[Wii] Spyborgs (ex-Ratchet & Clank Team+Capcom)

Sinceramente a mim não me convencem...é para isto que eles andaram este tempo todo a dizer maravilhas e que os fãs iam ficar contentes com a evolução?! Sinceramente parece-me no mesmo estilo só que com uma palete de cores mais escura...

Enfim se a Capcom se esforçar-se na Wii como se esforça na ps3 e na xbox360...

Mas pronto pode ser que o jogo até seja divertido de se jogar mas não posso esconder a minha desilusão no aspecto gráfico pois tava à espera de muito melhor!
 
Sinceramente a mim não me convencem...é para isto que eles andaram este tempo todo a dizer maravilhas e que os fãs iam ficar contentes com a evolução?! Sinceramente parece-me no mesmo estilo só que com uma palete de cores mais escura...

Enfim se a Capcom se esforçar-se na Wii como se esforça na ps3 e na xbox360...

Mas pronto pode ser que o jogo até seja divertido de se jogar mas não posso esconder a minha desilusão no aspecto gráfico pois tava à espera de muito melhor!
Acho que estás a dar de tabela neste jogo por não ser um jogo para cobrir o buraco que eles próprios criaram com o lançamento e sucesso do RE4 na Wii. Assim como eu pessoalmente dou-lhes de tabela com o Umbrella Chronicles e com o Darkside Chronicles por não serem o que deviam ser.

Mas este jogo não devia ser nada disso e se alguma coisa até questiono se, por causa de todo o bitching (que eles mereceram) estes pobres coitados foram obrigados a mudar um pouco a estratégia e publico alvo do produto, que era o mesmo publico do Ratchet and Clank. O que aplicado à demografia Wii é um jogo para competir com o Mario Galaxy ou coisa que lhe valha.

Se quiseres não vejas o jogo como um jogo Capcom, mas sim um jogo onde a Capcom América está envolvida como Editora (fazem mais que isso, mas é um trabalho de supervisão/financiamento) aqui a developer é a Bionic Games, e estão a fazer um jogo de um conceito que eles criaram (e não tinham fundos para desenvolver) e que queriam fazer para a Wii. E isso tem valor/diz muito sobre a developer, o facto de isto ser um jogo que eles queriam fazer e para a plataforma que eles queriam fazer (tem muito mais valor do que, obrigar uma equipa que quer fazer isto a fazer um third person shooter realista)

Não é o novo titulo de survival horror digno que a Capcom deve à userbase, nem tão pouco conta como suporte inhouse IMO, mas acho que não se deve tratar o jogo a pontapé por esse facto, fazer isso é como insultar o Zack and Wiki por não ter gráficos realistas. esqueçam a Capcom, isto é Bionic Games.
 
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Parece que substituíram o Kratos por 3 robôs

Pode ser que venha a ser o Hack and slash de geito ao que teno lido o jogo é um racket + devil may cry (ao que parace até temos um combo meter semelhante) e a versão final terá suporte para o classic controlor (os movimentos são só nos finishers estilo mad world)

Não está mau graficamente, mas também não impressiona ninguém

preview IGN

UK, April 28, 2009 - We've not seen much of Spyborgs, Capcom's Wii-based action brawler since June last year. At this year's Captivate event though, the company was ready to show off a little more, alongside developer Bionic Games. Interestingly, it looks like there've been some significant changes to the Saturday morning kid's TV formula first discussed with the game's original announcement.

Bionic's ambitious plans to combine fast-paced fighting with commercial-break-style mini-games and on-rails shooting have been ditched almost completely, with the game now focussed on its core co-op combat component. It's a move that's repositioned the title closer to the hardcore gamer on the demographic spectrum and that's reflected in the overhauled visual style too. Rather than the kid's cartoon look first witnessed in the game's original trailer, Spyborgs now features a beefy, yet stylised aesthetic, reminiscent of games like Ratchet & Clank - which shouldn't be surprising given the developer's pedigree.




It seems the last 12 months have given Bionic Games the chance to focus the title across the board, with its initial 5-character line-up now snipped to three – sword-wielding ninja Clandestine, tank-like robot Bouncer and ranged-weapon specialist Stinger (although Capcom is currently keeping gameplay specifics of the latter under wraps). It's enabled the team to really concentrate its energies on these three traditional videogame archetypes and offer complementary characters that work in tandem.

For the purposes of our most recent demo, fast-moving Clandestine and powerful, if lumbering, Bouncer took centre stage. In terms of fight style, Spyborgs is very much a classic brawler, with gameplay based around light and heavy attacks, plus combos, as you tear through levels, mashing down the relentless procession of enemies in your wake. As a constant reminder of your destructive goals, there's a combo counter centre screen, inexorably climbing as you take down opponents. What's more, each character has their own Finisher gauge, building up to offer access to the game's devastating finisher moves.



While light attacks, heavy strikes and combos are dealt out with simple button presses, Spyborgs' more powerful moves make extensive use of motion controls. Hit block and swing the remote up with a full gauge to trigger finisher strikes, or hold block and thrust the nunchuk when an enemy turns red to kick off a co-op team attack. On-screen prompts direct your next bout of waggling and, provided you follow accurately, you'll unleash havoc.

At this stage, there's some disconnect between your gesticulations and resulting character moves that rob the experience of any satisfying visceral clout. However, there's plenty of time to tweak controls for a more satisfactory adventure, plus Bionic claims it's currently looking into offering full Classic Controller support in the final game. Interestingly, each hero combination has its own array of finishing moves for every enemy type you'll encounter, meaning there should be plenty of variety to the otherwise straightforward brawler mechanics.
resto
 
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Bem, eu pessoalmente... gosto :)

Sim, preferia outro estilo artístico, prefiria os modelos anteriores... mas não deixa de ser um título que me desperta muito interesse...

E mais uma vez digo... não me parece que seja por aqui (nem pelo MH3) que podemos acusar a Capcom de falta de suporte...
 
Capcom/Bionic Games ainda a decidir se implementam Motion Plus ou não:

How About A Bonus Character For Each Wii Peripheral?

Darly Allison, producer of upcoming Capcom Wii game Spyborgs said last week that the game's development team is still considering how they might implement MotionPlus to the co-op beat-em-up, which doesn't currently support it. Once idea the team is considering is to add an extra playable character that would take advantage of MotionPlus's sensitivity.

This seemed like a promising idea and got Allison and us riffing: why not add another character that's controllable just with the Balance Board? And one just with the Wii Zapper or Wii Wheel? OK, those last two wouldn't apply, because those peripherals don't add functionality to the Wii Remote.

But this still seems like a novel idea: instead of tweaking controls to fit a peripheral not every consumer might have, why not just add alternate playable characters that only play with the add-on?
Fonte: http://kotaku.com/5259179/how-about-a-bonus-character-for-each-wii-peripheral
 
Imagens :eek:

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Bem... grandes imagens que temos aqui no meio! (e não... não estou apenas a falar da terceira a contar do fim :D ). E parece-me que houve boas melhorias face ao que vimos.

Espero que melhorem as animações, que tinham onde o fazer, e apostem num bom gameplay e história que estou vendido!
 
Parece que apesar dos 500 mil remakes de Resident Evil's, a Capcom ainda sabe fazer jogos novos. :P
Gostei bastante do video, bons gráficos e boa fluidez.

O catalogo da capcom começa a melhor bastante, depois do anuncio do Tatsunoko vs Capcom na Europa temos o Monster Hunter 3 e o Darkside Chronicles que apesar de ser um spin off é um bom jogo. Digo isto porque fui daqueles que gostou do Umbrella Chronicles.
 
Epá, adorei!!! Sou só eu a achar que realmente houve um grande pulo?!?! A quantidade de movimentos especiais e combos é bem grande. Até special de duas personagens temos :D

E depois está cheio de pormenores que lhe dão um ar mesmo muito consistente. Os murros do robot no chão abrirem rachas, por exemplo.

Capcom is converting me...
 
Está bastante bom, gosto do facto de as 3 personagens serem mesmo diferentes e o gameplay variar consoante a escolha, até nas boss battles cada personagem lutade forma completamente diferente.
é só a mim ou aqueles red "orbs" fazem lembrar god of war, assim como o cenário onde em vez de pedra é metal
 
Eh pá, muito bom. Parece muito polido... Sou só eu que estou a abarrotar com tanta fartura de jogos? :D E pensar que ainda tenho tantos em casa por jogar...:005:
 
Eh pá, muito bom. Parece muito polido... Sou só eu que estou a abarrotar com tanta fartura de jogos? :D E pensar que ainda tenho tantos em casa por jogar...:005:
Xiu, que os calimeros do apocalipse ainda te ouvem :p

Nem sei, para onde me hei de virar em finais deste ano, é já tanta coisa para comprar... E o mais incrivel de ser dito... a maior parte até é third party, quem diria que assim ia ser quando a Wii foi lançada. O suporte está claramente a melhorar, por queixas que ainda possamos ter.


EDIT: Hands-on Spyborgs:

Spyborgs has that old school beat-em up feelin’

Spyborgs reminded me a lot of classic SNES brawlers such as Battletoads and Double Dragon when I tried the game out at Capcom’s E3 booth. Everything is in 3D but you’ll always be moving on a 2D plain either horizontally or vertically depending on the level.

Spyborgs supports two player co-op on the Wii and I played the game with Dale Hoofin' North. The first level we played on was a train stage and we had to fight some baddies on top of the moving train. I was playing as the ninja girl while Dale was the gorilla robot. More often than not, I would lose myself due to all the carnage taking place on the screen. The same thing would happen to Dale when he became the ninja girl and I picked the gorilla robot. It’s easy to keep track of the gorilla robot as it’s huge but the girl just kept blending in with enemies.

The next level was in a jungle setting and this stage would switch between the vertical and horizontal pathways. I was the gorilla robot again and Dale picked the third available character who was like Barrett from Final Fantasy 7 in that he had a machine gun hand.

After beating up so many enemies, your characters super meter will fill up. When one person’s super meter is filled up, both players can perform a team attack. To perform a team attack, the person that first activates it has to move their Wiimote and Nunchuk in different directions based on the on screen prompts. The partner then has to follow up by following the next on screen prompts. The move usually brings about a lot of damage and I liked how it encourages teamwork. It's hard trying to figure out who is supposed to swing the Wiimote and Nunchuk as the game doesn’t do anything special to point out which player needs to perform the action. Dale and I ended up performing the Wiimote actions at the same time with each prompt just to be on the safe side.

The last level we played on saw us taking on a gigantic robot boss. The levels weren’t really fun but I had a blast taking on the big ass boss. The boss had several different types of attacks and was your typical old school boss battle where the boss would attack, stand still, then let you beat up on him. It kind of reminded me of Henry Hatsworth’s final boss, just nowhere near as awesome.

That boss fight really makes me want to play Spyborgs again.
Fonte: http://www.destructoid.com/spyborgs-has-that-old-school-beat-em-up-feelin--135346.phtml
 
Hands-on IGN:
Spyborgs Hands-on
Capcom's ground-up Wii brawler is a blast. Check out our latest impressions.
by Mark Bozon

July 15, 2009 - Capcom and beat-em-up gaming go back a long, long way – confused? Take one look at Final Fight – so when Spyborgs was announced and then later confirmed as a mix between classic arcade pounder gameplay and an RPG lite hack-n-slash nobody was all that surprised. Once the company announced a few months back that the game was going through some big changes though? Well, I'll be the first to admit I didn't have a whole lot of confidence that what we'd be getting was A material.

It's good to be wrong sometimes.

Now I won't go coining Spyborgs as "Final Fight for the next generation" or start handing over awards and stating that the bar has been raised from what Platinum Games has done on Wii already this year with the beat-em-up genre, but it's obvious after just a few minutes of play that Spyborgs isn't a cash-in Wii product. After an hour or so it then becomes very apparent that this one has a strong team behind it with some great arcade roots. As I sit here now, it's looking like the beginning of a longtime franchise on Wii; at least it has the potential to be.

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We touched on Spyborgs at E3 last month, but with another chance to dive on in (and way, way deeper) it's high time we give you guys an update on just what Capcom is bringing to the table. Spyborgs consists of four chapters, four main boss fights, and from what I can tell anywhere from six to eight actual stages in each chapter. The first one took about an hour to complete, the second one another hour and a half, and the third seems to be ramping up quite nicely to make for about a six to eight hour experience depending on difficulty level. Spyborgs includes a list of 40 achievements – many of which are so hard I can't see anyone (or a very select few) getting – four starting difficulty levels, and unlockable fifth, an infinite brawl mode, boss rush, and upgrade system for each of the three playable characters. The combat is pretty simple overall with only two major buttons, and the game doesn't have much of an overarching "hook" to speak of, but it lays the groundwork for a strong by-the-books action game. On Wii, that isn't easy to come by.

The story behind Spyborgs is starting out pretty simple, though there's obvious depth to be found within the unlcokable extras within the game. As a once-strong team of superheroes, the Spyborgs (modified humans with machine parts; except for Bouncer, who might be full-on robot) have dwindled down to three fighters left against a strange attacking army of robot berserkers. Details are slim thus far in the story, but after completing certain sections of the game or unlocking the in-game achievements (called medals) more extras are handed out in the form of audio files, cinematics, and original movie content. The audio files include everything from Spyborg member logs to doctor notes left from nearly 100 years prior to the game's opening, stating that "Project Spyborgs" is looking grim, and that any tested animals work fine, though humans hemorrhage or die of cardiac arrest after being exposed to the program. What this all means is still to be seen, but the game is setting itself up for some nice twists and turns, as well as some possible new Spyborgs near the end of the game that could move into a potential sequel. One video has what looks like eight or so Spyborgs in a picture, then fading down to the final three in the game.

And that video can be found right here. Click it!


But at least the three kick a lot of ass. The roster includes the gun-armed Stinger, a heavy attacker named Bouncer, and a girl named Clandestine, or "Clan." Each plays the role of standard fighters – Stinger as the mid, Clan as the quicker light fighter, and Bouncer as the slow pounder – and with a quick tap of the C button can launch into special attacks. A is used to jump around the battlefield, Z is your block (and you'll need it; this game isn't a pushover), B is regular light attacks, and a combination of B and C allow for pop-up attacks or distance slams that send enemies flying. After grabbing a few power-ups during post-stage leveling up (via red God of War-like orbs that serve as currency) I unlocked the ability to dodge via Z + stick + A, and the ability to dash attack via a similar method with the B trigger instead of A. With the dash attack players can seek to nearly anyone on-screen moving, quickly from enemy to enemy in an almost Too Human lite fashion, though not quite as fine-tuned or stylistic. The change in mechanics is pretty huge though, as my combo attacks went from the high 50's to well over 100 after gaining the ability; proof that your level-ups do in fact matter in Spyborgs.

The core game is played with two players on-screen at all times, be it two human fighters or a human and CPU controlled escort. The second player can drop in and out at any time, and when playing solo you can swap from one character to the other with the tap of the + button, allowing you to cash-in on special attacks or make use of some impromptu combos between you and… well… yourself. On their own the AI does decent, attacking whoever attacks them, but I did see a few times where they stood still next to an enemy instead of kicking the crap out of them. Not until the enemy drew first blood did the computer get physical. Once out of a couple hours isn't bad though, and there's still work to be done on the game.

And really the highlight of the game – lame as it may sound when I say it, but true nonetheless – is that everything just works in Spyborgs. Even in this preview build there wasn't often that I felt like I was critiquing a game, so much as just enjoying something that was polished, well made, and fun. Each new enemy type enters the scene with a cinematic cut-to when dropping in for the first time, you get plenty of variation with enemy entrances – dropping from ropes, teleporting in, crashing through doors and windows, jumping up from would-be pits – and everything that looks like it should break in the environment does. There are plenty of visual effects going on, distortion in cloaked objects (I'll get to that in a minute), lots of sparks, no frame issues, and a clean look. There's something in the air. What is that? Is that… effort? It smells yummy.



The only major downside to speak of is that the game doesn't have that one serious "hook" to pull you in, though as I mentioned earlier the hook might as well be "good beat-em-up on Wii," as Madword is the only other one that immediately comes to mind, and that one is bathed in blood and not good for the kiddies. The only thing close to a straight-up "gimmick," and I don't mean that in a derogatory way, is the Spyvision system, which allows you to point at the screen and uncover invisible objects and enemies. Once found (you can see them out of the corner of your eye as they shimmy, nearly identical to Predator's abilities or Halo's active camouflage) you hold A and flick up on the controller to unveil the object. If it's a box it'll contain some currency or health boost, and in the case of cloaked enemies you can't hurt them until using Spyvision, making the game mechanic a necessity in later levels. It isn't exactly a game-changer, but it's a cool system that the team could do even more with for a sequel.

The other main mechanic in the game is the team attacks, which pit both Spyborgs against an enemy in a cinematic finishing maneuver. Once either player's orange special bar is filled a finisher can be executed by holding Z and then swiping with the Wii-mote (the only motion needed in normal gameplay). From there you launch into a crazy blue world where it's just the one enemy and the two heroes. After delivering a motion-based quick time event with each you'll dispatch of them and gain a slight boost based on what enemy you killed. It's a very cinematic way to deliver finishing blows, and it's obvious that each is basically a video created based on what three characters are in the shot, but that means it was a huge investment. There are different attacks for each set of Spyborgs with every type of enemy, and from what I can tell it also depends on who hits the enemy first.

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Team attacks play a huge part in the game, even against massive bosses.​

Even boss fights make use of the system, meaning that there has to be 50+ (or more; I'm still finding new enemies) scenes within the game. Holy hell. Also, when I mentioned everything "just works" in this game I meant it. When I screw up motions I fail finishers. When I don't, it registers the right way, even going as far as to catch thrust motions which are normally the black death for any Wii-mote/nunchuk swipes. Every time I get that "it's just a bit too simple" feeling I again pull off an action or see something that is well implemented, polished, or just plain fun, and it keeps me playing.

There's a whole lot more left to play in Spyborgs – I'm about halfway through the preview build (which includes three chapters only), and I haven't unlocked the infinite or boss fight modes yet – but it's already shaping up to be a nice, well-rounded effort on Wii. There's no one feature that I see really blowing people away with this one, but everything from in-level combat to visuals, IR implementation, motion usage, voiceover work, cut scene CG, boss designs and more (the list goes on and on) is proof that there's a solid team behind this game, and that Capcom means business with the Spyborgs franchise. Here's hoping it pays off, as I'm only a few hours in and already looking forward to a potential sequel.

in http://wii.ign.com/articles/100/1004072p2.html
 
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