Nintendo Sin & Punishment 2: Sucessor of the Skies (Treasure)

^ "Ai, que horror, um jogo estilo arcade mas longo!"

Maravilha, bang for the buck.

Tidbits da Entrevista Iwata Asks:

Nintendo JP: Iwata Asks: Treasure On Sin & Punishment 2

“First three pages were mainly talking about the development hell they got stuck in when developing for the Nintendo 64 (and apparently it was the same over Hal Laboratory, said Iwata), how did the project start and how did they decide the title.

Some quick translations related to S&P2 (could be wrong, feel free to correct me)

The game is 60 fps. When S&P2 team heard that Super Mario Galaxy runs at 60 fps, they said to themselves ‘well, we’ll do that too!’. And that’s the reason why there are demo stations – because you can’t experience the smoothness of the game without actually seeing it running.

Suzuki Yasushi, the person who did the art for the original S&P, has left Treasure and stopped doing videogame arts at the time development started. They ask him to come back because they felt if the designer is changed, the whole taste of the game would change and it would become a whole different game.

Treasure started developing the game with the gamecube controller in mind, and they made it really really difficult. Nakagawa expected Nintendo will tell them to fix that and make the game easier, but turned out feedback from Nintendo was that it was way too easy. That’s because the wii-mote pointer made aiming so much easier and Treasure had to balance the difficulty for both the gamecube controller and the wii-mote. So now different controllers will have advantage in different parts of the game.”
Fonte: http://go2.wordpress.com/?id=725X13...m/jp/articles/tsumitobatsu/crv/vol/index.html; http://ruffianhq.wordpress.com/2009/10/22/nintendo-jp-iwata-asks-treasure-anout-sin-punishment-2/
 
Eurogamer.it import review -10/10

Isto foi melhor que o google translator fez:

I still remember as if it were yesterday my first encounter with Sin & Punishment 2: I had just come in with the merry gang of Eurogamer.it inside the Convention Center in LA and we were heading for the hall quietly arranged the withdrawal of the badge 'E3, still partially ****** by a journey lasting 19 hours.

Suddenly, loud and totally unexpected shock: an officer to the assembly of stands left a door open for a few seconds, watching, I saw the logo of the game printed on a giant model of the walls of the titanic the Nintendo booth. They are followed shouting, jumping and shouting harassment subscribed berserk with joy and emotion to the idea of being able to get their hands on a long-awaited title (there are witnesses eh, it's all true!).

Four days later, after the Los Angeles exhibition, the hostesses, Nintendo has now come to call me by name, greeting and with a certain transport: it seems that none of the thousands of visitors had tried the demo as I am, literally possessed the presence of a game for years I could only dream of and is now a delicious reality.

The two players have the same look stupid but will have different special attacks, just to vary a bit 'gameplay.
Sin & Punishment 2 is the sequel to the masterpiece made in Treasure formidable swan song of the legendary Nintendo 64 remained confined to Japan only for reasons of expediency and Marketing: The year was 2000 and after the flop, however irresistible Conker's Bad Fur Day, Nintendo decided that the space for a shooter on a console so special was practically nonexistent deceased, denying opportunity to glorify a title even already dubbed into English.

The usual nerdazzi hardcore maniacs in imports and indispensable in any case did not give up, bypassing the blockage of large N and raising quickly Sin & Punishment to the status of cult status, resulting in 'Lost in Translation' useful increase the already palpable charm of the game.

The release "posthumous" on Virtual Console has since held a sort of belated baptism of love between the West and the title Treasure: the warm welcome made by consensus and download by Wii owners and Nintendo has thus convinced the house of Ikaruga to give birth to a second chapter as unexpected as inherently friendly feature offered by the console.

There is also a two-player mode, in which the player 2 providing fire support to the protagonist: nothing striking, although a greater attack power can definitely be helpful.
Yes, because the duality mating Wiimote & Nunchuck and point the infrared appear to be the ideal tools to enhance the characteristics of the formula Sin & Punishment, with a perfect setup for acrobatic pirouettes 'Shooter' characteristic of the saga.

The concept is in fact to a shooter "total" in which you must destroy gigantic hordes of enemies (and I mean when I write colossal armies really impressive, with dozens and dozens of opponents at once screen ...), maneuvering between a number of bullets unhealthy .

The eye-hand coordination and multitasking will become your most valuable allies, since the sinuous movements of your alter ego and aims will be managed quite independently of each other (specifically, the analog will move for the screen and with the pointer to target your attacks).

The result is something magnetic and surprising, a kind of steroid under Panzer Dragoon characterized by rhythms and a breathtaking spectacle absolutely unprecedented, for an experience no gaps or dead spots designed to perfection for ecstasy and challenge you.



Like the prequel, Sin & Punishment 2 is based on the idea of creating chain longer and longer between attacks, in a vicious hunt to high score you will slowly learn by heart stages and patterns of enemy hordes in order to develop the perfect strategy.

With practice you will come to quickly metabolize unconscious dynamics of the game and find you to perform maneuvers unthinkable at the beginning, really under pressure from various flights to the millimeter, slalom through deadly laser beams and devastating counter-explosives (because the weapons are Sin & Punishment both guns and swords, complete with a blade that can be returned some types of bullets).

I know it seems impossible to the lovers of the magnificent original Treasure but with this second episode has pushed even more determined on the accelerator (from every point of view), managing to pack one of the most spectacular games ever. Be prepared to live so dizzy that makes you break my heart, change of pace between breathtaking, phases almost Platform and exciting duels against bosses as numerous as phenomenal (I think the media takes about 3 to level boss!).

Thanks to Nintendo Wi-Fi Connection you can upload your scores, comparing the leaderboard with players around the globe.
In such a magnificent play could not accompanied by a technical realization of excellent workmanship: the techno and adrenaline-pumping soundtrack and the graphics engine can handle dozens and dozens of items at 60 frames per second (though with some very rare slowdown). Apart from the fact the speed and amount of enemies on screen, it is once again the artistic director to leave their mark, with the distinctive style of Yasushi Suzuki (today mankaga illustrator and full-time only exception returned to Treasure the franchise to remain true to its roots) that fascinates with its glimpses of the future dream enigmatically.

Between a mad rush to head down to the skies of a city where skyscrapers and insettazzi Gargantuan coexist without difficulty, and traveling on a highway of air in the middle of the Pacific Ocean, Sin & Punishment 2, and you will often willingly open-mouthed, fascinated by landscapes and situations unique to say the least. Never mind if from this point of view the two new characters, Isa and Kachi, can not stand the comparison with Saki and Airan predecessors because of their ability to be incurable fools plaster and even a little 'Pirlo.

The bosses will not give you a truce, fighting with nothing short of pyrotechnics and elaborate.
Needless to search for particular defects: nothing in this well-kept production was left to chance, the richness of content (the game takes almost three times the previous year, not counting of course the inherent replayability!) All'infallibilità control system (with Nunchuck and Wiimote so obvious that eclipse other configurations available, or Classic Controller, GameCube and Wii Zapper pad), passing through the bilanciatissimo degree of difficulty (but tending to the bastard, how good it is).

Able to improve a masterpiece is not a company within the reach of everyone: the risk of failure is very high and the comparisons (even more uncomfortable) are always around the corner. Nintendo and Treasure are still largely succeeded in their aim, making Sin & Punishment 2, a product in every way better than the original thanks to the attitude that permeates the bigger & better way. Nothing to object, the history of the shooter now moves from here: epochal.
 
Eurogamer Import Review - 8/10

Sin and Punishment is bold and testing and completely mad; like so many Japanese favourites of previous decades, it often seems to have arrived with us from a different planet. Treasure has crammed unbelievable variety into four-to-six hours of blistering action, never giving you more than five seconds to think before throwing the next insane, bullet-spewing child of its bizarre imagination into your path. It's inventive within a quite traditional template and weirdly anachronistic, at once comfortingly familiar and modern. It's greatly comforting that there's still a platform for it in this world.

A espera vai ser longa :'(
 
Regra geral, os jogos da Treasure não costumam ser muito longos. E em comparação (dentro do género), possivelmente é dos mais longos que fizeram até agora.
 
Estes jogos não têm niveis feitos para serem jogados uma vez, ou para serem jogados sem perder uma catrefada de vezes.

Logo, para o que são têm a longevidade que os jogadores quiserem.
 
Joguem o 1º da N64 e depois digam se é curto, só o nível de dificuldade torna o jogo relativamente curto no dobro ou triplo do tempo para o terminar, com este não sei se será o caso.
 
Não faço ideia da veracidade, mas no site da Nintendo Portugal apontam 9 de Abril como data de lançamento.
Alguém leu algo com essa data?
 
g5peopleflat.png


Há ali uma perna deveras estranha

Tamanho original


offtopic - os últimos posts têm sido meus, pergunto, é preferivel fazer o bump, como fiz, ou editar o último post?
 
offtopic - os últimos posts têm sido meus, pergunto, é preferivel fazer o bump, como fiz, ou editar o último post?
Como te der mais jeito, desde que sejam com diferença de dias, é irrelevante, se quiser posso fazer merge deles mais tarde.

Não encontro a data de lançamento prevista deste, só um vago "Q1 2010"
 
Como te der mais jeito, desde que sejam com diferença de dias, é irrelevante, se quiser posso fazer merge deles mais tarde.

Não encontro a data de lançamento prevista deste, só um vago "Q1 2010"

Obrigado pelo esclarecimento. Quanto ao merge, faz como achares melhor.

A data que referi que estava no site da Nintendo pt já foi mudada para 14/05/2010, portanto, para já 2010 sem muitas certezas quanto ao mês.
 
Obrigado pelo esclarecimento. Quanto ao merge, faz como achares melhor.

A data que referi que estava no site da Nintendo pt já foi mudada para 14/05/2010, portanto, para já 2010 sem muitas certezas quanto ao mês.

Almost :p!

Era nice investirem no jogo, com DLC ;\

Cumprs,

PS: Nice artwork.
 
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