Here is the thread where people can come in and ask others to explain idiotic commercials that make NO sense.
First on the agenda is a commercial I saw where, um, they were talking about a guy getting a bad deal on something, probably phone related, but oh well I almost never remember the product ads these days advertise anyway. Well, one guy says "I got a bridge in Brooklyn I could sell ya, hahaha". I mean, I have NEVER heard that expression, EVER, so it's stupid, STUPID! Brooklyn bridge? There's only ONE bad bridge people sell each other, London Bridge, which is known for "falling down"! How does the Brooklyn bridge comment make the guy sound like he gets bad deals?
I was borwsing the GA forums and someone said there is a Mayimoto interview that took place recently in LONDON. POST HERE OR SOMETHING. COME ON BARRRRRRY! COME BACK! YOU AIN'T OLD!
These people think farmers are evil SS nazi's who get pleasure out of killing live stock.They actually belive cows care if they live in a fealthy urianed stained enviroment.
In the wild these animals would be riped to shreads and devoured while perhaps still alive by predators.While we humans provide free food and lodging compared to the cold harsh reality of the great out doors.
Just because the sperm whale eats cuddle fish in great quanities it doesnt mean its evil , We humans need to eat too.
SAN FRANCISCO, California (AP) -- A federal appeals court Friday rejected the Bush administration's request to reconsider its decision that the Pledge of Allegiance is unconstitutional because of the phrase "under God."
One more step for sanity in politics... its unfortunate that it'll almost certainly be overturned by the conservative Supreme Court, though. I don't see how there is any way that making students listen to (and in some cases say) 'Under God' every day in school doesn't break the 'No Religion in Government' thing... I'd say the same thing about 'In God We Trust' on our money, too...
3 pages... read it. Most of it isn't new, but still its interesting.
Some excerpts.
Quote:GS: In yesterday’s conference with Yu Suzuki, you mentioned that in the process of developing games, you’ll occasionally start working on something, only to scrap it and then start from scratch. Did that sort of thing happen with the latest Zelda?
EA: We actually didn’t have to do that this time around, which was a relief because you know I like to throw everything off the table sometimes [laughs]. This time around, I would take my ideas to Mr. Miyamoto, and he would look at them early on in development and give his approval, [after that] he wasn’t too involved in the development process. Then towards the end, we would have him sit down, play the games, and get his feedback on it. At that point he would say, “This is good, but you might want to change a little bit here or make other changes here and see what you can do.” So development went very smoothly and it was quite a relief.
SM: The one thing you could say that we tore apart and started from scratch on was the original experiment we did that had the more realistic Link and the more realistic Gannon at Spaceworld.
GS: After completing Wind Waker, do you have more ideas of what can be done with the cel-shading technique used in the game?
EA: One thing that first made this process of cel-shading take off was that we were able to take Link, and use him to create a different experience for the player. Link would be looking around the environment and his eyes would move around and focus on one thing--the player would then become curious about what Link was looking at, so we’re able to add that as a gameplay mechanism and use it as a hint. That’s an example of how we’ve used cel-shading in the current Zelda game and I think that there’s still a lot more that we can do with toon shading and there are a lot more features we can add in future games.
SM: Since we’ve already developed this technology, we’d really like to use it again, but we were able to use it with Zelda because in the game Link is always a child and he never becomes an adult. Since we don’t what’s going to happen with Link in the next Zelda game, we don’t necessarily know if [we’re going to use cel-shading for the next Zelda game], but we’d definitely like to use it again for a game that best suits that style.
GS: So what’s going with Konami and the reported Metal Gear Solid game on the GameCube?
SM: I spoke out of turn I suppose [laughs]. Yeah, we’re actually working on a couple of projects with Mr. Kojima--he’s working on his new Game Boy Advance project. Actually, quite a while ago, he talked to us about wanting to bring the Metal Gear franchise to the GameCube and that plan’s been in motion for a couple of years now. I spoke about it when I shouldn’t have so if you want details on that project, you might want to try asking Mr. Kojima.
GS: Lately, there’s been some grumbling from third parties about working on the GameCube, how do you feel about the concerns of third party developers? Also, how do you feel about the GameCube hardware? Is there anything you would’ve gone back and changed?
SM: Well, I really think the video game market overall is seeing declining sales of individual games. Of course, now you see a lot of publishers that are using multiplatform strategies. Nintendo has always used the philosophy that a multiplatform strategy is not the best path for a profit-oriented company. I think a lot of the third parties are starting to find out that this is accurate.
If we can increase the user-base, I think a lot of developers are going to come and support the GameCube with great enthusiasm. One way were trying to do that is by focusing on games that players can only enjoy on the GameCube and games that specifically take advantage of the GameCube hardware and the Game Boy Advance. We’ve been in talks with companies like Electronic Arts to take advantage of the connectivity idea and bring new ideas to gaming. I think by supporting this and by working with third parties to increase the user-base will be able to win back some of that support.
GS: Third parties haven’t done a whole lot with GBA connectivity or online functionality when it’s there, how frustrating is that?
SM: It doesn’t bother me that much. I mean, obviously, we need to work to increase the install base, but also I don’t think we’ve even shown all the strengths of connectivity ourselves. Nintendo needs to take the lead in doing that, coming up with new ways to use connectivity, and when third parties see that they’ll think they can make a project off that too. At that point, I think we’ll have so much support that we’ll have to turn people down [laughs].
It’s important for the industry to look at these new forms of games that are going to expand beyond the current styles you see now because developers are so focused on creating gorgeous games and incredible graphics, which requires so much more time, energy, and money--I think all of the software publishers are having a hard time with some of these costs.
GS: Similarly, is it frustrating when people talk about the user base when it’s approximately three million? That’s not exactly a small amount.
SM: It used to be in the toy industry that you could sell a million units, it would be considered a success. Now with Nintendo where the software titles are selling 600,000 to 800,000 units, we consider that to be a big success for us in Japan, so looking at our user base we want all of our games to achieve that level, but we need [to sell more consoles] for that to happen. In that sense, it is kind of funny that despite our user base we need to sell more, but at the same time, the industry as a whole is focusing on how a game sells across all platforms. So ultimately, I think we need to increase the user base to get up to that level.
GS: You’ve often talked about the pressure of having to get certain games out, and we’ve noticed that Pikimin 2 is coming out rather quickly. Did you feel pressure to get this game out?
SM: The original plan was actually to release Pikmin 2 in October of last year, but because so many members of the EAD development staff had to lend support to The Wind Waker, it’s a little behind schedule [laughs].
GS: On the subject of sequels, can you say anything about Mario Kart?
SM: Well after winning the innovation award for Animal Crossing at DICE, I wish we could discuss some of the innovation that we’re going to be introducing with Mario Kart but I can’t just yet. I can tell you that work is progressing on it and just the other day a North American localization group just completed voice recording for the game.
GS: What about online possibilities for the game?
SM: We’ve been conducting online experiments with Mario Kart for quite some time. This time around, we’ve looked at it and I still feel that [the kind of experience Mario Kat delivers] would be very difficult to pull off online.
GS: What kind of expectations did you have for Animal Crossing since it was such a different game? Also, in terms of a sequel for Animal Crossing, how do you improve on a game like that?
SM: I really didn’t know at all whether or not the game would be a hit, but I really did think that for the style of gameplay that it offers, it definitely has a place in life and it’s a game that’s suited for everyday life. I came to this conclusion watching my kids play Zelda games with their mother, specifically Majora’s Mask. They would try to help her through it and urge her on, and they would sit there and play for hours on end. My wife complained about the fact that you would have to play for such long periods of time to get anywhere in the game. So the thing I like about Animal Crossing is that it’s a style of game that if you want to play it for a long period of time you can, but at the same time, you can also play it for a few minutes per day.
There are also a lot of families that want to play videogames but they find them too difficult to play. One thing that we’re doing in terms of a sequel is bringing the connectivity features of the North American version to Japan, which didn’t have them originally. I think that expanding on that connectivity and the non-network network style of gaming is one way to expand on the game. That doesn’t mean that it’s going to an online Animal Crossing game, but it will be the Animal Crossing experience with a network style application to it. It will be very difficult.
Enix has stated that they will not develop any GameCube or Xbox games.
According to a recent issue of Quiter Magazine, Enix will not develop for the GameCube or the Xbox. Enix has stated that all of the games in development and currently planned in the future are for the PS2 and Game Boy Advance. They claim most of those titles will be for the PS2.
It will be interesting to see how this "pans" out now that the company is SquareEnix.
Quote: posted February 28, 2003 04:28 AM
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I might as be the first to tell you all. I can tell you that YES, just as Mr. Miyamoto stated, a metal gear game for the GC is in development, but honestly, that is all the info that is available. But this is what I was talking about when I said I can't wait for E3 (I dont know what info we will have there but there should be some more by then I would guess), and believe me, you guys can't wait either! So i know its not all of our hit franchises coming to cube, but it is one of our best and hottest ones and a deserving one at that. And who knows, if this game sells what it should, you may get your Castlevania and Contra yet!
Whoo! Whoo! I can't wait to see this game in action. But I do hope they add extras, and it should definately include the extra VR missions.
We are about 2.5 weeks away from the release date, but nobody's talking about the new Pokémon at all. I can't really blame you though. But who's going to buy one or maybe both? Anybody? Because Nintendo once again is releasing Pokémon a week before Zelda (they did this with GS an MM as well), I probably wouldn't buy the new Pokémon right away even if I was rich and bored. And I don't really have any big reason to play them sooner than later, since I don't have anyone to trade with and the cartoon is still about 40 episodes away from moving to this new world. So I'll probably get one of them this summer.
I just saw it a few minutes ago on NBC, and it's a month away. That's a good sign, shows that Nintendo is trying to hype it up before its release (like Take 2 did with Vice City), although there is no mention of the pre-order deal. It's the same commercial with the little British girl.