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Author Topic: XBox 360: Ninety-Nine Nights (Tetsuya Mizuguchi\'s action game)  (Read 895 times)

Offline Riku
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« Last Edit: May 12, 2005, 05:22:31 AM by Riku »
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O rly?

Offline Knotter8
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XBox 360: Ninety-Nine Nights (Tetsuya Mizuguchi\'s action game)
« Reply #1 on: May 12, 2005, 05:27:28 AM »
Xbox360\'s own \'Dynasty Warriors\' ! ;)

I see geometry instancing/branching came in handy.
\"Enemy show me what you wanna be, I can handle anything even if I can\'t handle you !\"

Offline Paul2

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XBox 360: Ninety-Nine Nights (Tetsuya Mizuguchi\'s action game)
« Reply #2 on: May 12, 2005, 06:16:54 AM »
nice graphic if that is realtime.

Offline Samwise
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XBox 360: Ninety-Nine Nights (Tetsuya Mizuguchi\'s action game)
« Reply #3 on: May 12, 2005, 06:44:45 AM »
Looks nice! Could be fun to see some LOTR style battles in real time. :D

EDIT: After looking more carefully at the pic, the grass texture looks like ass. Oh well, it\'s still early in development.
« Last Edit: May 12, 2005, 06:53:46 AM by Samwise »
RRRRRRRRRRRRRRRRRRAPETIME!
(thanks Chizzy!)

Offline Unicron!
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XBox 360: Ninety-Nine Nights (Tetsuya Mizuguchi\'s action game)
« Reply #4 on: May 12, 2005, 10:02:17 AM »
I am amazed by the huge number of characters on screen but the character models and enviroment arent that much of a deal

Offline Knotter8
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XBox 360: Ninety-Nine Nights (Tetsuya Mizuguchi\'s action game)
« Reply #5 on: May 12, 2005, 10:45:42 AM »
like i said : geometry instancing.

It\'s the data of 1 single model which is then like a look-up-table for the x times
instancing.

Branching is then used to probably have a sort of \'random\' AI behavior for \'em.
\"Enemy show me what you wanna be, I can handle anything even if I can\'t handle you !\"

Offline ooseven
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XBox 360: Ninety-Nine Nights (Tetsuya Mizuguchi\'s action game)
« Reply #6 on: May 13, 2005, 01:42:54 AM »
Can we please STOP posting Renders and pretending that its IN game....

Thats PSTWOS JoB :p
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Offline Riku
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XBox 360: Ninety-Nine Nights (Tetsuya Mizuguchi\'s action game)
« Reply #7 on: May 13, 2005, 05:57:46 AM »
Quote
The gameplay clips, which looked to be all realtime, blew us away. Imagine Dynasty Warriors but with no fog, no visual barricades, perfect image quality and hundreds of detailed enemies on screen simultaneously. Now picture that running at sixty frames per second, and that is Ninety Nine Nights. One jaw-dropping scene in the trailer showed an explosion, with hundreds of characters being smoothly tossed into the air. Judging by the trailer, the feel of a massive battle will be perfectly captured in Ninety Nine Nights.
...
At the press conference, Mizuguchi introduced Ninety Nine Nights\' director, Phantagram CEO Sang Youn Lee. Through a translator, Lee, who seemed to be a bit overwhelmed at speaking before a crowd of a few hundred people, commented that, as this was his first collaboration, he was a bit worried, but the game is progressing well. The Xbox 360 is more powerful than his team had originally been expecting, he disclosed.


Link
« Last Edit: May 13, 2005, 06:44:34 AM by Riku »
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O rly?

Offline ooseven
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XBox 360: Ninety-Nine Nights (Tetsuya Mizuguchi\'s action game)
« Reply #8 on: May 13, 2005, 07:11:32 AM »
Quote

The gameplay clips, which looked to be all realtime
“If you’re talking about sheep or goats, there could be some issues,” [/color]

Offline Riku
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XBox 360: Ninety-Nine Nights (Tetsuya Mizuguchi\'s action game)
« Reply #9 on: May 13, 2005, 07:22:07 AM »
It could support either argument depending how you read it.  We\'ll know in a few days...
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Offline Riku
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O rly?

Offline QuDDus
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XBox 360: Ninety-Nine Nights (Tetsuya Mizuguchi\'s action game)
« Reply #11 on: May 13, 2005, 10:49:43 AM »
I hope to see more of this game @e3
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