Forum > Gaming Discussion > Zangeki no Reginleiv Thread: Let's hope it's not crap because it looks awesome
Zangeki no Reginleiv Thread: Let's hope it's not crap because it looks awesome
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Thu, 28 Jan 2010 21:01:03

More videos:

[Wii] Zangeki no REGINLEIV [Demo Gameplay] -HQ-

[Wii] Zangeki no REGINLEIV [Gameplay] Part 2 -HQ-

This one shows how various weapons work^ looks like the blue line thing is only for heavy attacks.

http://www.youtube.com/watch?v=g0o9QfQ8y2U

This one has cutscenes and is decent quality^ it dives into gameplay.

Zangeki No Reginleiv demo videos From Gamevideos Edit

Edited: Fri, 29 Jan 2010 16:15:47

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Fri, 29 Jan 2010 11:13:35

sprsk from GAF said:

Yeah, I got the demo yesterday. Holy shit soooooooooooo fun.

Playing without the motion plus kinnnnnnnda sucks though. The "fire wand" is the best weapon ever though, just watching that shit explode feels soooo good.

The Wii Motion Plus controls are perfect.

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Fri, 29 Jan 2010 18:11:30
I trust sprsk's opinions and hearing him say that it's so fun to play  is good to me because that was pretty much all I was wondering. If I could I would ask him if it feels repetitive after he plays awhile since that's my only other concern.

My gf is playing a lot of rabbids go home and it's good but very repetitive. I am playing it but don't know if I'll finish it. And still off topic, this game is mentioned as an honest A level effort by ubi on gaf but I think that's overselling it. It's whiplash from the ps2 with better characters. I't shouldn't really sell a ton.



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Sat, 30 Jan 2010 03:38:14
It's on the Wii so it won't. Nyaa

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Sat, 30 Jan 2010 20:16:17

I wouldn't call Rabbids an A effort as it has minor slowdown and minor screen tear. It could use some bosses to punctuate awesome moments though. Its a very good game to me and most reviews place it in the 8/10s.

I find I can play it for hours at a time.

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Sun, 31 Jan 2010 04:39:29
I'd say its a good 7.5 to 8 game for me but I find some people overrate the humor and gameplay.    I've read some people compare it to Katamari and it's not in that quality range to me.

Would have liked more mayhem and for them to push the gameplay further crazier.  It's like if katamari only let you get to the size of a basketball and didn't allow you to pick up half the items. Bossfights need to become a little rarer for me, they are used so much now.
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Sun, 31 Jan 2010 04:48:20

angrymonkey said:
I trust sprsk's opinions and hearing him say that it's so fun to play  is good to me because that was pretty much all I was wondering. If I could I would ask him if it feels repetitive after he plays awhile since that's my only other concern.

My gf is playing a lot of rabbids go home and it's good but very repetitive. I am playing it but don't know if I'll finish it. And still off topic, this game is mentioned as an honest A level effort by ubi on gaf but I think that's overselling it. It's whiplash from the ps2 with better characters. I't shouldn't really sell a ton.



 I went into Whiplash knowing nothing about it.  It is funny, it does some clever Lost Vikings style things between the two characters, but it was low in quality over all.  I stopped playing it about 3/4th of the way in due to some brokeness.  But it's in the 7 range.

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Sun, 31 Jan 2010 12:37:40

angrymonkey said:
I'd say its a good 7.5 to 8 game for me but I find some people overrate the humor and gameplay.    I've read some people compare it to Katamari and it's not in that quality range to me.

Would have liked more mayhem and for them to push the gameplay further crazier.  It's like if katamari only let you get to the size of a basketball and didn't allow you to pick up half the items. Bossfights need to become a little rarer for me, they are used so much now.

But Rabbids has no boss fights, that I remember at least.

I'm not sure why we are talking about rabbids here in the reginleiv thread, rather than the rabbids thread,

Rabbids Go Home - Thread of Leo and GG impressions

but hey. Nyaa

I think the game needed a story, make one rabbid more intelligent than the rest like a Pinky and the Brain relationship with an evil plan, constantly being twarted. And then have some awesome bosses to just top off the levels and provide spectacle and high points. And then link the levels better in relation to loading. They have the hub world (city) and yet everything is selected from a menu. Why not just have a small GTA like city and naturally flow into the levels, like go to the hospital, get into the hospital level. Instead of going into random hub access point, select from menu.

RGHome is a really fun game to me. It has a certain easy rhythm which makes it easy to play and they constantly add elements to make things more interesting.

Edited: Sun, 31 Jan 2010 13:08:50

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Sun, 31 Jan 2010 20:01:51

aspro said:

I went into Whiplash knowing nothing about it.  It is funny, it does some clever Lost Vikings style things between the two characters, but it was low in quality over all.  I stopped playing it about 3/4th of the way in due to some brokeness.  But it's in the 7 range.

That's what I thought as well. My girlfriend played it to death though.

gamingeek said:

I think the game needed a story, make one rabbid more intelligent than the rest like a Pinky and the Brain relationship with an evil plan, constantly being twarted. And then have some awesome bosses to just top off the levels and provide spectacle and high points. And then link the levels better in relation to loading. They have the hub world (city) and yet everything is selected from a menu. Why not just have a small GTA like city and naturally flow into the levels, like go to the hospital, get into the hospital level. Instead of going into random hub access point, select from menu.

I would like a connected city. The story they have I like, I just wouldn't mind if  there were a few more funny cutscenes related to it.  I would like a different item challenge every once in awhile, sort of what each level has at the end. You have to get one item that runs away or fights back or something...

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Mon, 01 Feb 2010 12:32:26

I would like different items just so I could tell what level I wanted to pick from the menu once the game is complete. You have like 4 clock item levels, which is the one I remember? Impossible to tell.

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Wed, 03 Feb 2010 14:10:49


Famitsu review

Zangeki no Reginleiv (Wii, Nintendo): 8 / 7 / 7 / 6 - (28/40)

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Wed, 03 Feb 2010 17:39:12
That's...disappointing. Also - from an 8 to a 6?
My guess is that it's getting docked for being a shooter with no depth. I can't see the controls being bad.
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Wed, 03 Feb 2010 18:04:24


I would have hoped for solid 8s, but Madworld didn't even acheive that from Famitsu.

EDF isn't fantastically polished or deep, so I hear so I suppose its par for the course.

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Wed, 03 Feb 2010 18:34:16

angrymonkey said:
That's...disappointing. Also - from an 8 to a 6?
My guess is that it's getting docked for being a shooter with no depth. I can't see the controls being bad.

 It will not sell well, so the score is low. That is how Famitsu operates. Sin and Punishment 2 got a similar score yet it holds on to your dick and won't let go until it is done.

Edited: Wed, 03 Feb 2010 18:34:45
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Wed, 03 Feb 2010 20:26:15


Review details:

- Zangeki no Reginleiv (8/7/7/6, 28 points): Sandlot's latest game -- a Wii first-person action title where you swing weapons to take down gigantic fantasy enemies -- sparked a difference of opinion among Famitsu's review crew. All of them agreed, however, that the game isn't as polished as it could be.

"There are tons of weapons to choose from, and I like how that opens up a variety of playing styles," wrote one. "The problem is that no matter how you set things up, wrangling with the camera is pretty tough. The game works pretty well with Wii Motion Plus, but it takes a while to get used to first." Another review was more direct: "The camera and gameplay have issues, bits of the game seem a little unfinished, and overall I can't say it's a very fun experience."

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Thu, 04 Feb 2010 03:32:06
Damn, that's like a 2/10 for Famitsu.

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Thu, 04 Feb 2010 03:58:37
Wow... who would have guessed it wouldn't score that well...
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Thu, 04 Feb 2010 17:51:13

Dvader said:
Wow... who would have guessed it wouldn't score that well...

One 8/10

Two 7/10 s

One 6/10

That's not bad.

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Thu, 04 Feb 2010 19:20:13
Zangeki No Reginleiv existed pre-Wii And has been in development over 3 years Edit

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Fri, 05 Feb 2010 10:36:04

Neon_Icarus GAF
I read through the Iwata asks interview.

Here are some things I picked up.


Setting:

- At first a variety of setting were considered. For example: medieval Japan
(with a samurai main character) and modern day (starring a high school boy)

- Scandinavian mythology was eventually chosen over Greek mythology because
it was felt that the audience didn't have as much of a set image of what
the gods and creatures are supposed to look like.

- However this very fact led to a very long period of trial and error concerning
the character designs. Sometimes motion capture had to be done for a character
even before the character design was done.

- Especially the giants took long, because you fight them so much during the game.

- Because Sandlots previous games were set in cities, they found creating
a natural landscape very difficult. Scandinavian nature was researched
to create an authentic atmosphere.

- When piled up, the script for the game is more than 10 centimeters thick.

- There is more than an hour of cut-scenes.


Gameplay

- The giants will keep on coming after you even if they lose limbs. If they
lose both legs, they will crawl.

- Increasing the difficulty doesn't only affect the strength of the enemies
but also their AI.

- The NPCs (like the serfs and other warriors) also adapt to situations.
For example, they will shout different things according to how far away
the enemies are.

- Because Sandlot didn't want the NPCs to shout the same things all the time,
more and more lines were added in. In the end, the voice recording for the
game lasted more than three months.

- It was Nintendo who asked Sandlot to add in Wifi-play, and Classic Controller
and Motion Plus support. Iwata personally phoned Sandlot regarding Motion Plus.

- In the beginning of development about a 100 weapons were planned. But
as the developers kept on trying different things with the Wii-remote,
the number of weapons ballooned up to over 300.


The age rating

- A lot of anxiety was felt over the high age rating. Sandlot tried decreasing
the gore and removing some of the dismemberment. But they felt that
making it less realistic would actually hinder the gameplay.

(Note: It is not implied that it was Nintendo who would have wanted a lower
age rating)

- In the end the graphic violence was kept. In order to not glorify violence,
the players role as the protector of the people was emphasized instead.
This also fit the spirit of the original Scandinavian mythology.

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