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Old 05-01-2003, 05:25 PM   #31
Spike_Spiegel
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I can't wait to find out how SK changes the Psycho Mantis fight to make it even more insane than it was in the PSX version.

Psycho Mantis: You like Eternal Darkness, don't you?

Hopefully they'll bring back the entire voice cast from the PSX version.
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Old 05-01-2003, 06:44 PM   #32
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Quote:
Originally posted by Spike_Spiegel
I can't wait to find out how SK changes the Psycho Mantis fight to make it even more insane than it was in the PSX version.

Psycho Mantis: You like Eternal Darkness, don't you?

Hopefully they'll bring back the entire voice cast from the PSX version.
Wow, haven't seen you in a long time Spike, good to see you again...

And yeah, I am interested in this game too. This should attract many gamers in America. It might even convince them to buy a Gamecube.
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Old 05-01-2003, 06:52 PM   #33
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Quote:
Hopefully they'll bring back the entire voice cast from the PSX version.
Why not just use the soundtrack from the original game? From what I can tell, they're not gonig to change the plot at all. No reason that they would change the dialogue in that case.

Quote:
And yeah, I am interested in this game too. This should attract many gamers in America. It might even convince them to buy a Gamecube.
I highly doubt it. After all, PS2 gamers will be able to play the original MGS as well. It won't have graphics that are quite as good, but why would they want to buy a GameCube for an enhanced port of a game they already played?

If this does anything for Nintendo, it will be to help dispel the kiddy image and to show that Nintendo is more willing to work with third parties in this generation. I don't think this game will have much of a direct effect on GameCube sales.
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Old 05-01-2003, 07:15 PM   #34
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people could also play the original RE, but isn't it worth it on the cube? silicon knights is the pimp studio, they will not dissappoint.
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Old 05-01-2003, 07:57 PM   #35
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Quote:
Originally posted by Crash
people could also play the original RE, but isn't it worth it on the cube?
I don't think many people thought it was since it didn't really help sales much at all...

But the RE remake is pretty different compared to the original RE... Lots of new stuff added along with some storyline changes and such... And Xantar doesn't seem to think the MGS1 remake will be quite as different as the RE remake, apparently (although I think they will change more than just the graphics)...

I don't see how it could help dispel the kiddy image... I mean people said the same about RE and ED.... *shrugs*
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Old 05-01-2003, 08:06 PM   #36
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Nintendo has really done a lot to shake its Kiddy Image, which was never really a true statement in the first place, they have always had mature titles on their console's, just not quite as many as PS2. It seems to me the only thing that will shake Nintendo's kiddy image(on Gamecube anyways), is if all the games from now on are M-Rated.
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Old 05-01-2003, 08:06 PM   #37
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IGNcube: Everyone loved Eternal Darkness. It was critically acclaimed across the board. You guys just won the award for best storyline. Why didn't the game sell better?

Denis Dyack: That's a good question and one that we've put a lot of thought into. Certainly it didn't sell horribly, thank God, but I look at it like a very successful independent film. My favorite film of all-time is Blade Runner. I'm a really big fan of the movie and think it was absolutely way ahead of its time. However, it failed at the box office. It failed horribly.

So we look at Eternal Darkness and we know what we can do to change things. Certainly keeping the content in there is not going to be a problem, but we're probably in the future not going to be quite as subtle. When I look around the IGN boards about Eternal Darkness, I see questions in there and think, well, wasn't that obvious? Some of the things we put in that we thought were sneaky people haven't even noticed yet. So we think that maybe we were too subtle and that maybe we need to put more action in.

If you look at games that I personally find very appealing, like Metal Gear Solid, they have huge amounts of flash and they've got the content as well. So I think that's the direction we're going to go in next time.


LOL, Dyak's a sly one!
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Old 05-01-2003, 08:36 PM   #38
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Quote:
Originally posted by Shadow_Link
IGNcube: Everyone loved Eternal Darkness. It was critically acclaimed across the board. You guys just won the award for best storyline. Why didn't the game sell better?

Denis Dyack: That's a good question and one that we've put a lot of thought into. Certainly it didn't sell horribly, thank God, but I look at it like a very successful independent film. My favorite film of all-time is Blade Runner. I'm a really big fan of the movie and think it was absolutely way ahead of its time. However, it failed at the box office. It failed horribly.

So we look at Eternal Darkness and we know what we can do to change things. Certainly keeping the content in there is not going to be a problem, but we're probably in the future not going to be quite as subtle. When I look around the IGN boards about Eternal Darkness, I see questions in there and think, well, wasn't that obvious? Some of the things we put in that we thought were sneaky people haven't even noticed yet. So we think that maybe we were too subtle and that maybe we need to put more action in.

If you look at games that I personally find very appealing, like Metal Gear Solid, they have huge amounts of flash and they've got the content as well. So I think that's the direction we're going to go in next time.


LOL, Dyak's a sly one!

HAHAHAH oh yeah I remember that interview.....made twin snakes will use the network adpater and if you have a friend u and him go though the satges together? But whatever it happens I hope they don't make you play Radien in the game, I prefer playing Snake to him.
BUt neways I'm buying this game ( once they go it right) cause I loved the MGS, in fact I think I liked it more than MGS2.
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Old 05-01-2003, 08:38 PM   #39
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Quote:
Originally posted by DeathsHand
But gameplay and AI! GAMEPLAY AND AI! Heh... I mean the NGC controller is a lot more simple than the PS2 one... less buttons, PLUS only 2 analog buttons as compared to... Well, all of the buttons on PS2 (and although they're not used in all games, the analog buttons were used quite a lot in MGS2, if you havn't played it)... So is it still gonna have all those neat moves and gameplay thangs or is it gonna go back to the more simple MGS1 way (I mean it's a remake of the first, but of course you want to upgrade things)?...

Plus AI... The enemy AI in MGS2 was pretty good... Is it gonna be just as good or better in this? Or and the enemies are gonna be all stupid-like? I mean sure lots of people liked ED, but I thought it was kinda meh, and it's not a game which requires lots of advanced enemy AI...

meh... it will probably still be good

Well, the Artificial intelligence will be upgraded. I mean, MGS is a game in which the enemy's AI plays a big part. They would be stupid not to use the GC's larger second level memory cache for that. And I think Kojima must be very interested in that aspect. So, I am not worried in the least in that part. About the shoulder butons... They would be missing the L1 buton (The Z buton is in front of the R buton after all, so I'm counting the missing one as L1). It is used to point your gun at enemies while running (yeah, I own the game ya' know). But they'll most likely find a way to fix that. And the pressure sensitive is simply not necessary and was something I never really used in that game. The first MGS game was great and didn't have it and I never found a big difference (if at all) from the experience I got of both games. But that's just me.

Edit: BTW, I never knew the game used pressure sensitive until I read it in a forum.
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Old 05-01-2003, 09:52 PM   #40
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It was a great game on nintendo and will be even greater now
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Old 05-01-2003, 10:04 PM   #41
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I'll be buying this one. I admit I didn't like MGS2, however I really enjoyed MGS. A remake sounds like a good idea.
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Old 05-02-2003, 12:25 PM   #42
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I wonder how much they will change to the game... I mean... Konami's working on it, Silicon Knights... AND Miyamoto :eek:

They better make it really good...
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Old 05-02-2003, 12:45 PM   #43
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All this talk about Metal Gear Solid...I think I'm going to replay MGS again

I've beaten it twice already...masterpiece
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Old 05-02-2003, 01:15 PM   #44
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Quote:
Originally posted by Shadow Fox
Um, two discs, and less loadtimes maybe?

Either that, or redoing the FMV's to being realtime on GCN hardware...
Err, I'm talking about how the controler will be used. On Ps2 it uses all 8 buttons, AND the shoot button uses an analog function there you press and hold square to aim your gun out, slowly release square to put it down, and quickly release to fire.

the layout just doean't look like it will work on GCN... kinda like the GTA3/VC in 2004 announcement, how on earth will they put a button layout that uses that many buttons (10) on the Cube.
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Old 05-02-2003, 02:17 PM   #45
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Quote:
Originally posted by TheGame
Err, I'm talking about how the controler will be used. On Ps2 it uses all 8 buttons, AND the shoot button uses an analog function there you press and hold square to aim your gun out, slowly release square to put it down, and quickly release to fire.

the layout just doean't look like it will work on GCN... kinda like the GTA3/VC in 2004 announcement, how on earth will they put a button layout that uses that many buttons (10) on the Cube.
Like DH said, they managed to get MGS2 work on Xbox, but anyways, this is MGS 1 we're talking about, which I'm sure didn't use analog buttons (considering PSX didn't have an all analog controller). You forget the significance of the digital clicks in the L/R GCN triggers- they worked excellent in the GCN Splinter Cell port, and with Silicon Knights mapping this one out, there's no way it could go wrong.

In the original game, it was mapped like this if I recall:

X-Crawl/duck
O-Action button
Square-weapon
triangle-view
L1-item cycle
L2-equip item
R1-equip cycle shortcut
R2-equip
Start-pause
Select-codec
Left analog-movement
Right analog-not used
dpad-not used

How is this a problem? You'd easily come up with something like this:

X-Crawl/duck
A-Action button
R-draw/use weapon (digital click)
L-codec
Y-codec
Left analog-movement
C-stick-view
Dpad up-item equip
Dpad down- equip
Dpad left-quick item equip
Dpad right-quick equip
GBA-optional codec view

It's not that hard, and even MGS2 can be reincarnated as such and remain intuitive.

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