Wii Heatseeker

Bio Shadow

Banido
Sai em Março, fica aqui o preview da IGN, uma entrevista, vídeos e screenshots, estou muito interessado neste jogo :D

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Vídeos:
http://media.wii.ign.com/media/858/858377/vid_1892576.html
http://media.wii.ign.com/media/858/858377/vid_1892571.html

First Look: Heatseeker
We go eyes-on with the Wii version of the game. So how does it look so far? Clicky.

January 30, 2007 - Publisher Codemasters recently brought by a nearly finalized version of Heatseeker for Wii. The title, which is developed by both Codemasters and IR Gurus, is an action-oriented take on the traditional flight simulator. In place of overly complex controls and a heavy focus on realism, Heatseeker serves up an easily accessible flying experience overrun with intense dogfights. The game is set to release on Wii, PlayStation 2 and PSP this March and to celebrate the impending debut, we got to see -- not play -- the game in motion. For whatever reason, Codemasters didn't want anybody to go hands-on with the title just yet, but we gathered much from the on-site demonstration.

We've previously detailed the game's selection of jet fighters and levels so we're merely going to offer a refresher on the subject. You can choose from some 30 playable fighters, including everything from an F-15 Eagle and F-35 Lightning II to the MiG-29 and Su-47, and dogfight in the skies or under the radar in a variety of locations around the globe. The planes have individual attributes and distinguishable sets of weight and physics, they can be skinned differently, and a host of unlockable weapons can be added to them as you advance. Finally, Heatseeker brings air combat to life with a cinematic impact cam that dynamically shoots the action from different angles.

According to a Codemasters representative, as the company has learned more and more about Nintendo's console, the Wii version of the title has become the primary focus. We can't say we blame the studio, either, because the Wii remote and nunchuk seem to be a perfect fit for a flying game of this type. Codemasters and IR Gurus have capitalized on the setup and come up with a control scheme that, while seemingly experimental, appears to work triumphantly. It makes use of the nunchuk attachment's motion-sensory functionality for fighter movement. To turn left you simply tilt in the direction with the nunchuk; to turn right you do the same. (Incidentally, EA is using these same mechanics to carve in SSX Blur and both games are giving us hope for the future of nunchuk-controlled titles.) Meanwhile, to make a plane dive down you simply motion forward with the nunchuk; and to pull up -- that's right -- you merely pull back on the nunchuk.

On top of everything else, you can hold forward on the nunchuk's analog stick to give your fighter a burst of speed, which is integral for catching faraway enemies during dogfights. After about three seconds, your jet's rockets will ignite and an impressive visual blurring will overtake the screen as the craft shoots forward with notable force. You can alternatively pull back on the analog stick to slow down.

We didn't get to try any of this for ourselves, but we've been on the Wii end of the industry long enough to spot shoddy controls from afar -- and Heatseeker is thankfully looking smooth. Even the simplest of nunchuk tilts would smoothly cause jets to turn left, right, take a dive toward the earth or ascend into the clouds, whose quasi-volumetric density is a cut above most console-based efforts. (That noted, the clouds do pop-up out of nowhere periodically, which shouldn't be happening.) We could easily see that controlling planes in Heatseeker is going to be an enjoyable undertaking.

Not to be confused with a PC-like sim, Codemasters and IR Gurus have together taken steps to ensure that Heatseeker appeals first and foremost to action fans. To that end, the game is fast and filled with different challenges, from typical air combat -- lock onto enemies, send missiles flying and the impact cam goes to work -- to flying missions low to the ground to avoid radar detection. You'll never have to worry about weapon management because there isn't any. In Heatseeker, you can unload as many missiles as you want and you'll never run out of machine gun ammo -- you've got it all infinitely because action, not realism, is the focus.

Based on what we've seen thus far, the title is showing good promise. It is not exactly pushing Wii's technical boundaries -- a truth we contribute to the fact that Heatseeker undoubtedly began its life as a PlayStation 2 endeavor, but was eventually moved to Nintendo's console, too. Textures could be crisper and some of the geometry -- landscapes, mostly -- lacks detail. But the title does run smoothly and to its credit, it is humming along in both 480p and 16:9 widescreen modes.

All of that noted, if you're looking for an intense dogfighting game, Heatseeker seems to have you covered, and we'd be shocked if it didn't play best -- and by a long shot -- on Wii. The nunchuk-based motion controls seem to work too well for the other versions to hold up. The only glaring omission is the lack of a multiplayer mode, which has for some reason been sacrificed on Wii and PlayStation 2, but exists on the PSP version.

Check back soon for much more on the game. Until then, satiate your appetite for some Wii dogfighting by checking our media section below. We've posted new screens and videos of the game in motion.
Heatseeker Soars to Wii
The maker of Heroes of the Pacific takes you to the skies for some epic dogfights - Wii style. First interview and screens.

October 4, 2006 - Wii fans, go ahead add another game to the growing roster of titles coming down the pipeline. Publisher Codemasters has given us the exclusive scoop on its first project for Nintendo's new generation console. It's called Heatseeker and it's one part Ace Combat, one part After Burner, and all-out speed and destruction. The game is co-developed by IR Gurus, the maker of the well-received historic dogfighter Heroes of the Pacific, and is set for release on Wii, PlayStation 2 and PSP next March. We had the chance to chat with the Ben Board, the title's producer. We've provided that interview plus first-ever gameplay screenshots below.


IGN Wii: Thanks for answering our questions, Ben. How long has Heatseeker been in development and how big is the development team?
Ben Board: Our first jet model rolled out of the hangar in January 2006. The engine for IR Gurus' WWII flight game, Heroes of the Pacific, gave us a great launch pad, so Heatseeker hit the afterburner straight from the start! Since then the core team has grown to thirty people - not including a supporting art team of twenty, fifteen voice actors, a dozen focus testers, a nine-man live action shoot, and a military authenticity consultant. The credits run for eight pages!

IGN WII: Nice. So what's Heatseeker's storyline all about?
Ben: It opens with terrorist attacks reported on a rolling-news TV station. As a peace-keeper in the International Council, you are surprised by a suspiciously well-equipped attack. From there the action never lets up. The globe-spanning trail features an unhinged smuggling boss, a rogue Federation Admiral with a fleet of warships and nothing to lose, and ultimately to a dictator with a nuclear arsenal that you know he'll use.

IGN Wii: How many fighter jets will be available in the finished game?
Ben: You can pull G in over 30 flyable fighters and their amazing variants, and you'll see another ten flying alongside (and exploding into fiery frags) during the game. They include fully licensed planes from the mighty F-15 Eagle and F-16 Falcon to the stealthy fifth generation F-22 Raptor and F-35 Lightning II, and detailed recreations of "bad guys" all the way from the classic MiG-29 and Su-27 to the ultra-modern Su-47 and MiG-1.44. And the final bonus unlock? My favorite plane of all time, the coolest machine to ever take to the skies, packing an armament that you wouldn't believe if I told you (and I'm not going to).

IGN Wii: Do the jets fly differently? How have you worked to give each jet an individual style?
Ben: Absolutely. Each plane has thirty-five individual control parameters - the weight of the plane, the amount of engine thrust, the effectiveness of the afterburners and throttle, the pitch, roll and yaw rates, the amount of lift generated by the wing surfaces - and every one has been tuned to make each plane special. But you don't have to worry about the stuff under the hood. Just choose the one that fits you best, pick the weapon load-out that suits the mission profile, kick the tires and light the fires!

GN Wii: How are you bringing these planes to life from a visual standpoint?
Ben: In addition to the planes being modeled and textured to the manufacturer's own specification, every one has fully animating parts including ailerons, air brakes, engine nozzles, and landing gear; watching the Raptor's missile bay doors open to release a barrage of long-range missiles before snapping stealthily shut again is a sight to quicken the pulse of any jet nut. Jet flames and contrails, blazing cannons, and exciting high speed effects add to the immersion, and should you get clipped by a missile, hell, you'll know about it. And everything is rendered with spherical harmonic lighting. Watching highlights play across those metal curves as the jets roll and climb is much more exciting than I should admit to. But when the bogeys appear on the HUD, the afterburners light up and the weapons drop from the rails the game really comes to life. You've never seen explosions like these. Each plane has been built twice, with a special 'fragged' version busted into scarred lumps of bent metal and twisted machinery. As your missile hits you'll watch them scatter to the winds in epic clouds of flame and smoke and shards, each explosion hand-scripted to make the most spectacular theatre of airborne destruction you've ever seen.

IGN Wii: That sounds pretty awesome. What environments will players be flying over in the game?
Ben: The storyline takes the player through ten unique environments, from the Atlantic, a sandy naval base under surprise attack by a mysterious rebel force, to a lush Caribbean paradise of a beauty at odds with the fiendish goings-on inside its mountains, on down to the harsh blue Antarctic where huge fleets face off amongst frozen canyons and burning oil rigs, and finally east, where you'll fly under broiling red skies to a fortified citadel on a bleak peninsula. If you can't knock that out before the clock runs down, the world's prospects are looking seriously crispy.

IGN Wii: Are the environments interactive?
Ben: Break bridges. Annihilate airports. Demolish docks. Flatten fortresses. Fly in under the radar, low and fast, tracer fire inches from your cockpit, and get a missile into that submarine tunnel. And with every hit, watch the buildings crumble and the smoke rise.

IGN Wii: Would you describe the game as a flight simulator or an arcade-style jet fighter?
Ben: This game is about fast combat, shattering explosions, instant maneuvers and sexy planes. In Heatseeker you'll be at twenty kills before the opposition has got clearance to taxi. We have concentrated on accessibility, clarity and simplicity in the flight model and interface, to make sure the player has one thing in mind: lock on to them before they lock onto you. We do offer the choice of first- and third-person perspectives, and arcade or more realistic control paradigms to let the player choose how he wants to fly -- but with missile combat brought up close and personal, the kill count reaching three figures, the game marries arcade realism. We don't limit ammo counts, just recharge rates (except in one very special case). Watch your tally climb with each kill. Rack up kills to trigger the lock-defying stealth mode. Avoid incoming missiles with a reflex-testing twitch mechanics -- hit the button in time and you will execute a stomach-scrambling maneuver that will see the danger scream past, but if you're too slow? My advice: don't be.

IGN Wii: Tell us about the Impact Cam and how it works.
Ben: The First Commandment of Heatseeker: 'thou shalt not just destroy tiny enemies miles away'. We call them 'blip kills', and we don't like them. When you've hit something, you want to watch. Heatseeker's Impact Cam makes air combat into an action movie. Dozens of short hand-crafted destruction sequences are triggered on key kills to show the fruits of your explosive labors up close, using every special effect we've ever heard of: bullet time, blurs, burns, shakes, shudders, sounds, and oh, so many particles.

IGN Wii: Nice. What kinds of weapons will be at your disposal?
Ben: Well, we finally called a halt at forty missiles and bombs. Start with the workaday SRAM, a short range, low damage, general purpose missile, and the B1K, a lump of dynamite in an iron shell, and work up through the ranks: the MRAM and LRAM for air superiority; the RPOD rocket system, a sort of aerial shotgun; and more ground missiles, cluster bombs, parachute bombs, fuel-air bunker busters, and electromagnetic pulse weapons than you'll know what to do with. If you're very good indeed, we might give you the A-SLAMR. But just one. Use it very, very carefully.

IGN Wii: Is there a multiplayer mode of any kind?
Ben: This time around the PS2 game focuses on the single-player experience, we decided to use that time to make the missions cooler, the environments more lush, and the fireworks so damn hot. The PSP build features network play and a range of game modes, from dogfights, to team dogfights, ground assault as well as an eye watering race mode.

IGN Wii: Nintendo's Wii console opens up some exciting possibilities for jet fighter games. How are you using Nintendo's innovative controller in Heatseeker?
Ben: An arcade jet fighter game is a natural fit with the controller. Heatseeker is all about throwing your jet around the sky, trying to get on his six before he gets on yours, and the physical nature of the Wii controller connects the player's movements directly to the plane's. We're playing with a hangar full of different configurations to test out the amazing selection of control methods the Wii offers. Do we use the Wii-mote to point at targets while the nunchuk's thumbstick controls the plane, or is held like a joystick to let its accelerometers do the work, or do we use the Wii-mote to mimic holding the plane in your hand, while movements on the Nunchuk jink away from missiles? They all work, they're all great, and we're playing the game to find what's best!

IGN Wii: When will the game be available for the various systems?
Ben: March 2007 on all platforms.

IGN Wii: Any final words for Wii owners and jet fighter fans anticipating Heatseeker?
Ben: See the flight, feel the fight! Heatseeker is larger-than-life, in-your-face, pyromaniac rollercoaster that brings explosive arcade close-quarters missile combat to your console. The best explosions, the sexiest planes, the most spectacular weapons, all with the unique tactile control of the Wii.
 
Parece ser um bom simulador, tem vários caças e vai tirar um grande partido dos comandos da Wii, só que eu simplesmente não gosto muito deste género de jogo (o dinheiro não é muito e tenho outras prioridades), mas quem goste deste tipo de jogos parece ser uma excelente opção.
 
eu sempre gostei muito de jogos de simulação de aviões, e joguei bastantes, se o comando for bem aproveitado, e um jogo exelente, basta ter um bom modo historia, e mp.
 
A Nintendo tem que se começar a preocupar com os gráficos, rapidamente.
O escudo da jogabilidade não vai servir para sempre....
Salvo erro, as primeiras imagens do jogo são da PS2.

E mesmo que não fossem, o jogo não é feito pela Nintendo mas sim pela IR Gurus Interactive que nunca trabalhou na arquitectura; nem em hardware gamecube, e codemasters que chegou a anunciar 5 titulos para a GC (sendo o mais sonante colin McRae 3) que nunca sairam.

Além de que é multiplataforma, também sai na PS2 e PSP, não é jogo que puxe o hardware, tem um mínimo denominador comum; raizes mais abaixo (mesmo que fosse para a GC) dito isto eles parecem estar a esforçar-se em polir mais o titulo para a Wii, que passou a ser a plataforma principal.

It is not exactly pushing Wii's technical boundaries -- a truth we contribute to the fact that Heatseeker undoubtedly began its life as a PlayStation 2 endeavor, but was eventually moved to Nintendo's console, too. Textures could be crisper and some of the geometry -- landscapes, mostly -- lacks detail. But the title does run smoothly and to its credit, it is humming along in both 480p and 16:9 widescreen modes.
Fonte: http://wii.ign.com/articles/759/759775p1.html

tive agora a ver videos, continua a não ser um género de jogo que me atraia, mas não tem mau aspecto em movimento:

-> http://media.wii.ign.com/media/858/858377/vids_1.html
 
Quem faz jogo é irrelevante neste caso. Se não houver pressing da Nintendo no sentido das editoras usarem o potencial da Wii decentemente corrre-se o risco de a Wii passar de consola revolucionaria a maquina dos chineses, tipo uma polystation.
È fundamental que exista um cuidado no grafismo ainda para mais quando este é usado e abusado nas outras consolas.
O jogo em si, na verdade sempre gostei de jogos de aviões descomprometido, arcade.
Mas também gosto de explosões e misseis bonitos...
 
Quem faz jogo é irrelevante neste caso. Se não houver pressing da Nintendo no sentido das editoras usarem o potencial da Wii decentemente corrre-se o risco de a Wii passar de consola revolucionaria a maquina dos chineses, tipo uma polystation.
È fundamental que exista um cuidado no grafismo ainda para mais quando este é usado e abusado nas outras consolas.
O jogo em si, na verdade sempre gostei de jogos de aviões descomprometido, arcade.
Mas também gosto de explosões e misseis bonitos...
Vê os vídeos, acho que o jogo está longe de mau, apesar de eles "até" terem desculpa.

Não podes pedir que todos os jogos puxem uma consola; aliás, nem convém à Nintendo no primeiro ano de vida da consola; senão qual a evolução gráfica que a consola vai ter? se formos ver a diferença entre títulos de lançamento da PS2 e títulos de 2006... até nos assustamos.

Nintendo não tem de pressionar, um jogo multiplataforma nem tem obrigatoriedade de ter melhores graficos em X plataforma, se a Nintendo os fosse obrigar, alguns até podiam optar por não desenvolver para a plataforma. Nunca é bom pressionar os developers nesse sentido, a não ser que estejas disposto a pagar o que "encomendas".

Deixa-os estar, phasing out de jogos e engines multiplataforma com a PS2 como minimo denominador comum vai acontecer durante 2007, até convém à Nintendo que assim seja.
 
A Nintendo tem que se começar a preocupar com os gráficos, rapidamente.
O escudo da jogabilidade não vai servir para sempre....

A consola ainda acabou de sair! Querias os gráficos de um GOW ou Resistance? Tem calma! Uma consola não pode agradar a todos, senão não havia concorrência e variedade, que apesar de fazer muita comichão a muita gente, é sempre preciso e essencial para que a industria continue de pé! O mesmo acontece com os carros!

Há muitos (NÃO TODOS) que falam falam falam falam mal dos gráficos...até porem as mãos numa consola da Nintendo e depois não a largam!

Não há jogos perfeitos, assim como um jogo quando é concebido, ou é mais trabalhado nos gráficos, ou na jogabilidade, ou nos conteúdos, ou na banda sonora, ou na longevidade, etc, etc, etc e tal....e cenas....e o camandro...

[DREAM=ON]
Ainda está para vir o jogo perfeito e a consola perfeita "clusterizada" com os trunfos de cada uma!
[DREAM=OFF]

Se fosse (economicamente) possível, muita gente comprava as consolas todas e assim havia menos críticas, guerrinhas e cadeiras a voar...ou então não!
 
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