BTW, my next Wii game idea will be Fire Emblem. I already know what control method will be used, I just need to work on learning more about the rest of the gameplay mechanics in Fire Emblem.
Until then, I've got some new ideas for a wii zelda that I came up with.
More Items. Items that haven't appeared in EVERY game.
Megaton Hammer: This would utilze the same function as the sword. You can swing the wiimote in any direction, and the weapon will do the same. That includes vertical AND horizontal attacks.
Ball and Chain: This one, you have to actually spin the wiimote like a lasso to build momentum so the ball starts spinning. Once you got the momentum, fling the wiimote at the screen and Link will launch the ball forward. Then pull the remote back to pull the ball back to you.
Deku Leaf: While holding the B button, do the same motion as link does when he flaps the deku leaf. Move the wiimote up above you're head, then move it down with force. Also, when airborne, tilt the wiimote left or right inorder to steer where link goes.
Bottles (okay, this one HAS been in every game): Forget just pressing B. Add something new. Using the same 1:1 mechanics, imitate the same motion Link does when he scoops something or catches fairies while holding B.
Dominion Rod: Swing the Wiimote while holding B to launch an orb at an inanimate object to take control of it. Simple.
Bombchus: When you launch them, you actually get to control them instead of setting a preset course. When launched, you need to tilt the wiimote to steer the bombchus inorder for them to reach their target.
Deku Sticks: This time, you can also throw them like javelins. Press the B button once to get out a deku stick, and you can use it as a blunt weapon or a torch. Then, you can press the B button again to go into a aiming mode. Hold back the wiimote as if you were holding a javelin, then do a forward motion to make it fly. Set the stick on fire first for more entertainment.
New Item Ideas.
Mirror Blade: This would be more effective than the mirror shield, since the nunchuck's motion sensor isn't as powerful as the wiimote. Just like how I said in a previous blog that you could possibly hold up the wiimote to make link's sword be able to block some attacks. With this, when you hold it up, it could reflect beams of light or other harmful elements.
Gauntlets: These would be the new and improved gauntlets that we saw in OoT. Since we see them give Link enough strength to pick up gigantic boulders, why not give him great physical power in combat. When wearing these, Link cannot use his sword, and you can attack enemies with punches a la Wii Boxing. Not only that, you could also use it break down weak structures, like statues or walls.
Spells: These would include the familiar Din's Fire, Nayru's Love, and Farore's Wind spells seen in OoT, but a bit more magic in Link's arsenal couldn't hurt. It could be assigned to one hotkey, and when you used it, you would draw a symbol with the wiimote to activate a spell, much like activating Nimpo in Ninja Gaiden Dragon Sword, or the caligraphi brush in Okami.
...And that's all I can think of for now ![]()
What do you think of these ideas for items?
I was very satisfied with my previous game ideas, with such creativity that I could come up with. But, what would be the next game you guys want me to "reinnovate?" Post your comments suggesting which game you want me to do, and I'll do one that you suggest in my next blog.
BTW...ljlrj has finally resurfaced onto the internet.
You'll find him on giant bomb. He's getting ready to cause some trouble
I can tell for one he's gonna last longer there than he did here.
Pay him a visit sometime.
Before I start, in case you people were not informed, Miyamoto said in an interview that he would like to make the Zelda series more accessible than recent games. Now what have I been seeing? Well, people are whining and b****ing that Zelda is gonna be a casual series. Apparently, they dont quite understand what he was meaning by accessible. It doesn't mean that he's gonna dumb down the difficulty. No, it's the controls. Looking at Phantom Hourglass, seeing as the controls are simplified and easy to get into, it's easy to consider that PH was a bridge game, a game that both hardcore and casuals could enjoy. See, THIS is what he's meaning by accessible. A game that even a person whose never played a game, can pick it up easily and start having fun.
So, just like what I did with my wii game ideas, this is a long feature, where I actually experimented with how a Wii Zelda could work. Here's the document I typed up from my test.
----------------------
New Wii Zelda Control Ideas
Control Setup: Wiimote + Nunchuck.
Normal Controls
A = Action Command
B = Use Item
D-Pad Left = Hotkey
D-Pad Right = Hotkey
D-Pad Down = Hotkey
D-Pad Up = Hint/Side Character Interaction
+ = Pause screen status/item inventory
- = Map/Dungeon Info.
Control Stick = Walk/Run
C = First Person view/look around
Z = Z-Target
Notes: The 1 and 2 buttons have not been assigned any function, because from experience, I didn't like having to stretch my thumb down just to reach those two buttons. It wasn't VERY uncomfortable, but I just didn't like it. Overall, the button layout mostly remains the same, so possibly long-time Zelda fans can easily get into this as well, while feeling a bit more simplified for the casual audience.
Motion Controls: Sword
With the upcoming Motion Plus, this would be the ideal Nintendo franchise to show off 1:1 sword mechanics. In these experiments, I thought about how the moves would be pulled off. So, I took my Wiimote + Nunchuck and imitate Link's move to see if it could be possible for new and veteran gamers to enjoy.
Swing the remote in any direction with enough speed to perform a simple slash. Wherever you swing the wiimote, the sword would follow suit.
Giving the wiimote a small flick could make Link pull out his sword. Doing a slash motion would make Link pull out his sword and attack immediately.
Here comes a part that might prove tough, but could work. But this is what I was able to come up with. The spin attack. In TP, the spin attack was activated when you shook the Nunchuck. Cool, but it does involve a bit of waggle, and at times, it got mixed up with a shield attack (this didn't happen constantly, but it was something I noticed when I played the game one time). Since the spin attack should be done using a sword, I could only come up with imitating the spin attack. I stood up, and then held out the wiimote, then imitated the spin attack. Instead of 3 or 4 spin that Link does, just one simple spin with enough force would activate the move. Again, this was the best I could come up with that didn't involve a wagglefest with the nunchuck, and I made sure not to overdo the spinning. One spin would be simple enough.
Also, another idea came. This one I thought would be an interesting way to block attacks. This could only work if Nintendo decided to make the enemies interact more with inanimate objects, like walls, or pillars, or in this case, other swords. Say a sword wielding enemy like a Darknut swung his sword at you doing a vertical slash. You would hold up you're sword in a manner that you would try to block it, and Link would do so accordingly. So, if Nintendo did this, you could hold the wiimote in any way, and link would do the same with his sword ingame. It seems like a pretty big idea, and might not make it in, but this is just a theory, and this whole text isn't meant to be taken as fact. Just ideas.
This was another toughie, as I was trying to find a new way to dodge attacks while Z-targeting. The A button could still be used as a dodge maneuver, but for newer gamers that may not want to rely on buttons so much. So instead, they could try using the nunchuck, by flicking it in different directions to dodge. Also, with the jump attack, the A button could still apply, but in terms of motion controls, you could flick both wiimote + nunchuck forward as well.
And those are the motion controls for sword combat that I could think of for now.
Menu Controls.
For those not willing to point at the screen with the remote, the Control Stick can be used to move around, but you can still use a cursor by pointing with the wiimote around menus. For newer gamers, if they are wanting to add an item as a hotkey on the D-Pad, they could press A when highliting that item, then drag it to the D-Pad on the screen, then let go of A and it will be assigned to the D-Pad. Or you can highlight that item, then press either left, right, or down on the D-Pad to assign that item.
Items
We'll look at the items that are always common in the series and how they can be applied to provide a new experience in the 3D Zelda games.
Bow and Arrow: Let's make it more than a point at the screen and press a button to fire. For this, you would still point at the screen, but for it to work, you hold the nunchuck out in front of you, and then while holding the B button, pull back the remote, and you'll hear the strings on the bow pull back. Then, release the button to fire.
Bombs: Well, this one wouldn't have much of a change. It is something you just throw and wait for it to explode, of course.
Hookshot: Again, not much change, but I might have found a good way to implement more motion control. You'd still point at the screen, but instead of holding and then releasing B to fire, just hold B, and it will fire, but it wont reel you in. You have to release the button to reel yourself in, or, if it's an enemy, you can pull back the wiimote and you'll pull the enemy off his feet towards you.
Boomerang: Aim at the screen and press the B button to lock onto an object. Once you've locked on to how many objects you want (the max would be 5), do a backhand swing as if you were throwing a boomerang, and it will automatically go. The same can go when locking on to enemies. While locking on to one, you can fire your boomerang at the other.
And of course, Nintendo is sure to come up with a new interesting item that will take advantage of the wiimote.
Puzzles
I cant think of very many original puzzles, but this one I was inspired by the elder scrolls series. This one would be a bit reminiscent of the locking picking in TES IV and the upcoming Fallout 3. Link won't care lock picks, but there could be times where he needs to work some complex locking mechanism that cant be opened by a simple key. Holding the Wiimote and Nunchuck in certain positions, you would need good timing and patience inorder to complete these puzzles.
Plus, if these puzzles are to be good, Nintendo should learn from Zack and Wiki. That game had some good puzzles. And some of them I could probably see making their way into the Zelda series in some form.
Or, they could just hire Kojima to come up with some "breaking the 4th wall" puzzles (probably wont happen. lol).
To conclude, I got a feeling maybe one, if not none, of these ideas will make their way into the next Zelda, but these are the best I could think of that are close to being on par with Nintendo's ideas for new ways to play. And looking at it, I think that it IS possible for Zelda to be accessible to all kinds of gamers, casual or hardcore.
------------------------
So, what do you think?
Yep. I got a few more.
Kirby Wii: Since the game is meant to be simple, then go with the simplist possible control scheme on the wii. Holding the wiimote on it's side. Use the D-Pad to move around, use the 2 button to jump, and the 1 button to inhale. Those are the simple controls, but I'm not sure what kinda twist on the gameplay should be in the game. I'm not sure, but I got a feeling it'll involve the A button or B trigger. And hopefully not too much waggle (I got a feeling there might be if this game is made.
Donkey Kong Wii: I had trouble thinking up this one, but I believe that wiimote + nunchuck is the way to go. Control Stick to move, A to jump, B to attack. D pad is the camera. Press up or down to zoom in or out the camera, and press left or right to rotate. C to go into first person, and Z to crouch. Basically a DK64 styled gameplay for the wii, with some possibly motion sensing to add to it.
F-Zero Wii: You'd probably think "Use the wii wheel". No, let's try something different. Looking at it, F-Zero is a much more complex racer than Mario Kart (obviously). After looking at Reggie demonstrating the wave race-esque game in wii sports resort at the E3 conference, I figured using the wiimote + nunchuck, you could use it to imitate the steering mechanisim in the F-Zero Machines, and when you tilt it in one direction, the F-Zero Racer follows suit by steering. Besides using A to accelarate and B to brake, for doing a side attack, shift the wiimote+nunchuck to either side quickly, and if you just want to strafe out of the way, use the control stick to do so. Now, when doing a spin attack, hold Z, and do the same movement as you would do for a side attack. Pressing C would put you in a cockpit view (like an ACTUAL cockpit view, not just putting the camera infront of the machine.
A new 1080 and Waverace: After seeing Shaun White's Snowboarding and Wii Sports resort in action, those two franchises come to mind. We saw them lastgen on the gamecube. They deserve another outing.
A REAL Mario and Sonic game: If this game, was ever announced, the internet would explode with joy. I know, we got Brawl and that Olympics Games one, but we need a platformer involving these two characters. Now the hard part. How should it be done? Well, again, this would use the wiimote + nunchuck. It would be like a buddy platforming game. You could switch between controling either mario or sonic during the game. Just press the (-) button to switch between the two, and each would have their own strengths that would be essential to progressing through a level. Mario would be the Platforming/Exploration guy, while Sonic is all about speed and offense. Plus, there could be moments where you need to do certain actinos with the wiimote in Quick Time Moments for Mario and Sonic to get past certain obstacles. But for controls, A would be to jump, and B would be to attack. C to go into First Person, D-Pad to move Camera, and the controls that you saw in Mario Galaxy would apply to Mario. For Sonic, the rules would change. A to jump, and then homing attack. B to charge up a spin dash, and Z would be to do a quick dodge in combat. Plus, context sensitive actions would apply to sonic's combat and acrobats. He would still run fast of course.
Now think about this. If a Mario and Sonic platformer was announced, how would you react?
----
Whoops. Nearly forgot.
A Sin and Punishment Sequel: This game HAS to happen. I so want this game to have a sequel. In fact, Ive already thought about what could be done for the sequel. Again, the wiimote + nunchuck control scheme would apply. A to jump, B to shoot, and Control Stick to move. The Z button would be the sword. I know, it would be cool to have the sword assigned to swinging the wiimote, but that would screw up the aiming. And the C button would change the targeting reticule. As for other parts of the game, there could be hub areas inbetween levels, and you could do a little exploration while the controls still apply. Also, you could chose to play through the game as either Saki or Airan. Oh, and make it longer than the first one. WAY longer.
First off, I decided to cancel my summary of E3 Day 2 & 3. Not only was I attending my anime/manga class, I just didn't feel motivated to watch the footage. Oh well.
But anyway, Seeing as there are still ideas speculating for the core Nintendo titles, and the announcement of the Motion Plus, I thought up some cool game ideas, and after thinking about them, I felt some of them were most likely to be done by Nintendo (or third parties, as indicated with the first game idea listed). So here they are in no particular order.
A Ninja Gaiden for the Wii: I'm sure you'll know why I listed Ninja Gaiden as a possible wii game. 1:1 sword controls (thanks to the motionplus), and with a hard difficulty, could be just as fun and challenging, in it's own way, as the games out for Xbox and Xbox 360. For controls the basics would still apply. Control stick to move, and A to jump, and since the sword will be used by swinging the controller, B would be used for shurkins. Hold down the (-) button to activate your nimpo, and draw one of many symbols to activate a different nimpo. The controls would be familiar, while doing something new to make it awesome.
Pikmin Wii: We know this one is coming, and yes, Nintendo did confirm it, but while we're at it, why not come up with a new control scheme? Now, looking at the series, it is it's own form of a Real Time Strategy game, mixed with adventuring aspect. Therefore, it's an RTS Adventure game. Now since it's half RTS, here's how the wiimote could benefit. Much like an RTS on PC, you can click and drag to select troops or whatever. The same could apply to the pikmin. Just hold down the A button and drag over the group of pikmin to select them, than point at whatever object and press A, then the pikmin will do a corresponding action. If you click an enemy, the pikmin will attack it. If it's a piece of treasure, the pikmin will pick it up and carry it back to the ship. The D-Pad could be used to rearrange the pikmin in 4 different orders. B button would be used as Olimar's headbutt, and the rest of the control scheme you could probably figure out.
Punch Out!!! Wii: This game, along with kid icarus, deserves a rivival. Since Boxing on the wii was so much fun, just enhancing on the basic gameplay could make it an awesome game. But an idea that came to mind would be a better way of dodging attacks and find a better way to lean and bend inorder to dodge punches. The conclusion? The wii balance board. Now the board of course would be optional, but if dont right, shifting your weight depending on where you lean, would make your character on screen lean as well. And you could use the control stick to strafe as well. Only problem left is HOW to get around the limitations of the nunchuck's motion sensor, since it is much weaker than the regular motion sensing in the wiimote.
Kid Icarus Wii: The series Nintendo fans have been wanting to make a comeback, Kid Icarus could help not just satisfy gamers' dreams, but create a new sub-genre. Since pit is an angel, and angels fly, therefore, the game would be a flight-action game. Flying would be a MAJOR component to the gameplay, as you would need to fly to get across the overworld to your next objective, as well as discover little secrets and places. You would use the Control stick to run around and just press the A button to jump, and can be tapped multiple times to hover upwards, but holding down the A button will make Pit spread his wings and take off. At this point, you could point the wiimote and tilt it to steer pit. This at least the basics of what I could think of, and I dont want this game to feel like another Zelda, but I'm sure the geniuses at the Big N can figure it out. ![]()
Starfox Wii: This one, I swear to god, game to me in a dream (I think, cause I got the idea in the middle of the night, and I was asleep). Yeah, and we thought Bruno had "interesting" dreams
. Anyway, the dream was that I was at what was a gaming convention and Nintendo was having a press conference, only this one WASN'T the E3 press conference. It was getting near the end, and the lights dimmed. As it was silent, voice clips of Andross from Starfox 64 started playing, and then this song started playing, while gameplay of a new starfox was playing onscreen. After the song finished, Miyamoto took the stage holding the wiimote with the motionplus attached. He then explained the controls, and showed that the wiimote would be held in the same manner as a joystick. And you would tilt the controller to pilot the arwing. The A button would be used to shoot lasers, and the B to use bombs. He then pushed the (-) button to go into cockpit view, and showed that when tilting the wiimote, the flightstick in the arwing did the same. Then showed the manuevers assigned to the D Pad. Pressing up on the D-Pad would activate the boost, and tilting the wiimote backwards would activate a U-Turn. Pushing down on the D-Pad activated the brakes, and tilting back on the wiimote activated a somersault. Pushing left or right on the D-Pad turned the arwing on it's side by 90 degrees in that direction, and pressing the side of the d-pad twice would activate a barrel-roll. The 1 and 2 buttons had no use, mainly because it would prove to be a little uncomfortable having to stretch your thumb down lower to reach the buttons. Miyamoto then demonstrated a 4-player wi-fi co-op, where he was playing along side 3 other players that weren't onstage, but their voices were heard because they were using the wii speak. For the on-rail missions, each player had their own set path, and depending on how well they did, their efforts would be put into the final score for that level. After completing a level, Miyamoto showed off the multiplayer, and confirmed it to have wi-fi with up to eight players. So, Reggie, Iwata, and Cammey (no idea why she was there, dont ask), came on stage to demonstrate the multiplayer along with Miyamoto. The rest you can probably figure out, except Cammey did GOOD at the multiplayer (I know, shocker ![]()
).
I thought about it after I got out of bed, and I'm dead serious, I spent nearly the whole morning thinking about it. Then after looking at what went through my head, I was like "WTF, this would be PERFECT!". The idea of using the wiimote held like a flight stick was ingenious, and I thought it was something I would never have thought of until Nintendo showed it. And you know what, It might be true. The wii has always been about innovation, so whynot renew the starfox experience?
If this type of control ends up being the real control scheme for the next Starfox, I'll be amazed. It'll be like it was a vision from God (lol, probably not a vision
).
But yeah, what do you think? Could these ideas for games on the wii work out?
The conference began with videos of triangles, Xs, squares, and circles flashing across the screen, then footage of games like MGS4, Left 4 Dead, RE 5, and tons of other games being shown in a pretty cool montage. Not just PS3 games on there, but also some PS2 and PSP games, and Also some of the Playstation Network. And it ended with the Playstation logo. Pretty sweet.
Then, Jack Tretton took the stage (no idea who he is). The opening speech started off okay, I guess. It felt SLIGHTLY boring, but his speech started to give a little light humor, which wasn't overly done. He retells the history of Sony's video game business, and how it brought 3D games on CDs instead of cartridiges like Nintendo, just like how they brought DVD technology to consoles. Of course, we already knew about their plans for the playstation brand, so, I'm not gonna type out every detail about it. All I can say is, this is probably the BEST speaker at a conference I've probably heard, even though I found the start of his speech somewhat slow, but it caught up, and got pretty good. He would pretty much talk about all their consoles, so they're gonna start with the PS3. The first game they showed was Resistance 2. Of course it is the same demo being shown on the show floor, but I cannot get enough about how HUGE that beast in the demo is. Absolutely HUGE! Ted Price appeared onstage, who was playing the demo, and gave a synopsis of the game's story. He uses the term scale to describe the bosses and environments, which are truly impressive. Ted Price finished by showing a trailer of the game made entirely with in-game footage. Jack took the stage again, and gave a speech about user content, which led up to LittleBig Planet. Alex Evans came on stage to demonstrate a level created by the devs to demonstrate. This level, was pretty clever, because the whole level was like an inventive powerpoint presentation. I was impressed with how creative this was, and I just might get this game. Plus, PS3 greatest hits have been announced to be released later this year at a $29.99 retail price. Next, focus was shifted towards PS2 (cant believe they're still making games on that thing). A montage of PS2 games were shown, such as a new NCAA Footbal, Tiger Woods, SW Force Unleashed, Warriors Orochi 2, Singstar Pop 2, Yakuza 2, Maddden XX Year, and Mercenaries 2. A new PS2 bundle was announced, which will come with Lego Batman, and a Justice League animated film. The next topic was the Playstation Network. Apparently, the system has been simplified and made easier for people to arrange games and invite friends, and many other community features. Like Microsoft, the interface has been COMPLETELY revamped. A trailer for a new Playstation Network game, called Ratchet and clank Future Quest for Booty. It's pretty much a bit more puzzle based, and shorter than a normal retail game. Still, the visuals look the same as Tools of Destruction, which is good as always. Next was another trailer focusing on "quantity and quality." A montage of Playstation Network games were shown, alot of which looked interesting. Jack then began to talk about GT Prologue, and showed off a trailer for a big feature, called GT TV. It's pretty much a pay-per-view of the actual Gran Turismo event. Think of it as gettin a sort of cable feature exclusive for a game console, and it looks awesome. The next big feature talked about, was Playstation Home. A trailer was shown, and it just looked great. The characters, the game spaces, everything looks awesome. Man, I gotta get my PS3 connected online. Also, Jack announced that Sony will soon be allowing downloadable movies via Playstation Store, a possible answer to Microsoft's movie company cooperations. A demonstration was than given of the new Playstation Store interface, and the new feature labeld "video". Based on the demo, you can search for movies in different catagories or by studios, and so on. And you can either buy (i.e. download) or rent the games. Plus, you can search for vids that are in HD format. Quite a good system. And as a special bonus, you can transfer the movies you downloaded on the PS3, to your PSP so you can watch while out on the road. And all this is now available. Lastly, the next piece of talk was on the PSP. Another speech about a sony product's greatness ensues. He announced some new bundles, such as a Madden pack, and a special family entertainment package containing Ratchet and Clank Size Matters, and quite a few cool stuff. But to start the conclusion of the conference, was a new game for the PSP. Resistance Retribution. The trailer looks pretty awesome. and next was a montage of new upcoming games for PSP. Force Unleashed, Madden 09, Loco Roco 2, NBA, Super Stardust, Lego Batman, Patapon 2, Buzz! Master Quiz, and Valkarie Chronicles. Now back to the PS3. Jack starts talking about how alot of devs and other groups, like Google, like the PS3 for sony's open platform vision. Sony Online Entertainment has been confirmed to be working on upcoming games, like The Agency, and DC Universe Online. Jim Lee was brought on stage to give a sneak peak at DC Universe. Jim Lee gave people ideas of how fun and exciting the DC Universe game will be. The trailer was shown, and it's truly AWESOME! I SO wanna get this game, and makes me want an ONLINE Marvel universe game. Jack took stage again, and informed everyone that they have dropped the price of the 80 gig PS3 to the same as the 40 gig. Makes me wish I had an 80 gig instead of a 40. Another movie was shown, detailing how 3rd party devs have come a long ways to becoming familiar with the PS3's power and how easy it has become for them to make games on them. Lastly, there was a final montage, which was definetely saved best for last, based on how 2008, will be the year of the Playstation. But before the conference ended, Jack assured people that there was gonna be a God of War 3 coming out, so he gave us a look at a teaser trailer, which is just breathtaking. The CG just looked NEAR real. And also, Jack gave us a look at a trailer for one of my favorite looking new IP, inFamous. It looks cool, and it might be another great hit from Sucker Punch. And, it's slated for Spring 2009.
Okay! Now for the final verdict.
------------------------
Game Lineup: With both tons of first and third party games, Sony's got pretty much ALL. Although I dont care much for the PS2 and PSP, the PS3 games coming out are awesome looking, and I really want to get my PS3 connected to the internet. I was really impressed with the demos they showed, as well as the trailers near the end of the conferences were great. Very solid line up.
Score: 9.5/10
-------------------------
Announcements: Alot of these announcements weren't really big surprises, but at least the GoW fans are glad to hear about the next game coming soon. Plus the new video section on the PS Store MIGHT be able to fully compete with Microsoft's partner ship with netflix. Still good announcements. Just not very overly surprising.
Score: 8.75/10
------------------------
Demonstrations: There were quite a few great demonstrations. I still enjoy watching that 300 ft tall leviathan in the Resistance 2 demo. Sure there weren't many demonstrations as Microsoft, but the games they demo'd, were great. I'm especially impressed with how clever the LittleBig Planet demo was made specifically for the conference.
Score: 9.25/10
------------------------
Statistics: This is where LittleBig Planet comes in. Using the game to make a level detailing statistics for a press conference? That is just clever. They were actually enjoyable for once, even though the stuff we kinda did know already. Not just the statistics, but looking at the customization in LittleBig Planet, makes me wanna buy it. Quite a clever way to keep a conference interesting.
Score: 8.25/10
--------------------------
Length of Segments: Some segments were just short, such as the PS2 and PSP, while there was a lot of talk on the stuff focused on the PS3 and Playstation Network. It was good to talk about the main important part, but the talking just felt like it was being droned out. Still, not to bad.
Score: 8.5/10
---------------------------
Overall: I hate to say it, but 2008 IS the year of the PS3. I'm sorry, but even though I'm a fan of Nintendo, you have to admit Sony did a good job. We all know Sony had a rough start in 06, but they were really starting to catch up in 07 with some great blockbuster titles. For 2008, theres gonna be ALOT more AAA titles coming out, and I am just so excited to get my hands on LittleBig Planet. I cannot stop thinking about that game.
I give the Sony Press Conference, for E3 08:
9/10
-----------------------------
Well, that's it. All the conferences are covered. But still, we have yet to see ALL the games being shown at E3, some that weren't shown in the conferences.
That's all for now. See ya!
My Recent Reviews
"Revolutionary"
"The true revolution has commenced!" Continue »













