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Berdost
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Was soll ich gegen Star Wars haben? Ich bin einer der größten SW Fans, deswegen finde ich RL ja enttäuschend.
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Original geschrieben von Berdost
Was soll ich gegen Star Wars haben? Ich bin einer der größten SW Fans, deswegen finde ich RL ja enttäuschend.
Nach dem für hardcore Star Wars Fans verunglückten "Star Wars: Starfighter" für PS2 beschehrt uns Lucasarts und Factor 5 endlich wieder ein "richtiges" Star Wars Game, und was für eines!
Programmieren können Sie ja, die Jungs von Factor 5. Das neueste Machwerk der (fast ausschliesslich) deutschen Jungs kann man eigentlich nur mit einem Wort umschreiben: Gigantisch! Von der ersten bis zur letzten Minute löst ein grafisches Feuerwerk das nächste ab. Die Kulissen sind derart gut gelungen, dass sie ihren Movie-Vorbildern praktisch in nichts mehr nachstehen. Star Wars Fans wissen was sie erwartet, obwohl der grafische Overkill käumlich erahnt werden kann. Man muss es einfach in Bewegung gesehen haben, um es zu glauben. Aber ganz von vorne und ganz langsam...
Star Wars: Rogue Leader ist der direkte Nachfolger des N64 Klassikers Rogue Squadron und spielt zeitlich zwischen den Episoden 4-6, bzw. Teil 1 bis 3. Der Menüaufbau, die Art der Missionen und die Secrets haben sich gegenüber dem Vorgänger kaum verändert, lediglich in grafischer Hinsicht stellt Rogue Leader eine Neuerung dar. Natürlich gibts 15 brandneue Missionen, aber schlussendlich gehts auf altbekannten Schauplätzen und mit altbekannten Gegnern zur Sache, und das ist auch gut so. Endlich dürfen alle Hobbypiloten wieder in X-Wing & Co. Platz nehmen, und müssen sich nicht mit einem schwachbrüstigen Naboo-Fighter begnügen! Jeder Fighter hat zudem eine eigene Cockpit-Rundumansicht, mit allen Details und Lämpchen am richtigen Ort. Neu ist der Zielcomputer, der einem alle zu zerstörenden Objekte anzeigt. Gerade im All oder auf der Todesstern Oberfläche ist dieser Zielcomputer sehr gut zu gebrauchen, da man die Tie's in der Ferne so schlecht erkennen kann (nicht zuletzt, weil die Weitsicht einfach phenomenal ist). Ebenfalls neu hat man die Möglichkeit, seinen zwei Wingmen einfache Befehle zu erteilen, wie z.B. Angriff, Flucht, Formation und dergleichen. Somit kommt auch bisschen Strategie in die Action-Suppe, geniales Feature!
Aber Rogue Leader überzeugt auch vom Gameplay her. Die Steuerung ist hervorragend gelungen, die Missionen abwechslungsreich und mit viel Tiefgang, so dass sie immer und immer wieder Spass machen. Praktisch jeder Level bietet grafisch ein komplett neues Thema: Hoth, Bespin, Deathstar, oder Tatooine als Beispiel. Innerhalb der Missionen gilt es mehrere Objectives zu erledigen und nur wer alles richtig macht, kann eine der begeehrten Bronze-, Silber- oder Goldmedaillen einheimsen. Diese sind zum Freischalten neuer, geheimer Missionen oder zusätzlicher Fighter nötig.
Rogue Leader richtet sich ausserdem nach der internen Uhr des GameCube und so manche Missionen kann daher am Tag oder auch in der Nacht geflogen werden. Der Trainingslevel auf
Tatooine hat sogar 4 Tageszeiten, alle grafisch unterschiedlich dargestellt. Wie gesagt zieht Factor 5 in Sachen Grafik alle Register und so kann man sagen, dass Rogue Leader grafisch bis dato das bestaussehendste Videospiel überhaupt ist.
11 Standard- und 4 Secret-Missionen hören sich zu Beginn nicht viel an, aber angesichts der enormen grösse der Levels und der vielen versteckten PowerUps, sind sie selbst nach dem hundersten Mal immernoch attraktiv. Ausserdem gibts einen Kino-Trailer, Audio-Commentary zum Spiel, ein Making-of-Video und viele andere coole Features freizuspielen. Noch nie haben so wenig Missionen so viel Motiviation (und Goodies) mit sich gebracht.
Der Sound und die vielen Sound-FX und Sprachsamples stammen direkt aus den Filmen und erklingen in feinstem Dolby Prologic II aus den Lautsprechern. Für die Sounduntermalung war übrigens Skywalker-Sound persönlich verantwortlich und die sitzen ja praktisch gleich neben George Lucas. Kurz gesagt, besser geht's einfach nicht.
Einziger Wehrmutstropfen ist das Fehlen eines Multiplayer-Modes und die nicht immer konstante Framerate. Keine Bange, das Spiel läuft zu 90% mit 60 Bildern pro Sekunde, im Cockpit und bei hohem Tie-Aufkommen (bis zu 30 Ties on-Screen!!) kann es aber auf 30 Frames abfallen.
Fazit: "Ich bin Luke Skywalker!" 20 Jahre nach dem ersten Teil ist die Qualität der Movies endlich erreicht. Ein Hoch auf Factor 5 und LucasArts! Grafisch und soundtechnisch ist Rogue Leader fast nicht mehr zu überbieten. Gratulation auch an Nintendo, mit diesem Spiel wird sich das System extrem gut verkaufen, da bin ich mir sicher! (G)
Star Wars Rogue Squadron II: Rogue Leader
By: Nintendo
Year: 2001
System: Game Cube
By: Mike "Gabriel" Krahulik
I know this Rogue leader review is a bit late, but I wanted to complete the game before giving you my opinion on it. I'm glad I did. too. Had you asked me what I thought about it after my first run through the third mission you would have gotten a response full of words like "ass" and "bullshit". The reason for this is something most reviews don't even cover. This game is fucking hard. I don't know if reviewers are just hesitant to admit that they had a hard time with a game. Perhaps they are afraid all the other reviewers will laugh at them and put gum in their hair. Now before I start getting mail from jedimasta229@aol.com, let me finish. I was discouraged at first but now with nearly four days of playing under my belt I'm killing ties and dropping AT-AT's like a pro. The game has an intense learning curve - however, the pay off for sticking with it is phenomenal. Rogue Leader (RL) is very nearly a perfect gameÖ nearly.
Story:
The story is obvious. You are a member of Rogue Squadron, the Rebels' elite group of star fighters. It is your responsibility to make sure that the balance of power doesn't shift to the empire. To accomplish this you'll fight your way through all the most epic battles of the Star Wars trilogy as well as some that you've probably never heard of before.
Gameplay:
The Gameplay in RL is surprisingly varied. Each of the eleven missions is different and interesting. Unlike Rouge Squadron for the N64 RL delivers not just land based combat but also puts you in the cockpit for some epic space battles as well. Sure, you will find yourself shooting down waves of ties but that's to be expected. You will also be defending transports in a nebula, tripping up AT-AT's as they emerge from a half sunken star destroyer and popping gas balloons over Bespin. On top of that, some of the missions will actually change depending on what time of day you decide to play it. You may have different mission objectives and even a different ship. RL also gives you the ability to participate in your favorite battles from the movies. From Luke's trench run on the first Death Star to your frantic escape from the second it's all there. Once you've beaten the game, you will also be able to go back through the missions and choose different ships. This is something you will probably want to do since the ship that's given to you the first time is often not the best one for the job. You will also be awarded with medals for each mission assuming you meet certain requirements. These medals will give you points which you can then use to unlock bonus features and secret levels. You are given three lives with witch to complete each mission. However, often times you will find yourself facing a mission failed screen which means you'll have to start all over from the beginning. Each mission has certain mission critical
objectives that are conveniently marked in yellow on your targeting computer. Should you fail to protect or destroy one of these you'll be starting from scratch again regardless of how many lives you have left. The other side of that is that the missions are so fantastic that I never really minded playing through them multiple times. Factor 5 has done an amazing job of packing this game full of varied and exciting gameplay.
Control:
One aspect of the control is really the only thing keeping RL from being a perfect game in my book. After only a few hours I was searching the options screen for the ability to adjust the sensitivity of the analogue stick. I honestly don't know if it's the fault of the Game Cube controller or the game itself but I found it difficult to make minor adjustments to the course of my ship. When I'm in the middle of a dogfight with a swarm of ties the lack of precise control became frustrating on occasion. Trying to move my targeting reticule a few fractions of an inch to lead my target was really difficult. Just to make sure it wasn't me I had my friends take a shot at it, and they were all in full agreement. The option to turn down the sensitivity of the stick should definitely have been included. Aside from that the controls are flawless. The button configuration feels very natural with the large "A" button being your primary weapon and the smaller "B" button being used for your secondary weapon. The right and left shoulder buttons accelerate and decelerate your ship respectively. You use the "Y" button for your targeting computer and "X" will put you in cockpit view. The directional pad is used to issue commands to your wing men and the C stick allows you to adjust the camera. The only awkward button is the z button. It's used to roll your ship but it's a bit hard to reach. Over all the controls are straight forward and intuitive. With a bit more tweaking or the option for the player to adjust them, they could have been perfect.
Graphics:
RL is one of if not the most visually spectacular game available for any system right now. I had just as much fun watching it as I did playing it. In fact, it wasn't until I passed the controller off to Batjew that I was really able to appreciate the level of detail in RL. I honestly don't even know were to start when trying to describe the visuals in this game. From insanely detailed ship models to the swirling gas of cloud city, RL is like candy for your eyes. The other item worth mentioning is the amazing scale. The first time you see a star destroyer spitting out swarms of ties and filling space with turbo laser fire your jaw will hit the floor. Nothing I say here can do justice to the graphics in RL. This is one game you simply have to see for yourself.
Sound:
Sound is just one more arena where RL shines. The game is full of classic Star Wars music and sound effects. RL also uses great voice talent and lines from the actual movie to great effect. Hearing Obi Wan telling you to use the force as you rocket through the Death Star really makes you feel like you're in the movie. In addition anyone who happen
s to have a Dolby Surround sound receiver will get an extra special treat as RL supports five channel Dolby Surround. Ties will rocket past you and explosions will shake your living room. It's a great feature and really adds to the overall experience quite a bit.
Replay Value:
Chances are you'll be going back through the missions in RL a lot. If you want to unlock all the bonus features and extra levels your gonna have to go back and get some medals. There are bronze, silver and gold medals to be won and each one gives either three, six or ten points. The requirements to get each level of medal get increasingly difficult and will put all your skills to the test. For what is essentially an arcade shooter RL still has a lot of replay value. As soon as I finish writing this, I'll be back in front of the TV shooting ties and earning points.
Overall:
If not for a few issues I had with the control, I would have said it was perfect. In the end, though RL is easily one of the best games I've ever played. This is the kind of game that not only makes me glad to have a Game Cube but glad to be a gamer.
-Gabe
4.5 out of 5
Star Wars Rogue Squadron II: Rogue Leader
Fast, fantastic and eerily reminiscent of the trilogy movies.
November 16, 2001 - It's taken more than 20 years, but a development studio has finally captured the spirit and beauty of the Star Wars trilogy movies and crammed it all into one action-packed game. The Factor 5 developed Star Wars Rogue Squadron II: Rogue Leader represents the evolution of the LucasArts shooter franchise, which was sparked to life on Nintendo 64 some years ago. The GameCube sequel comes complete with all new levels based on scenes from the trilogy, the ability to pilot classic crafts as Jedi hero Luke Skywalker and more secrets than can easily be counted. And it's quite possibly the most beautiful title we've seen on any home console. Rejoice.
The Facts
Return to the classic universe of the Star Wars trilogy movies
Pilot a wide selection of classic ships as heroes Luke Skywalker or Wedge Antilles
Fly in third-person view or view the action from inside the cockpits of the crafts
Play through more than 10 regular missions including Attack on the Death Star and Battle of Hoth
Master the skills needed to become Rogue Leader in a training course based on Tatooine
Unlock several secret levels, ships and modes of play
Beautiful graphics include detailed ship and object models, lighting effects, extensive geometry and advanced texture effects
MusyX-powered Dolby Pro Logic II Surround Sound experience
Commendable DVD-like extras including a behind-the-scenes documentary and level commentary
Streamlined, spectacular interface blends FMV cut-scenes from the movies seamlessly into the menus
Runs in progressive scan mode if your television supports it
Single-player game
Gameplay
Rogue Leader is a bigger, badder and visually much more dazzling version of the N64 Rogue Squadron before it. Like its predecessor, it is centered on the beloved Star Wars trilogy movies. It sports dogfight and search and destroy play mechanics that are similar in design to the N64 title. And the control schemes between the two are faintly recognizable, though some major changes and advancements have been introduced.
Players control characters Luke Skywalker and Wedge Antilles through a series of awe-inspiring missions -- 10 standard and more bonus -- ripped straight out of the classic franchise films. The title rockets the squadron immediately into the Attack on the Death Star scene from the original Star Wars. In it gamers must actually first pilot an X-Wing over the giant structure whilst shooting down enemy TIEs and then into the trenches for the explosive finale. It's here that one first becomes aware of the immensity Rogue Leader delivers. A vast, detailed plane of geometry stretches before players as they dodge laser fire and shoot down gun towers even while tens of TIEs soar here and there in an intense demonstration of system power. Just the sheer amount of activity is eye widening, and the visual presentation -- which we'll get
to further into the review, is simply unequaled by any Star Wars game before it.
The beginning levels are easy, due in part to a control scheme that has been tweaked for the next-generation incarnation of the series. Players control the ships with the GameCube analog stick, and are able to freely fly in any direction -- up, down, left or right. It's possible to soar into a loop and continue onward, and the sensation is refined quite satisfactory over any previous Rogue offering. Flight control has overall seen significant improvements. The sway and reaction of ships is tighter and consequently more in tune with the movement of the crafts from the movies. One can, using the L trigger, easily turn a vehicle around and the digital-click of the R trigger functions first as a speed increase and then a full blown, wings-down boost depending on how hard it is pressed. It's a simplified scheme that works well and takes full advantage of the GameCube controller.
Indeed, a number of other ship functions have seen similar optimizations. For example, there is a certain strategic element to pressing the A button, which shoots lasers. Holding the button fires a continuous stream of low-powered beams and tapping it repeatedly offers stronger fire. But on top of everything else, skillful players out for gold medals can lay off the A button for a moment until a craft's guns have fully powered up, whereupon it can be pressed for linked lasers that inflict much more damage and can take out TIEs in one hit. Planning an attack using linked lasers isn't easy, but when enemy vehicles crash and burn after one well-placed shot -- well, it's a highly rewarding experience, we assure you.
The B button shoots torpedoes or ion cannons depending on the craft. Z-trigger sends ships into barrel rolls, which aren't good for much more than effect. X brings up the cockpit view, which is stunning, and from here players can use the camera stick to look around the insides of their ships. Y executes the target display system, which colors and clearly outlines enemies so that players can more easily identify them -- and it's not just a bogus extra; it works brilliantly and sometimes plays an integral role in the game. Finally, the D-Pad functions as a command center of sorts. Players can tell their squadron members to do everything from form up beside them to flee and attack TIEs. And this too is a highly intuitive and necessary addition.
Overall, ships handle fast and furious and the level of control is consistently tight and responsive. But that's not to suggest that uber-developer Factor 5 has attended to all of the original Rogue Squadron's shortcomings. Some issues remain. For example, the ships in the game don't often feel as if they have any deep physics to them. When one turns, it happens on a dime, without hesitation, and not always with an accurate sensation that a hulking, metal craft is soaring through space. Also, it's not uncommon to run into the occasional turn limit -- an angle or point where it's impossible to chase a TIE fighter to because the camera keeps trying to right itself. And the radar setup is often confusing. W
e realize that Rogue Leader isn't a simulation and therefore doesn't need abide by the rules of such efforts, but regardless, these oversights have a significant affect on the experience and therefore should be considered.
What Factor 5 has nailed without flaws are levels that are varied in mission goals, visual styles and level of intensity. Each scenario is overflowing with Star Wars character. The Attack on the Death Star, which we mentioned above, is somewhat of a dream come true for many fans as it perfectly re-creates the experience from the film. But there are of course many other areas to explore and battle through, each just as appealing. The Ison Corridor Ambush, a lavish scene that details the Rebel trip from the Death Star to Hoth, is a completely original locale that sees gamers flying both X-Wing an A-Wing against a legion of TIE fighters in a fight to protect a friendly convoy. The snowy Battle of Hoth enables gamers to hover speeders against a group of AT-STs before they destroy the Rebel base -- and it's a joy to play. Gamers can also fight against huge Star Destroyers in space, war over a beautiful ocean on Kothlis, sneak by Imperial forces under a thick fog, relive the Battle of Endor -- and much, much more! Each level becomes progressively more difficult so that by the Battle of Hoth, the missions are moderately hard to beat and near impossible to master and score gold medals on.
Of course, different levels call for different vehicles -- and Rogue Leader has them: A-Wing, B-Wing, X-Wing, Y-Wing, Millennium Falcon, Snow Speeder, Cloud Car, T-16, Darth Vader's Tie Advanced and others that are much more secret. Each craft has its own uniquely modeled cockpit and every single one looks simply breathtaking. But each also handles differently and features different functions too. For example, the Y-Wing is capable of bombing surfaces while the X-Wing can fire torpedoes. The speed and turn response for vehicles is also varied. It's a nice touch to be sure.
Rogue Leader is a short game. There -- we wrote it and you read it. By our estimation, the best players should be able to roll through it in five hours. More likely, though, it'll take many double that. Still -- it's not an epic undertaking to complete the standard 10 missions in the game. But the title is hardly over at just that. There are several secret missions to unlock, crafts to uncover, and special features (below) to seek out. These goodies can only be ascertained by the most dedicated -- the ones who go after the bronze, silver and gold medals in the game. And let us tell you now, that task is much more challenging and complicated. It's because of these extras and how they are acquired that we can wholeheartedly recommend both the gameplay experience and the replay value of the title as selling points.
The special features Rogue Leader offers are also very enticing indeed. In a trend that we hope continues, Factor 5 has treated the disc as if it was a movie-DVD and included some commendable extras for gamers to admire. First, it brandishes a behind-the-scenes documentary that details the making of shooter and also throws in enough footage for a good look at Factor 5's San Rafael based offices. Collectors and hardcore fans alike are sure to appreciate the bonus material. But beyond that, the title also boasts full audio commentary from key team members for all of the levels in the game -- which is just lovely. The title also features the original trailer for the project (when it was still dubbed a "technical demo") from Nintendo's Space World 2000 show. And if rumors are true, the Space World demo may even be a playable extra. We're not sure what's more impressive -- the extras themselves or that Factor 5 somehow created the game and all of the little goodies too in under a year.
Graphics
Rogue Leader has become Nintendo's flagship GameCube launch title because it has seemingly done what none of Nintendo's efforts so far have: crossed the visual barrier from old-generation to next. The game's graphics are stupendous, amazing, superb, and outstanding -- choose your favorite. The title represents the closest re-creation of the Star Wars universe that we have yet to see, and that's the truth.
So what's going on that makes it look so damn good? Quite a lot as it turns out. First, the art style of the game, though admittedly based on the movies themselves, is beautiful. And the unsleeping tech-robots at Factor 5 have gone the extra mile to push GameCube commendably. Rogue Leader runs at 60 frames in some levels and at 60 / 30 in others. Every level in the game is a gigantic, untamed thing that stretches forever and is drowned in geometry. Polygons are pushed well into the millions to form some of the most detailed ship and character models, and everything is exquisitely lit and shadowed by the artists. But there are also crazy real-time lighting effects, casting shadows and self-shadowing objects. And every texture seems to be bump-mapped, or dirt-mapped, or reflection-mapped -- or whatever.
Ison Corridor -- looks pretty amazing, huh?
And we could keep going. There are the little extras. Shimmering heat waves in the deserts of Tatooine. Flame blur on the backs of ships. Volumetric fogging for the clouds of Bespin and the Ison Corridor. Advanced polygonal and particle explosions and spark effects. A cel-shaded target display. Even a slick menu interface that seamlessly blends in FMV cut-scenes from the movie with no slow-down. Everything looks splendid.
But none of these tech feats mean anything to the end player. What matters is that all of these effects come together to quite realistically mimic the real thing -- and that's an accomplishment that is close to monstrous. Plus -- and this shouldn't be overlooked, the game runs in progressive scan mode for players with televisions that support it. We highly suggest runn
ing everything this way if possible as it cleans up the screen noticeably.
Audio
It's Factor 5. We could probably end the audio portion of the review right there, but we'll go on for those that still don't understand. Rogue Leader sounds like Star Wars. Perfectly. The game uses a combination of orchestrated music and interactive MIDI renditions for an overall listening experience that is undeniably outstanding. The orchestrated tunes are of course brilliant and Factor 5's MIDI contributions usually blend seamlessly into the mix (with the occasional out of place horn). The dynamic music is a welcomed addition as it reacts perfectly to situations in the game. For example, during the trench run, the music intensifies as Luke prepares to fire a torpedo into the unprotected hole of the structure.
The title is brought to life in part by some great samples from the movies and original voice acting by LucasArts' reserves. It sounds great -- just like the movies. And when gamers hear Darth Vader call out "the Force is strong with this one" during a hectic battle, they are sure to smile. Plus, thankfully the supplied extra voice acting sounds just like the characters from the trilogy and is actually not exaggerated or poorly executed.
Bringing all of this together into one neat little package, Rogue Leader runs in Dolby Pro Logic II for 5.1 surround sound -- despite the fact that GameCube has no digital out. A matrix developed by Jim Fosgate takes GameCube's analog signal and filters it appropriately. The result is a simulated, but nonetheless effective 5.1 listening experience complete with clear separation in the front and rear speakers, not to mention sub-woofer output. Trust us on this -- it sounds amazing. The only problem is that gamers will need to buy a Dolby Pro Logic II capable receiver to take full advantage of the technology.
Closing Comments
For 20 years, gamers have wanted to fly Luke Skywalker's X-Wing through the trenches of the Death Star and now -- finally, it's possible. Factor 5's Rogue Leader is the natural evolution of the Rogue Squadron franchise, which is a good thing. It proudly boasts ironed out controls, more intuitive level missions and goals, more variety in missions and some amazing extras -- new cockpit views to DVD-like bonus material -- to boot. It's not a perfect game. There are a few issues with a still unpolished camera scheme and unrefined ship physics. But in the end the play experience is damn near great, if a little short.
And if the title's play mechanics don't grab players immediately, its unbelievable graphics surely will. Huge levels, tons of intricately detailed high-polygon ship models and landscapes, real-time lighting effects, volumetric fogging, self-shadowing objects -- all with a fluidity that runs in some levels at 60 frames and in others at 60 and 30 frames. Factor 5 has delivered.
Buy it. Buy it right this very second.
-- Matt Casamassina
I loved the original Rogue Squadron and I thoroughly enjoyed Battle for Naboo, the semi-sequel of sorts. When I saw Rogue Leader for the first time I nearly lost control of my bowe
ls. You watch the movie and then you watch Rogue Leader. Some portions are nearly mirror images of each other. This is what makes Rogue Leader so brilliant. It lets gamers get into the heart of the Star Wars universe, providing a sensory overload of visuals and audio. I guarantee you'll fail many missions because you were gawking at the high-polygon geometry and the detailed, amazingly accurate presentation of Rogue Leader. What keeps it from being an AAA title is the time-to-completion and the somewhat counterproductive control mechanics. Granted turning on a dime to chase down a TIE that just blazed by you is very helpful, but there's something about it that just feels "stiff." Dogfighting in outer space can also be problematic because it slowly forces you to level out. If you try turning left or right while flying sideways your ship will slowly begin to roll back to the original plane of flight. Please note that this is not due to the Auto Level feature, we had that disabled. Additionally, while the radar indicates if a ship is above or below you, it's still very difficult to use.
All things considered, though, these issues are easy to overlook, especially by Rogue fans and Star Wars fans alike. There's no mistaking it, Rogue Leader is unbelievably fun. If you're good enough you can even garner medals to unlock secret, ultra-cool missions. So what do I think? If you're buying GameCube this year, you should own Rogue Leader. Without a doubt, it's one of the most amazing titles on the platform.
- Fran Mirabella III
Presentation
The coolest menu system we've seen in a long time and all the bells and whistles of the Star Wars universe. 10.0
Graphics
Brilliant. Unsurpassed. Beautiful. Looks just like the movies. Technological feats outweigh some 60 / 30 framerate inconsistencies. 10.0
Sound
In top form. Star Wars prefectly re-created. Orchestrated and dynamic music and great speech and sound effects. Plus it runs in Dolby Pro Logic II. Boom! 10.0
Gameplay
Rogue Squadron evolved. The play is fast and furious. Sometimes limited control and decidedly short main game do slightly hamper the fun. 8.0
Lasting Appeal
Tons of extras to be found will keep gamers playing -- and the DVD-like extras are worth the dedication. 8.0
OVERALL SCORE (not an average) 9.1
hmm, ich habe es zwar noch nicht, aber nach dem was ich gesehen und gehört habe ist es einfach fantastisch! ich weiss nicht was du hast!!Original geschrieben von Berdost
Was soll ich gegen Star Wars haben? Ich bin einer der größten SW Fans, deswegen finde ich RL ja enttäuschend.
Original geschrieben von RobRoy
Reicht das? Ist also alles richtig was alsi für ein Scheiß von sich gibt.. von wegen Grafik nicht so doll und Sound nicht soo gut.. Scheiße laberst Du, und kennst Dich einfach nicht aus. Bei der PS2 haste Dich ständig blamiert und jetzt das... Laber nur weiter Müll!
Robi_Cool
Original geschrieben von Mister Moe
hmm, ich habe es zwar noch nicht, aber nach dem was ich gesehen und gehört habe ist es einfach fantastisch! ich weiss nicht was du hast!!
Achja, hier noch ein paar Pics.. Ob das die Box überhaupt schaffen würde, wag ich zu bezweifeln!Original geschrieben von RobRoy
Hier denken wohl einige, dass Yamauchi ein absoluter Trottel ist, der nichts von Geschäften versteht.Original geschrieben von [GU] Shadow
Final Fantasy XI: PS2 PC
Final Fantasy XII: PS2
Kingdom Hearts: PS2
Final Fantasy VII Remake: PS2
Final Fantasy VIII Remake: PS2
Final Fantasy IX Reamke: PS2
titellose Online-Sim: Hardware tba
titelloses Online-RPG: PS2
titelloses Online-RPG: PS2
titelloses Online-Sportspiel: PS2
titelloses Online-Sportspiel: PS2
titelloses Online-Sportspiel: PS2
Wild Card RPG: Wonderswan Color
titelloses Final Fantasy-Spiel: Hardware tba
Final Fantasy IV: Wonderswan Color
Final Fantasy V: Hardware tba
Final Fantasy VI: Hardware tba
Original geschrieben von [GU] Shadow
Sehr schön, was du alles zu weisst. Du hast sicher auch gewusst, dass Capcom nie Resi exklusiv für den Cube bringen würde oder?
Original geschrieben von Berdost
Tut mir leid, aber ich habe mir deine "Arbeit" nicht durchgelesen, Wieso auch - ich kenne die Wertungen. Im Schnitt 84-86% was ja auch okay ist, bekommt halt wie immer den Star Wars Bonus und ist ein Blender. Aber warum habe ich keine Ahnung wenn ich sage das es mich als Star Wars Fan enttäuscht? Muss ich jeden SW Scheiß gut finden der xmal von Factor 5 aufgebrüht wurde? Wie oft bin ich in den SW Spielen durch die Todessterne geruascht? Wie oft habe ich At-At´s mit Kabeln zum Fall gebracht? Micht macht das nicht mehr an, ich habe mittlerweile in dem Bezug etwas wie Niveau aufgebaut. Ich gebe keine 120 DM mehr für ein grafisches Update von RS ohne jegliche Physik oder jeglichen Realismus. Wenn ich bei den alten SW Sims auf dem PC mit meinen Jägern irgendwo gegen fliege geht der Jäger hoch - das nenne ich Realismus. Nicht so eine Sparversion wie RL. A´ßer Grafik nix gewesen.
Und grafisch wie soundtechnisch liegt es dennoch weit hinter den Erwartungen zurück. Wie gesagt, es sieht gut aus - erschwindelt sich die Effekte aber durch fehlende Physik. Für Leute ohne Anspruch mag es okay sein, nur stehe ich mehr auf Spiele wie X- Wing. Tie Fighter etc. oder auch Yager auf der Xbox. Ob es dir nun passt oder nicht. Es ist nicht mehr und nicht weniger als eine reine Technik Demo für den Cube ohne großartigen Spielgehalt - und das ist meine Meinung die ich anhand meiner Erfahrungen mit dem Spiel gemacht habe, und dafür brauche ich keine Tests.
Original geschrieben von RobRoy
Komisch nur das dies große Online Mags anders sehen. Dann hat eben IGN was auf den Augen und Ohren.. In Zukunft werde ich Dich vorher fragen wie ein Spiel ist..
Robi_Cool