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Post by HundredProofSam on Jul 2, 2007 22:10:01 GMT 6
if he gets shot after the cover is destroyed, he'll react. no shit...he'll probably react by dying or summ peace
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Post by sanjoy on Jul 2, 2007 22:45:32 GMT 6
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Post by carboncore on Jul 2, 2007 23:21:03 GMT 6
Man...that's straight rip-off of Max Payne, with some added animations and "Fat".
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Post by sanjoy on Jul 2, 2007 23:24:43 GMT 6
Nobody claimed it to be original.. Max Pyne itself was inpires by Once a Thief a John woo film... as long as it matches Max Payne in game play i am one happy camper
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Post by carboncore on Jul 2, 2007 23:49:47 GMT 6
What I like here is that you never have to reload your guns, ever. Plus you can run up the handrails, kill almost everyone by shooting some heavyweight item on top of them, jump on a trolly while shooting and even steer it and do all crazy "John Woo" stuff. I might buy it if I can get CE with Hard Boiled.
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Post by sanjoy on Jul 2, 2007 23:53:23 GMT 6
what do u mean if u can.. go fo rthe PS 3 collectors u will defn get HB with it
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Post by carboncore on Jul 2, 2007 23:57:51 GMT 6
what do u mean if u can.. go fo rthe PS 3 collectors u will defn get HB with it I meant if I can get CE which comes with Hard Boiled. Both play-asia and yesasia have standard ed. And I'll buy PS3 version...CE or not. I'm not buying 360 versions anymore, unless they are exclusive.
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Post by KC on Jul 3, 2007 0:14:49 GMT 6
Same here even if the ps3 version is inferior,i dont want to stock up on games only to find out that i need to buy a new console to play it.
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Post by sanjoy on Jul 3, 2007 10:48:44 GMT 6
if u want the collectors edition get it fast.. csue its being published in LTD quantity....I think game is ue best bet anyway Hrd Boiled is being re released on DVD Release Date: July 24th, 2007 MSRP: $24.99 ($16.99 @ Amazon) Confirmed features: - Anamorphic Widescreen - Audio Commentary by Asian Film Expert Bey Logan - Brand new John Woo interview - Hard-boiled Location Guide - Original Theatrical Trailer - Promotional Trailer (more may be to come) Looks like good buy for 16$
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Post by sanjoy on Jul 3, 2007 11:22:34 GMT 6
8 Interesting things about Stranglehold
#1 - Co-op Is Out: Though the developers were hoping to implement (but not committed to) a cooperative mode early on in Stranglehold's development, we now can confirm that there won't be a co-op feature in the game when it ships later this year. "We're big fans of co-op, but we're not going to be able to get it in this version," says Eddy. "But..."
#2 - Versus Multiplayer Is In: "...we are going to have [competitive] multiplayer." Midway isn't ready to talk specifics about this mode yet, but here's a bit of hinting from Eddy: "If you can imagine everything you see in the game being available in multiplayer... it's something you haven't really seen in multiplayer before."
#3 - You Have To Balance Your Power-Up Juice: If you've been paying attention to the finer details of Stranglehold, you may have heard about the new Tequila Bomb attacks that players unlock as they progress through the game -- the barrage, spin attack, and precision aim moves that let players shower enemies with bullets, take out all nearby enemies with a 360 degree motion, and fire a single bullet into any part of an opponent in a super dramatic fashion, respectively.
The real beauty of this special move system, however, is how all these moves share a power-up meter with optional health upgrades. So if you are good about finding all the health packs in each level and you don't lose too much life, you will be free to experiment more with these special moves. But, if you are low on life you will likely want to dig into your power-up meter to replenish your life bar instead.
#4 - Precision Aim Is Just For Show: Don't get us wrong -- it looks to provide a cool and effective attack -- but if you use precision aim and shoot someone in the foot, they'll still die. So don't go looking for too many enemies with fire extinguishers on their backs or House of the Dead-style bosses where you have to hit them in a very specific location in order to get by. It may help you to do so in some cases, but that's not the main point of the feature. #5 - Hard Boiled Might Be Packed-In: Awhile back, Midway posted an online survey asking if players would be interested in a PlayStation 3 collector's edition of Stranglehold -- one that would include a Blu-Ray version of Hard Boiled, the film that inspired Stranglehold -- for $10 extra. When asked about it, Eddy smiled confidently and responded: "Can't say too much about that, but there may be something in the future."
#6 - Tilt To Win: The development team is investigating ways to use the tilt functions in the PS3 controller to help separate that version from the 360 and PC games. One of these is guiding a bullet with the precision aiming feature, but "there's a bunch of little ideas we're tossing around," according to Eddy.
#7 - You Almost Feel Like A Badass: One of the developer quotes that kept popping up at Midway's event is how Stranglehold lets players "feel like a badass." And the game is very close to achieving that, but in its current state there are a few things holding it back from unleashing players along the lines of something like God of War. For one, the player tends to move a bit slowly when walking around -- not walking-through-water slow but definitely thicker-than-normal air. "We probably want to speed him up a little bit," says Eddy. "[As a character] Tequila's really agile, and we want to make sure that in the game he's really agile too."
Also, Tequila sometimes has stiff transitions when interacting with the environment, is constantly searching for health packs, and faces off with certain enemies that take an oddly large number of bullets before falling over. Many of these are design choices and not necessarily flaws, but they add up to a game that doesn't quite make us feel like a badass all the time at this point.
#8 - There Will Be A Demo: For anyone worried about anything we wrote in the previous entry, Midway will be putting out a pre-release demo on 360, PS3 and PC to let you try the game in a close to final form. Eddy and his team are looking at a single-player demo first, but they "may even do two demos -- a single and a multiplayer demo."
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Post by ΨBarnacleBrainBrantΨ on Jul 3, 2007 11:24:23 GMT 6
tip 8 = most interesting
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Post by sanjoy on Jul 3, 2007 11:38:22 GMT 6
John Woo is known for his stylized films that turn gunplay into a beautiful dance. Well, if John Woo's classic Hard Boiled is a ballet of bullets, then Stranglehold is a mosh pit of murder. In other words, Stranglehold takes the slick style of Woo and turns the knob to 11. This game is absolutely nuts. I can say that with confidence, having just played through three lengthy levels of the upcoming action shooter. As Detective Tequila (played by Chow Yun-Fat), you are on your own against the gangs of Hong Kong. Just like yours truly, Tequila works best alone (and with an assault rifle). The story plays out as if it were from a John Woo movie that never made it to the Silver Screen. The action plays like Max Payne after a visit from Victor Conte. The violence is non-stop, with nary a moment to catch your breath. With pistols in hand, you will blaze a path of violence through hundreds of enemies, while laying waste to just about every object in the environment. Stranglehold has a very simple control scheme. All you really need to worry about is shooting and using the context-sensitive action button. When it comes to firing, you will never, ever have to worry about reloading. As long as you have bullets, you will be able to keep firing (this is the one aspect of Stranglehold that's aimed at realism). As for the all-important action trigger, this is what you'll use to interact with the environment. If you're near a glowing object (such as a rail, a dessert tray, or chandelier), hitting the button lets you use climb aboard for added style points. You'll slide down rails or hop belly first on a dessert tray to deal a sugary death to your enemies. If there's no object around, Tequila will leap in whichever direction you press and instantly go into bullet time. You can always rely on the contextual trigger to do something cool. One of my favorites is pressing it while running at a wall next to a door. Tequila plants his feet on the wall and leaps backwards. Why do this? I dunno, it just looks cool. Through the course of his death march, Tequila will gain access to four special abilities to complement his arsenal. Health is the first (and most crucial) power, which you will need quite often. Despite being a dashing gunslinger, Tequila gets hit a lot and there just aren't enough health packs in the world to save your ass. The second power earned is a trueshot that gives you a few seconds to aim your gun for a long-distance killshot. There are numerous animations that play out depending on where you hit an enemy (the gurgle-inducing throat shot being the best of the bunch). By the time you hit the docks (the second level in our three-level demo), you gain the Barrage skill. This lets you go super-ape**** with whatever gun you're wielding in a true show of power. It doesn't last long, but little will be standing by the time you're finished. The final power is a smartbomb of sorts. Tequila whips out his pistols and pirouettes with guns blazing. Doves fly as every enemy on screen bites the bullet. It's impressive to see the level of chaos erupting in every scene. All three levels feature several arena-style combat moments where enemies continually pour into an area. You'll see as many wood splinters as you will bullets whizzing past your head as Detective Tequila dives over tables and swings from chandeliers. Cover won't last long, as every safe haven quickly degrades under a barrage of enemy bullets. Your best bet to survive these intense moments is to stay on the move. There are a few select moments where you can't run or cause much destruction at all. Sprinkled through all three of the demo levels are Standoffs. When these occur, Tequila finds himself surrounded by enemies. The game mechanics change. One by one (and in slow motion) you must target and shoot the enemies around you, dodging their bullets with the left thumbstick. It's a bit of a challenge at first, since aiming your gun with one stick and dodging with the other is somewhat like rubbing your head and patting your friend's tummy at the same time. The Standoff's are cool little moments that are just as intense as the other frantic scenes of gunplay.As for the levels themselves, the three offered in the demo are very different visually, even if all function similarly. The introductory level shouldn't be considered a creampuff walkthrough. Though you are given some help messages and the enemies are fairly easy to beat, the action is still stratospheric. The level ends with a teahouse battle against a bazooka-wielding boss. Hitting slow-mo (or Tequila Time) and dodging rocket-propelled grenades is quite a hoot. The second, considerably longer level, takes place on the docks of Hong Kong. Here, you will have plenty of chances to run on wood beams, fire a machinegun while speeding down a zipline, and blow up many, many drug labs. The highlight of the Tai-O level is a helicopter ride in which you're behind the trigger of a heavy machinegun. The only tricky part of this gun-rattling mission is shooting down incoming missiles from hostile gang members. For the final level, the demo leaps close to the end of the single-player campaign. It's pouring in the Slums. The dilapidated buildings are going to get a facelift thanks to your bullets. While the early levels are fun and challenging romps, the Slums is damn near impossible. Your skills need to be at Olympian levels. Only the truly gifted shooters will make it through the Slums alive (and with their gamer dignity). While it's nice to see that Stranglehold will get a big boost in difficulty towards the end, it did get a bit frustrating at times. That frustration was cured with a rocket-propelled grenade to an enemy's face. I wasn't that excited for Stranglehold previously. But after spending the afternoon with the demo, I have to admit that Midway's big fall title is now high on my wishlist. While there are some elements that need refinement, including some framerate and camera issues, Stranglehold looks like it will deliver on the promise of an over-the-top action adventure. xbox360.ign.com/articles/800/800185p1.html
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Post by sanjoy on Jul 4, 2007 11:46:08 GMT 6
Info on Stranglehold can be found on this weeks 1upyour podcast on the whatcha been playing segment from 2:30 thru 9:00 minutes in. Here are some highlights/quotes: * They demo'd three playable levels * "...like Max Payne w/ Chow Yun Fat but in a really good way" * "...graphics look great" * "Destructible environments are amazing" -- they speak at length on the interactivity and the context sensitive use of the environments, such as rail sliding and knocking things of tables, to being able to shoot out bottles that are lying around * detail "tequila blasts" [they mistakenly call these tequila time, which is more akin to the use of bullet time. tequila blasts are the super moves/abilities/perks that happem once your meter is filled] * "...treats you more like a hardcore gamer." -- in reference to the times where you have to literally dodge individual bullets, which eschews quicktime events in favor of you manually controlling your character. * They mentioned that no one should be shocked at how good this game is, since it's from the devs that made Psi-Ops so it has a good "pedigree" * Cast all mentioned that this will be the first title they buy on the PS3 over the 360 due to movie being included in the Collector's Edition * You get free faceplate skin when you pre-order at gamestop [mistakenly referred to as a faceplate in the podcast] * "...big smile fun" direct link to the podscastzdmedia.vo.llnwd.net/o1/Podcasts/062907.mp3
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Post by KC on Jul 4, 2007 11:50:00 GMT 6
skin looks nice.
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Post by sanjoy on Jul 4, 2007 12:45:10 GMT 6
Get the Drop on Your EnemiesOne of the features of Stranglehold that we’ve spoken very little about is the ability to drop shit on your enemies. It’s an amazingly fun way to take out someone, mostly because it’s so unexpected and hilarious. “Oh, you thought I was going to shoot you... but I dropped an A/C unit on your head instead! Ahahahahah!!!” It’s not uncommon to hear maniacal laughter pouring out of our play-tests for this very reason. Here’s a little backstory... Right after we got back from E3 last year we were riding high from some good press, lots of great demonstrations, and some really nice comments from our friends across the industry. But we knew we hadn’t quite gone “all the way” with our Massive D yet. Sure, your cover could be destroyed, and you could destroy your enemies’ cover. But what about using Massive D as a weapon? Could we turn the environment into a weapon? The answer: oh hell yes. The level we began working on after E3 was the Hong Kong Marketplace. It’s the first level of the game, and so it’s really important to us that we kick off the game with a bang. We want to show you all of the cool toys and tricks right away, so when you play Stranglehold your response is something to the tune of “oh damn I’ve never seen that before!” With that goal in mind we set out to create the ultimate playground to show off our Massive D. The first thing we did was make all of the neon store signs hanging in the Market destructible, so when you shoot them they’ll crush anyone below. Then we did the same to air conditioners, precariously hanging out of windows. And then we got crazy and using our Havok goodness, made signs that swing and take out multiple enemies at once. It was a really fun time in our project, getting to try out all the new tech toys we’d made, and see the fruits of our labor in the form of crazy enemy deaths. And it turns out that was just the tip of the iceberg! Our levels are now full of these unique “gags”, where you shoot stuff that crushes enemies, blows enemies up, or sends them tumbling down the wild pachinko machines we’ve constructed for them. A couple of our designers have become masters of gags, and when we need something totally over the top and Woo-esque, we bring them in and let them go nuts. It’s totally amazing what they’ve come up with! Patrick Curry Senior Game Designer
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