporter.com columnist Paul Hyman, Lanning talks about the huge hurdles for game developers today, why he is all about protecting his original IP, and the reasons he believes he has a 2-1/2-year window to make his transition.

The Hollywood Reporter: Your games -- beginning with "Oddworld: Abe's Oddysee" in 1997 and continuing right up to your most recent, "Oddworld Stranger's Wrath," this year -- have all taken place in the wacky Oddworld universe that you and [CEO] Sherry McKenna created back in 1994. They've all been solid hits, but this last one was frustrating for you.
Lorne Lanning: Yes, it was very critically acclaimed but it wasn't advertised or marketed because Electronic Arts couldn't get its PlayStation 2 port of our Xbox original to run and if EA isn't on all SKUs, it just won't promote the game. It was very disheartening to us that we could have a title with a Metacritic.com user metric of 9.6 [out of 10], a game that was praised as being a fusion of filmmaking and video games in terms of being less 'gamey' and more story- and character-driven ... and then to see that the largest publisher in the industry had no interest in marketing it regardless of how innovative it was.

THR: You told me pre-launch that it was a challenge to get support for "Stranger's Wrath" right from the get-go and you attributed that to "sequel-itis."
Lanning: It's an industry-wide problem. As game production costs rise, publishers want more sure bets because with rising costs come rising risks. What we see is an industry which is rapidly discouraging innovation because people don't want to take chances on more innovative types of titles.

THR: But your fourth "Oddworld" title was a sequel. Yet you still had a tough time getting a deal?
Lanning: It's not like we alone had a particularly hard time; everybody is having a hard time getting a deal today. It's not that different from taking your movie script around Hollywood. What are your chances of selling it to a studio and getting the financing? There's no doubt that we got the deal because we had a history of successes. A track record is all-important in this business.

THR: Given the way that the marketing of that game turned out -- which must have been a frustrating experience ...
Lanning: Surely.

THR: ... is that why you shuttered your studio?
Lanning: No. If you speak to any developer and they don't tell you they have the same frustrations that I had, they're lying. We closed the studio because of what the realities of the marketplace are. There is currently only one financing model in the games industry, and that is that the publisher pays for the entire game; it handles the manufacturing, the marketing, the distribution, the advertising, practically everything, much the way it used to be in Hollywood pre-United Artists. But, as the film industry matured, it took on a more sophisticated financing structure. Today, for example, studios don't pay for a movie by themselves. They pay a percentage and then other parties pick up the other 66%; it's usually a three-party investment package. But not in the games industry. And so, as a developer, you have limited options in terms of how many parties are actually willing to finance your games, what types of games they are willing to finance, and what are the terms you face as a third-party developer to get that financing. That's not a very exciting climate.

THR: What does that mean for developers like Oddworld that have insisted on retaining the rights to their original IP?
Lanning: To this day, we own every IP we've ever created, as well as all the publishing rights -- licensing, merchandising, game publishing, TV, and film. It wasn't easy but, because we did it from day one, it set a precedent and we were able to sustain those terms through the different deals we did. As we look towards the future, that is not viable for developers to get those terms. Which means that if you're going to get financing on a next-gen title, the publisher is going to own that IP. And, as publishers are currently the only ones financing games, those are the terms of the industry. So, if we were to continue building games, the likelihood would be that we'd be in the business of building other peoples' IPs, and that wasn't why we created Oddworld Inhabitants.

THR: Is this situation going to worsen as games become even more expensive to build?
Lanning: Absolutely. Costs are going up, but not because the quality expectation is higher. Costs are going up because of the design of the next-generation hardware. The code that just one guy used to write on the Xbox is now going to take five guys. It's as if the movie camera that you started shooting with 10 years ago has improved some features and now you need 12 people to operate it instead of one. So you ask yourself, what is on the horizon as a content creation company, which is always how we've seen ourselves. We've always released our properties in video game form, but when you look at the terms and conditions of the next-gen platforms versus what's happening in other media -- like movies and TV ...

THR: What's happening in movies and TV that's so attractive to you?
Lanning: Ten years ago, if I were trying to raise money for an all-CG animated film, not only would I have heard 'it's never been done before' -- since "Toy Story" hadn't come out yet -- but I'd be asking for a minimum of $120 million. Today, I believe I can make three times that film -- meaning in terms of what's on the screen -- and I could do it for $35 million. So, as CG is evolving -- becoming more efficient, more streamlined, more practical at a more reasonable price -- we believe we can hit that $35 million price point with a CG film today, a film that we currently own all the publishing rights to.

THR: As long as I've known Oddworld, I've heard people asking you when is an Oddworld movie coming out.
Lanning: Which has always been part of the plan. And the reason why today seems to be the right time is that game technology is now moving in an opposite paradigm. Video game systems aren't being designed to be conducive to development, creativity, or content. They're being designed to be cheaper for manufacturing. If movie cameras were made that way, you'd have a rebellion in Hollywood. But this isn't Hollywood and it isn't a movie camera; it's a videogame system and the public wants basically a $1,000 box but only wants to pay $150 for it. I'm not saying that anyone is guilty in this process, but this is the reality of the current climate for development in video games and where it's headed. And because the costs are higher, more ownership needs to be seen on behalf of the publishers and, quite frankly, I don't blame them. They can say, "Look I used to pay for video games when they were $6 million, but now they're $16 million. And you know what? My shareholders are not going to like it if I fund your game, it's a big hit, and then you take it to someone else. That's going to hurt my stock. We need to see a path to ownership or ownership right out of the gate."

THR: What is Oddworld's next move?
Lanning: We have some fascinating opportunities. For instance, all the technology that we built for "Stranger's Wrath" can be used to generate all-CG TV shows that surpass the visual quality of CG for TV today at just a percentage of the cost. You can understand the opportunities if, say, you look at India which currently has 70 cable stations and is discussing 700. The same in China. The same all around the world. When you look at the world market and how many more stations are being created, well, everything in entertainment needs content.

THR: Are you implying that, given the way the games industry is headed -- with increasingly more expensive production -- that developers like you who have original IP may abandon gaming and go into other forms of media because they can make more profit off the same tools?
Lanning: Currently there aren't many game creators who have true multimedia IPs. Oddworld is kind of obvious that way. And so, for us, what we're choosing to do is abandon 100% in-house development for games. Every time we pursued other opportunities in the past, we just wound up being completely consumed with the game productions because we just don't have the bandwidth or the time.

THR: And you've chosen to make this move now because ...
Lanning: Because we believe there's a window that's open for all-CG feature films and TV. And if we don't crack it in the next 2-1/2 years, we're not going to be able to. Our plan is to be a content creation company with someone else bearing the load of the actual production. We'll stay focused on multimedia content, really solid concepts that would make great games, great TV, great movies.

THR: Using the Oddworld universe?
Lanning: Not necessarily. We've been cooking up other non-Oddworld stuff.

THR: Where is the game industry going in the next two years -- in the same direction that prompted you to get out? And what will that mean for other game developers who are in the same situation? Will they get out too?
Lanning: What it means moving forward is more consolidation, fewer opportunities for developers to make money and own properties, and continued sequel- and license-itis.

THR: What then is your best advice to game developers? Follow your model?
Lanning: [Laughs] You know, we're really brave and are willing to bite the bullet. We don't look at our company and go, wow, if we sell it now, we could pocket big bucks. No, we're saying we set this company up to build brands and create exciting entertainment and we're not about to stay a slave to this just so we can put some extra money in the bank. So my advice is this: Follow what you love. There are some guys out there who just love game development. And if they stick to it, they'll probably prosper -- if they're really intelligent and have the discipline and wherewithal to pull it off. This is still a lucrative career. I mean, the quality of life issue is an ongoing one and it really is a problem with no sign of real change on the horizon. But people still make good salaries. However, if you're a third-party developer who wants to be a content creator and to control the destiny of that content, the game industry is not the place to be right now.

THR: So the moral is, what? Keep your eye on Lorne Lanning and then, when he's successful at doing what he intends to do, follow suit?
Lanning: From your lips to God's ears.

Paul "The Game Master" Hyman was the editor-in-chief of CMP Media's GamePower. He's covered the games industry for over a dozen years. His columns for The Reporter run exclusively on the Web site.
Quelle

60

Montag, 18. April 2005, 08:33

hab ich eben auch gelesen. finster, finster. einer der innovativsten firmen ist weg. :(

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