Forum |  HardWare.fr | News | Articles | PC | S'identifier | S'inscrire | Shop Recherche
5070 connectés 

 

 

 Mot :   Pseudo :  
  Aller à la page :
 
 Page :   1  2  3  4  5  ..  474  475  476  ..  7171  7172  7173  7174  7175  7176
Auteur Sujet :

[Topic retraite] XBOX 360 - Game Over (RIP 2005 - 2016)

n°3050379
syntaxx_er​ror

Transactions (1)
Posté le 06-11-2005 à 11:33:03  profilanswer
 

Reprise du message précédent :
23 eerie parallels between Xbox 360 and the Sega Dreamcast :
http://www.1up.com/do/feature?page [...] Id=3145154
 
10 reasons why the Xbox 360 will succeed where the Dreamcast failed :
http://www.1up.com/do/feature?page [...] Id=3145154

mood
Publicité
Posté le 06-11-2005 à 11:33:03  profilanswer
 

n°3050383
gaymer's
Modayrateur
Transactions (5)
Posté le 06-11-2005 à 11:34:41  profilanswer
 

Anglais  :cry:  :cry:

n°3050384
okiron
Virtua Fighter is back
Transactions (6)
Posté le 06-11-2005 à 11:36:04  profilanswer
 

gaymer's a écrit :

Anglais  :cry:  :cry:


 
retourne au college [:itm]

n°3050386
Snip
Working as intended
Transactions (0)
Posté le 06-11-2005 à 11:40:39  profilanswer
 

Citation :

Had tons of amazing games...but no Halo 3.  
 
Will have Halo 3. And it will be huge.

[:petrus75]  [:petrus75]  [:petrus75]

n°3050388
Scrypt

Transactions (6)
Posté le 06-11-2005 à 11:42:41  profilanswer
 

Un peu tiré par les poils du cul ce parallèle  [:vague nocturne]

n°3050400
Snip
Working as intended
Transactions (0)
Posté le 06-11-2005 à 11:46:34  profilanswer
 

ils ont quand même oublié le parallèle "sera complètement oublié dès la sortie de la concurrence" [:spamafote]

n°3050432
gaymer's
Modayrateur
Transactions (5)
Posté le 06-11-2005 à 12:04:06  profilanswer
 

okiron a écrit :

retourne au college [:itm]


 
Je comprends l'anglais globalement, mais certains sens de phrases et autres m'échappent
C'est pour ça que je m'en remet a ton très bon anglais pour me faire un résumé  
 
Please :)  
http://www.estvideo.net/dew/images/2005_07_21_shrek_cat.jpg


Message édité par gaymer's le 06-11-2005 à 12:04:36
n°3050443
Profil sup​primé

Transactions (0)
Posté le 06-11-2005 à 12:10:11  answer
 

gaymer's a écrit :

Anglais  :cry:  :cry:


 
les 10 raisons qui font que la DC a pas marchée
 
son prédecesseur a été un echec complet  
Square, n'a jamais soutenu cette console
EA, idem
la Dreamcast est venue trop tot sur le marché du jeu en reseau, 56k c'est pas assez
pas de retrocompatibilité  
désolé pour les fans, mais le pad était à chier  
des tas de super jeu mais pas halo 3
FF8 est sorti le meme jour que la DC
l'ancien président de sega Bernie Stolar a demissionné juste avant la sortie de la DC, mauvais signe
un budget limité à 100 millions dollars pour le marketing
 
 
 XBOX : 10 raisons qui font qu'elle va pas se planter
elle reprend le flambeau de la très populaire xbox  
square enix supporte la 360 et va commencer par FF11  
EA amène un gros support avec un gros lineup de titre pour le lancement de la console  
le haut débit devient commun, le xbox live n'a pas d'équivalent
retrocompatibilité pour la plupart des jeux  
pas sans fil qui s'annonce dèjà comme le meilleur pad jamais construit  
elle aura Halo 3. et ça va roxer
pas de concurrence en next gen pour sa sortie  
l'équipe de prod est composée de J Allard, Robbie Bach, etPeter Moore.  
ils ont carte blanche totale pour faire de la 360 un succès  
 

n°3050444
XTinX
Amicalement votre
Transactions (0)
Posté le 06-11-2005 à 12:11:11  profilanswer
 

C'est nul a chier ce parallele ...  
Vraiment, j en vois pas l interet (et pour comprendre, t as limite juste besoin des images !)
 
En gros ca vaut pas le coup d apprendre l anglais pour ca :D

n°3050452
zorlac
Junglist are you ready ?
Transactions (0)
Posté le 06-11-2005 à 12:17:18  profilanswer
 

quand meme limite je trouve les arguements pour la xbox 360... meilleur manette jamais construit, Halo 3 ...

mood
Publicité
Posté le 06-11-2005 à 12:17:18  profilanswer
 

n°3050454
CrowFix
Official Special Force
Transactions (0)
Posté le 06-11-2005 à 12:17:54  profilanswer
 

zorlac a écrit :

quand meme limite je trouve les arguements pour la xbox 360... meilleur manette jamais construit, Halo 3 ...


ben ça vient d'un site américain, non? [:petrus75]


---------------
Ma collec de jeux -
n°3050475
LightKyle

Transactions (0)
Posté le 06-11-2005 à 12:32:21  profilanswer
 

Les trolls du dimanche, venant de sites connus, ça fait peur.  [:cosmoschtroumpf]


---------------
Everyone's dancing furiously! - L'Europe, j'en ai plein les godasses, l'Europe, ça me file la chiasse
n°3050656
saturator
Born to be relou
Transactions (0)
Posté le 06-11-2005 à 14:32:40  profilanswer
 

Une nouvelle vidéo de Fifa RTWC 2006 :
http://www.xboxyde.com/news_2257_fr.html
 
Je trouve que çà en jette mais çà va trop vite et la physique de la balle est toujours assez space, mais vu que c'est le seul jeu de foot qui sera dispo, il risque de faire un carton!!!

n°3050940
trendy pil​low
no pok i told you
Transactions (0)
Posté le 06-11-2005 à 17:51:38  profilanswer
 


 
 
 
ah tiens ça me fait penser
de même que ff XIII était sorti en meme temps que la dreamcast:
ils vont pas sortir final fantasy douze en même temps que la xbox 360  ?

n°3050991
bichoco

Transactions (0)
Posté le 06-11-2005 à 18:14:05  profilanswer
 

d750 a écrit :

ouais enfin j ai lu sur hfr que si t as pas de dvi ou de hdmi tu pourras pas lire les films en hd avec la nouvelle norme


 
 
hmdi only pour lire les films en hd...mais bon vuquela 360 les lira pas de toute façon [:petrus75]

n°3050993
bichoco

Transactions (0)
Posté le 06-11-2005 à 18:14:40  profilanswer
 

VPS a écrit :

1) Quel rapport avec FEAR (c'est pas par ce que c'est la même devteam que c 'est le même jeux hein ...)
2) Non Fear a un rendu bien mieux élaboré , moins plastique , un modelisation plus fine et les lumières sont allums


 
 
...et avec des décors vides et mal foutus

n°3051003
Yalouf

Transactions (0)
Posté le 06-11-2005 à 18:21:25  profilanswer
 

VPS a écrit :

1) Quel rapport avec FEAR (c'est pas par ce que c'est la même devteam que c 'est le même jeux hein ...)
2) Non Fear a un rendu bien mieux élaboré , moins plastique , un modelisation plus fine et les lumières sont allums


 
euh c'est le meme moteur, et ça se passe pas dans des decors exterieurs...

n°3051062
Yalouf

Transactions (0)
Posté le 06-11-2005 à 18:42:26  profilanswer
 


Interview des devs de Frame City
 
 

Citation :

Zenji Nishikawa: Since 4Gamer is a PC-game website, there are readers who are not familiar with Xbox 360 game titles. So first can you tell us what kind of a game Frame City is?
 
Kentaro Kawashima (producer): The game genre is "Hard-boiled Experience".
 
Masaki Kunimori (director): Though it says "Action Adventure" in the brackets (laughs)
 
ZN: Looking in the screenshots in the official website, it looks like a freeroaming mission-based game like GTA3.
 
MK: Or rather, if I dare to mention a game with a similar image, it'd be the LoZ by Nintendo. There's a big city called Frame City, where the player infiltrate alone as Crow, the protagonist, and does a variety of missions. The goal of the game is stop the ambition of a mysterious terrorist called Kahn who plans terrorism on Frame City. But various kinds of people live in Frame City and have respective problems. You approach the identity of Kahn by involving yourself in small events in Frame City.
 
KK: Side stories by small quests drive the big main scenario, which is the format. We don't intend to lock users in the story, but when you think it as a game, it becomes troublesome if a player is too free. While guiding a player to a certain degree by the story, it's also possible to do what you want in Frame City, that's the style we organize.
 
ZN: How about the world view of Frame City? From the public information so far it seems like a modern city in the West.
 
MK: The stage is China. "A fictional desert island developed as a special economic district in Shanhai offshore" is the city called Frame City. As America, UK, EU, China, Japan and others developed it as the main members, it became a city with multinational atomosphere in which the West and the East are mixed in. Like every metropolitan city, it has the underworld, but complicated by the multinational background. Chinese, Russian, Italian mafia, Japanese yakuza fight for the hegemony in the underworld.
 
KK: You know it's like an American city. For example in SF there are Chinese towns and Japanese towns, and for security you get a notice like "danger in 3 blocks away". We reproduce an atmosphere like that in Frame City. Though the setting is near future, you can feel it familiar as it's a near future which is an extension of our modern life.
 
ZN: With these keywords - developed by Namco, for Xbox, a third-person-view hard-boiled action adventure - it reminds me of Dead to Rights. I bought it and it had a unique gun action with a buddy dog (laughs) I heard it was developed mainly by Namco Hometek in the US. This Frame City looks like a similar hard-boiled game if you ask me, is the development led by the US?
 
KK: This time the development is led by Namco Japan. Even now, in our background, around 100 people are working toward the gold master (laughs)
 
MK: I think it was a general understanding that games wanted in Japan and games wanted in the West are different. But, as the result of our research, we found there is no big difference between Japanese players and Western players in the sense that they play games by giving priority to what character they want to be and what experience they want.
 
KK: Though we as developers can't help caring how good technologies and effects are, what users care most are who they can be and what experience they can have. In Japan and in the West. "Game system" and "graphics" are lower in priority. We were enlightened that we don't have to make them separately like for Japan and for the West. As for Frame City, while the real work such as coding are done in Japan, we're designing the story line with Namco Hometek. We are proud that it's become a good title which can pass not only in Japan but also in the global market. Well, to be honest, we are still working on it in the background (laughs)
 
ZN: Frame City is distinguished as a game developed with UE3. As the in-house titles by Epic Games, the UE3 developer, such as UT2007 and GoW seem to be released in Summer 2006 or later, Frame City will be the first commercial game that adopts UE3. For game fans, the fact that Namco uses UE3 would be sensational by itself, I think.
 
KK: In fact, the research and the evaluation for UE3 were done almost simultaneously along with the discussion for the game system. So it's not a technology-oriented setup where a game is made out of an idea of using a certain function in UE3. We have the idea on what kind of thing we want this Frame City game to be and what kind of game we want Frame City to be in the first place, then it inspired us to start the research on UE3.
 
MK: UE3 has an engine design that adds dynamic-LOD on a high-poly terrain and displays it in a low-poly form. It is effective in sightly outdoor scenes such as MMORPG and FPS. Understanding this fact well, we...
 
KK: Created a city (laughs) It's because Frame City is such a game. Of course UE3 is a general game engine and provides a variety of functions. But there are functions usable for our project and those not usable. It's that UE3 is only a means and we merely used it to realize Frame City.
 
ZN: Which tool or function was useful in the real development?
 
MK: First, Material Editor that enables you to do GUI-based shader design. We used it thoroughly. Then, the essential Unreal Editor (UnrealED). It's very easy to use. It can easily import Maya data and we can embed our original tools into it. Data creation and embedding in game engine got far easier than before. In game design from now on, not only graphics, but also work for various contents creation gets tremendous. This seamless GUI IDE can be a weapon in the sense that it can ease graphics development.
 
KK: Any programmer in our team can do shader design if he/she wants. But, UE3 has an advantage that it allows try-and-err shader design by changing parameters in the IDE.
 
MK: In fact, there's no special effect programmer in the Frame City development team. Of course Namco has a shader expert and we asked him to write a new custom shader for Frame City, but we didn't set a special effect programmer resident for the team.
 
ZK: Even in such a situation you could realize programable-shader-based state-of-the-art visuals.
 
KK: In Frame City, its volume as a game is huge as it's an action adventure. So it'd be impossible to release it in this year if we'd started the development after Xbox 360 devkits were delivered to Namco. In the case of UE3, you can work on PC as it's a cross-platform development tool. Besides, with the level editor you can check game playability on-the-fly while making game missions. We felt UE3 is excellent in this regard.
 
MK: You know, it's important for games how it's like when you actually play them or what kind of play impression you can get. Even with incomplete graphics details, you can immediately do level design from design documents that say "there's a floor, there are the stairs...", so you can create a prototype in a short time.
 
ZN: In a short time you can determine if a scene is fun as a game or requires change.
 
KK: Yes. As you know a game title which is made to be launched with a new game console tends to be a tech-demo. But we wanted to emphasize "game experience" in a next-gen console. However, in reality, we have little time. Frame City takes 20 hours to beat even when you played it straightforward from start to end. Of course it takes more if you go out of the way. We release this massive game in a relatively short time and at the same day as Xbox 360 is released at. UE3, especially Unreal Editor, was big to enable us to do that.
 
MK: Well, the development is still not over, you know (laughs)
 
ZN: What exchange was there between Epic Games and Namco? If you allow me to tell my own speculation, for Epic Games, Frame City might be an experimental project for UE3, I think.
 
MK: It was very early that we raised our hand to say "we want to use it". Well, we were guinea pigs (laughs)
 
KK: In fact, UE3 is not yet the final version. Isn't it the next summer when it's completed? It's said their own original title for Xbox 360, Gears of War, is released half a year later. Though Frame City is UE3-based, its engine contains many original extensions by Namco with a high percentage.
 
ZN: Was there a reverse technical offer from Namco to UE3?
 
MK: Though I don't know how far we can say, there were many conversations where we proposed to Epic Games that some functions should be like this and they replied that's good.
 
KK: It's like, "if you use our idea can you discount the license fee for the engine?" (laughs) In fact, as the maturity of UE3 is pretty high at this moment, development teams that will start to use the UE3 final version in the next summer will be able to be at ease. It overcame most of troubles.
 
MK: Anyways, it seems Frame City contributed to maturing UE3 to a high degree.
 
ZN: While I understand it's not a tech-demo, I dare to ask you what direction the Frame City graphics turns to. In so-called next-gen consoles, as you know thorough shadowing and skin shading are valued so much. NVIDIA and ATI always show such demos. How about Frame City?
 
NK: Definitely, it has very sophisticated shadowing, though as it's supplied as one of the functions in UE3 I can't tell you details as to when it switchs between stencil shadow volume and shadow map. Not only a self-shadow on a character but also a shadow cast by a building changes, of course extends or shrinks, by the location of the sun.
 
KK: Also as for character skin it's very complicated when a character is shot up-close in a cinematic scene. Besides, for contre-jour expression, we place HDR rendering effects leaked from edges here and there.
 
MK: In Frame City, we wanted to represent a 24-hour living city. I think we could make a good "perspective of atmosphere" such as haze.
 
ZN: In recent events such as GDC and E3, Epic Games did demos that emphasized the superiority of the physics engine in UE3. UE3 uses NovodeX (now PhysX) by AGEIA Technologies for its physics engine. How much is it used in Frame City?
 
KK: By the physics engine demo Epic Games showed, you mean the one in which a ball is rolling and bumps against various things to activate them in succession, right? But, a physics engine in an actual game is very modest unlike such a demo. It's difficult to show off it unless it's a game specifically developed to exploit a physics engine.
 
MK: In Frame City, it's mainly used for reaction. It uses the NovodeX car physics in its car behavior control and of course it's used in a behavior in which a car bumps against a box or something and fragments of the box fly off.
 
ZN: At CEDEC 2005 AGEIA Technologies said something to the effect that NovodeX is designed with multithreading suitable for multiprocessor in mind, but how was that actually?
 
KK: Didn't they say "in the latest version of NovodeX"? (laughs) As far as I know we did it by ourselves (laughs)
 
MK: Since the target of UE3 was originally the PC, it was like it's OK if it could run on a PC at first. Of course it was single-threaded, but at the stage we could run on a real Xbox 360 we made it multithreaded.
 
KK: As UE3 was born on PC, at first Epic Games makes something that works on a PC for a model. Then, as an afterthought, "Xbox 360 is multicore, what can we do? OK, let's make it mutithread" or something like that (laughs)
 
MK: We experienced that we could get some performance room by multithreading an originally single-threaded part that had been overusing a single core. Though we can't tell you the details, perhaps we may have more techniques than Epic Games to break up various factors in a game engine running on a single core into multiple threads suitable to the Xbox 360 game console that has 3 PowerPC-970-compatible CPUs. (laughs)
 
ZN: In other words, do you mean multithreading in Frame City was mainly done by the Namco development team?
 
KK: Yes. But it's not that we broke everything into multithread. The parts that are closely related to game synchronization have scary aspects that you can't know what happens when multithreaded. In this sense, "NovodeX as the physics engine for UE3" was relatively easy to make multithreaded.
 
ZN: You don't have to synchronize particle behavior calculation for scattering fragments to frame rendring. It's said coarse-grain multithreading is useful.
 
How about collision? In a NovodeX presentation they emphasized that for a collision detection model it can set a shape that is very close to an actual appearance, not only box or sphere-based.
 
MK: Indeed it can. But execution gets slower if you set a precise collision shape. As a matter of course, we switch them depending on the situation, for example, in normal movement it has a simple cylinder model while in shooting it does collision detection by more human-like shaped model.
 
KK: It's like we have a broader range of expressions. That means, we can do very detailed collision detection if we wish, it's not that we can only do box or sphere-based collison detection. In a real game development, we use them case by case depending on game playability, in other words the points such as the balance with execution speed in a game.
 
ZN: I heard in presentations about UE3 and NovodeX that designers and artists can set a collision shape.
 
KK: Yes. In our team, an artist staff did it. It's a useful point of UE3 that artist staff, not a programmer, can set it directly.
 
ZN: In next-generation consoles, the concept about data media has been changing. While PLAYSTATION 3 adopts dual-layer 50GB BD-ROM as the largest 12cm disc media, Xbox 360 adopts dual-layer 8.5GB DVD-ROM. But J Allard of Microsoft exclaims that DVD-ROM is only one of means in media and the network is the primary data media. What about thoughts in a frontline development field such as Namco?
 
MK: If we talk about Frame City, we filled most of dual-layer 8.5GB. It's like we packed it to the max. But, if you ask me which is easier for the development side, net or disc media, it's definitely disc media. Though it's not very difficult if it's simply about things like adding a new character via network, design gets difficult all at once when you want to realize a game system that changes fundamentally when connected to network.
 
KK: It increases debug steps too. Namco released a PS2 network RPG named "Venus & Braves - Witch and Goddess and Prophecy of Doom" and 20% of its debug was network related. Honestly, from the development side, disc media is easier (laughs)
 
MK: But, for a user, it'd be attractive that a game gets more interesting via network. If it's effective as a business model, I think a game design that exploits network deserves to be tried.
 
KK: Actually, for Frame City, we are going to offer a mission every week for a year on Xbox Live. Yes it's very hard for us (laughs) But, it makes sense if you think about the life cycle as a game software. There are opinions like "don't do network distribution like that, put them all onto a disc media for sale", but if we deliver it periodically via network we can enable users to play a game longer. Also my hunch is that the distance between us and users gets closer if we can offer a new content and let them play it immediately.
 
ZN: Game has a factor of freshness. Even though it's an interesting game, the sales go down if it gets old. But it can keep its freshness if a new game play for it is always offered.
 
MK: Belief in a physical thing, or a sense of owning a disc is still seen as more important than getting data on network, which is a difficult point. But, it may change gradually when distribution over network becomes mainstream and new things are taken more seriously.
 
ZN: For an average gamer, the most important things for a next-gen console are, what's different from the previous one, and what is playable on it. Sony attacks with PS3 with the super high specs that can survive a long-term battle, and Microsoft releases Xbox 360 with normal evolution and emphasis on network. Nintedo, though the spec is still unknown, agitates the expectation that it will be able to do something strange with the strange controller. What will future games become?
 
KK: This is what I often tell others, the relation between a game console and a game is similar to that of a projector and a movie. In the early 1900s, because of the fact that a picture is moving, a projector got lots of attention by people. But, as a projector evolves, less people are crazed about a projector itself now. It's because public interest moves to how interesting a content of a movie is. Though of course there are still projector maniacs. The point I think a game is superior to a movie is you can experience the content by yourself and feel your achievement at the end. As a developer I want to cherish this point. PLAYSTATION 3 and Xbox 360 can offer such "experience" at last. It makes me think that it's important for games from now on to concentrate on offering experience. We've been developing Frame City on the basis of this concept.
 
MK: Hence Frame City is a hard-boiled "experience". Some years down the road, it may become common to qualify a game as "... experience" for its genre instead of words like action adventure. Frame City is the pioneer of it (laughs)
 
ZN: The last question. Since 4Gamer is a PC gaming media, I have to ask you, do you have a plan to release the PC version of Frame City? There are many 4Gamer readers who can buy a 60,000 yen ($507) graphics card but say can't buy an expensive Xbox 360.
 
MK: From the technical point of view, porting is absolutely possible.
 
KK: But there's an unreasoning part. Choosing a next-gen console is, in the end, like voting action. Like "I bet on Microsoft, I believe in Sony" etc. It's impossible that a user who chose Xbox 360 doesn't have affection toward Xbox 360. Because of this, we are unwilling to betray them.
 
MK: But, as a game developer, I want many people to play it as it's a work we struggled to create. This is our real intention. It's absolutely like that.
 
ZN: It's decided that UE3 would be supplied as an almost standard Playstation development platform. So it's possible to do multiplatform that offers PC and PS3 versions.
 
KK: In fact, it's possible. What's left is only a marketing problem.


 
http://www.4gamer.net/news.php?url=/..._city_01.shtml
http://www.4gamer.net/news.php?url=/..._city_02.shtml
 
Traduc choppé sur les forums beyond3d ici http://www.beyond3d.com/forum/showthread.php?t=25335

n°3051064
Jp3rF

Transactions (0)
Posté le 06-11-2005 à 18:42:58  profilanswer
 

CrowFix a écrit :

Gears Of War


Perfect Dark Zero :o

n°3051088
syntaxx_er​ror

Transactions (1)
Posté le 06-11-2005 à 18:47:38  profilanswer
 

Xbox 360 : [Rumeur] Des précisions sur la rétro-compatibilité  
 
http://www.xbox-mag.net/-rumeur--d [...] _9094.html  
 

Citation :

Le site Mundorare a mis en ligne des informations sur la rétro-compatibilité de la Xbox 360. Ces informations exclusives n’ont bien évidemment pas été confirmées par Microsoft, celles-ci seront confirmées ou infirmées lors de la sortie américaine le 22 novembre…  
 
Selon Mundorare, tous les jeux édités par Microsoft seraient compatibles sur Xbox 360. Jusqu’à maintenant la firme de Redmond avait révélé que seuls les jeux n’ayant pas un équivalent sur Xbox 360 seraient rétro-compatibles. (Pas de PGR2 puisque PGR3 sera disponible à la sortie de la console).
 
Le transfert des sauvegardes des jeux Xbox serait possible via un câble ethernet reliant les deux consoles.
Encore une fois cette information exclusive vient contredire les dernières interventions de Microsoft sur le sujet…
 
Les graphismes des jeux Xbox seraient, pour la plupart, améliorés sur Xbox 360. Jusqu’à maintenant Microsoft a seulement confirmé la chose pour Halo et Halo 2.
 
Il faudra télécharger via le Xbox Live Silver (gratuit) un fichier pour chaque jeu bénéficiant de la rétro-compatibilité. Nous pouvons rajouter que les bornes Xbox 360 qui seront reliées à Internet permettront d’effectuer cette manipulation avec une carte mémoire.


Message édité par syntaxx_error le 06-11-2005 à 18:49:03
n°3051108
syntaxx_er​ror

Transactions (1)
Posté le 06-11-2005 à 18:54:02  profilanswer
 

Xbox360's Black Screen of Death
>> Agent21KGB posted the first picture of the Xbox 360 error/crash screen on our forums. A bit similar to the original Xbox error screen, it asks to contact the Xbox Customer Support and gives an 'Error Number' to help identify the problem:

Citation :


So I went to the local Wal-Mart and walk on the 360 display and was like well I'll see If I can get a better look at this deal since few people were in the place. I turned the corner and found the Contact Xbox support screen. The xbox was blinking red and claiming error 74.
 
http://pictures.xbox-scene.com/xbox360/bsod/xbox360_bsod_01.jpg


n°3051111
ashim
Rising Tackle!
Transactions (0)
Posté le 06-11-2005 à 18:55:37  profilanswer
 

gaymer's a écrit :

C'est vrai que poru l'instant (a part les FPS) y a pas encore LE jeu qui me ferais sauter sur la console.
Mais Crosoft doit encore avoir des jeux sous la main


 
Les RPG japonais et autres jeux japs prometteurs -> ridgeracer6(online :love: ), resident evil 5,etc..
Sans parler des jeux SEGA,CAPCOM,NAMCO,KONAMI,etc.. :)

n°3051122
syntaxx_er​ror

Transactions (1)
Posté le 06-11-2005 à 18:58:46  profilanswer
 

Trailer 720p d'Elveon
http://www.xboxyde.com/news_2260_fr.html
 
A surveiller...

n°3051123
syntaxx_er​ror

Transactions (1)
Posté le 06-11-2005 à 18:58:56  profilanswer
 

Trailer 720p d'Elveon
http://www.xboxyde.com/news_2260_fr.html
 
A surveiller...

n°3051124
El_Dadou
"Enlarge Your Barre"
Transactions (0)
Posté le 06-11-2005 à 18:59:11  profilanswer
 

deja ? :D


---------------
"un pladoyer en faveur de la fraternité, une absence totale de manichéisme (pour une fois, les soldats allemands ne sont pas obligatoirement des brutes sanguinaires, moches et insensibles...) des pointes d'humour... Que demander de plus ?" ©Pat68
n°3051192
syntaxx_er​ror

Transactions (1)
Posté le 06-11-2005 à 19:33:16  profilanswer
 

>> Accessoires 360
 
 
Hori Xbox 360 Controller Pad
Hori's Xbox 360 gamepad features all the usual buttons found on Xbox 360 controllers, along with a turbo function for the X, Y, A, and B buttons.  
 
http://img.gamespot.com/gamespot/images/shared/prod_images/9/6/23896_2.jpg
 
 
Hori Xbox 360 Dead or Alive 4 Arcade Stick
Hori's Dead or Alive 4 Arcade Stick features artwork from the upcoming game. Laid out in traditional arcade-stick style, the controller features all the Xbox 360 buttons, a full-sized joystick, and a button arrangement that's more geared for fighting games like Dead or Alive and Street Fighter.  
 
http://img.gamespot.com/gamespot/images/shared/prod_images/9/7/23897_1.jpg
 
 
Joytech Nitro Racing Wheel Xbox 360
The first racing wheel setup for the Xbox 360 features a fully rubberized steering wheel, four paddle shifters, a side sequential shifter, dual-vibration feedback, and four-preset steering sensitivities. Joytech's Nitro Racing Wheel has an MSRP of $79.99.
 
http://img.gamespot.com/gamespot/images/shared/prod_images/5/4/23854_1.jpg
 
 
Intec Xbox 360 Vertical Stand with Game & Memory Storage
Intec's Vertical Stand for the Xbox 360 lets you secure your Xbox 360 in a vertical position and provides a place to store games and accessories. The stand stores up to 10 game cases and two memory cards.
 
http://img.gamespot.com/gamespot/images/shared/prod_images/6/3/22563_1.jpg
 
 
Joytech Xbox 360 Control Center
Joytech's Control Center allows users to organize and customize their gaming experience. The Joytech unit offers electronic switching and remote control, connections for HDTV-ready component video, S-Video and composite AV, four digital optical inputs for digital sound, and a five-port 10/100 Ethernet switch. Like the console, the Joytech unit also features a removable faceplate for extra customization, and it has a backlit LCD screen that shows the name of each input channel for simple navigation on the programmable display.  
 
http://img.gamespot.com/gamespot/images/shared/prod_images/5/5/23855_2.jpg
 
 
Intec Xbox 360 9.2-inch TFT Screen
Intec's 9.2-inch TFT screen is designed to attach to the top of your Xbox 360, and it folds flats for easy storage. The screen features component video inputs, S-Video inputs, composite video inputs, as well as RCA audio input and output jacks.
 
http://img.gamespot.com/gamespot/images/shared/prod_images/5/9/22559_1.jpg%20


Message édité par syntaxx_error le 06-11-2005 à 19:38:10
n°3051210
LightKyle

Transactions (0)
Posté le 06-11-2005 à 19:39:15  profilanswer
 

J'aime pas les sticks, mais là Hori me prend par les sentiments, c'est mal.  [:cosmoschtroumpf]


---------------
Everyone's dancing furiously! - L'Europe, j'en ai plein les godasses, l'Europe, ça me file la chiasse
n°3051221
syntaxx_er​ror

Transactions (1)
Posté le 06-11-2005 à 19:46:42  profilanswer
 

Pete Hines: "[Oblivion] isn’t done yet."
 

Citation :

On a forum post on their website, Bethesda Softworks own Pete Hines addresses why Elderscrolls IV: Oblivion was delayed till early 2006 from its previous launch window of Holiday 2005. The reasoning? Yea you guessed it - the game is just not done yet. But I think most of us would like to see a finished and polished game rather than an unifhsed game that "could've been gre--".
 
Source: http://www.elderscrolls.com/forums [...] pic=185378
 
"So Todd and I were talking last night and decided that we, or I, should post something on the forums to try and bring fans up-to-speed on what's up. So here goes.
 
In short, the game is coming out in early 2006 because it isn't done yet. We still have things that need to be done before the game is released. So we continue to optimize, test, balance, etc. We've already gone way beyond what we did in any game previously in playtesting and balancing this game. Way beyond. But there is work that needs to be done and so development continues to go on pretty much around the clock. We will not put out a more specific date until we are certain we will be ready then. Like system specs, we aren't fans of putting out info that changes later on and only confuses or annoys our fans.
 
We have a number of site updates planned between now and the game's release that we hope to do on a regular basis each week. We'll do the best we can to make it every week, but understand that sometimes PR/marketing stuff gets in the way of game development and so it has to get set aside sometimes for the good of the game (and the people making it). We'll be updating the Codex in stages, adding new concept art, screens, etc. in the coming weeks and months. We're open to doing another fan interview in the coming weeks as well to let you ask what it is you think we aren't telling you. In short, we aren't holding out on you, we just don't want to be done telling you about the game before it comes out.
 
We appreciate your patience and continued support and ensure you that your dedication will be rewarded with what we think is the best RPG you've ever played."

Message cité 1 fois
Message édité par syntaxx_error le 06-11-2005 à 19:47:46
n°3051234
-VDV-
Et pas DVD ! Lisez mieux !
Transactions (0)
Posté le 06-11-2005 à 19:53:24  profilanswer
 

syntaxx_error a écrit :

Pete Hines: "[Oblivion] isn’t done yet."


 
Boah, je me disais aussi :p
Morrowind a ete repoussé une dizaine de fois, je trouvais bizarre qu'ils aient finit a temps :p

n°3051241
syntaxx_er​ror

Transactions (1)
Posté le 06-11-2005 à 19:58:29  profilanswer
 

360 Rejects : les horreurs auxquelles nous avons échappé !
 
http://www.next-gen.biz/index.php? [...] 7&Itemid=2
 
http://www.360monster.com/images/news/reject01.jpg
http://www.360monster.com/images/news/reject02.jpg
http://www.360monster.com/images/news/reject03.jpg
http://www.360monster.com/images/news/reject04.jpg
http://www.360monster.com/images/news/reject05.jpg
http://www.360monster.com/images/news/reject06.jpg
http://www.360monster.com/images/news/reject07.jpg
 
Design evolution
http://www.cheatswiki.com/images/thumb/3/30/485px-xbox360evolution.jpg


Message édité par syntaxx_error le 06-11-2005 à 20:05:39
n°3051259
-VDV-
Et pas DVD ! Lisez mieux !
Transactions (0)
Posté le 06-11-2005 à 20:04:11  profilanswer
 

[:rotflmao]

n°3051273
bichoco

Transactions (0)
Posté le 06-11-2005 à 20:09:08  profilanswer
 

ces horreurs!  [:psywalk]

n°3051276
syntaxx_er​ror

Transactions (1)
Posté le 06-11-2005 à 20:09:46  profilanswer
 

:D ...Comment des designers peuvent imaginer des merdes pareilles ?  [:columbo2]

n°3051281
bichoco

Transactions (0)
Posté le 06-11-2005 à 20:10:45  profilanswer
 

le 1er c'est un faxe pas possible... dans le genre design à mi chemin entre le gc et un jerricane d'essence :o

n°3051363
erowan
Max 330 Mega ?
Transactions (0)
Posté le 06-11-2005 à 20:50:33  profilanswer
 

Ah ouais quand même [:austiniste]

n°3051371
BrainZERO
Great leader of the Kevin army
Transactions (0)
Posté le 06-11-2005 à 20:55:55  profilanswer
 

bichoco a écrit :

le 1er c'est un faxe pas possible... dans le genre design à mi chemin entre le gc et un jerricane d'essence :o


 
C'est au contraire l'une des plus probables du lot. Je me souviens d'une photo prise à la sauvette lors d'une réunion avec Jay Allard. Le jerrican était présent sur la photo... C'était il y a qq mois.
 
Edit: d'ailleurs...
http://tinypic.com/fbl25i.jpg

Message cité 1 fois
Message édité par BrainZERO le 06-11-2005 à 20:56:26
n°3051380
Scrypt

Transactions (6)
Posté le 06-11-2005 à 20:59:57  profilanswer
 


 
ça a l'air de bien pootrer   [:super chinois]  
 
Il y aura de quoi s'occuper après Oblivion  :o  
 

n°3051404
thekiller3

Transactions (0)
Posté le 06-11-2005 à 21:12:35  profilanswer
 

BrainZERO a écrit :

C'est au contraire l'une des plus probables du lot. Je me souviens d'une photo prise à la sauvette lors d'une réunion avec Jay Allard. Le jerrican était présent sur la photo... C'était il y a qq mois.
 
Edit: d'ailleurs...
http://tinypic.com/fbl25i.jpg


 
hé bé ... on y a échappé de peu ... :sweat:   :pt1cable:   [:quess]

n°3051426
WipEout 20​97
Processus créatif
Transactions (2)
Posté le 06-11-2005 à 21:33:10  profilanswer
 

avec la poignée comme sur gamecube  :love:


---------------
La ram se met sur A2 et B2 :fou:
n°3051443
sssebouill​eee
Yes we can
Transactions (0)
Posté le 06-11-2005 à 21:42:55  profilanswer
 

Et les roulettes?


---------------
VDS Ampli HC Yamaha RXV 2600
n°3051466
-VDV-
Et pas DVD ! Lisez mieux !
Transactions (0)
Posté le 06-11-2005 à 21:58:36  profilanswer
 

La premiere console qu'on ouvre avec une clef de 12 :lol:

mood
Publicité
Posté le   profilanswer
 

 Page :   1  2  3  4  5  ..  474  475  476  ..  7171  7172  7173  7174  7175  7176

Aller à :
Ajouter une réponse
 

Sujets relatifs
echange xbox contre ps2 v8 ou v7 non puceeAchete Xbox sur paris en main propre
(vds) accessoires xbox +MS 512 Mo[VDS] max payne 2 xbox
[xbox] demande conseil pour jeu à 2[VDS] jeux xbox et ps1HS, vibreur DC
[ACH] Splinter Cell Chaos Theory XBOX ParisTopic des streaming sur les jeux Video
[Xbox]Comment la brancher mon Creative LABS P5800 5.1 ?[ACH] nintendo ds + mario ds [topic clos]
Plus de sujets relatifs à : [Topic retraite] XBOX 360 - Game Over (RIP 2005 - 2016)


Copyright © 1997-2025 Groupe LDLC (Signaler un contenu illicite / Données personnelles)