9 New Videos posted!

Hey all. Some amazing new videos posted at gameinformer tonight that really show a lot that we haven't seen yet.
  • Some awesome lighting effects on the teacups
  • Operation of some flat rides like round up, flying saucers, double ferris wheel
  • Demo of the fireworks mixmaster window and how it works. (Much like a video editor)
  • Land and lake building
  • Lots of cool new ageish type music
  • Shots of water and how the sky reflects in. Looks very nice.

Gives much more of a feel for the game now then anything I have seen so far.

Here's the link to the story and videos:

http://www.gameinformer.com/News/Story/200409/N04.0902.1919.29152.htm

DawgByte II's avatar
Bleh... although a decent article written... the videos I checked out so far look really really boring.

Maybe it's because I played them w/ the sound off... but whoever they had playing the game at that point when the video was shot... really just doesnt know how to play it all that well.

Lord Gonchar's avatar
Well, if anything, video 5 proves that the speculation about 'build time' on roller coasters was indeed incorrect. The prebuilt coaster is plopped down with a click of the mouse and is testing a few moments later.

As far as the sounds (another topic of discussion) - they seem perfectly adequate to me. Although just like the original versions of RCT, I see myself being amused with the sound for about a week, then muting the game and listening to music when I play after that.

All and all, I think the videos showed exactly what the were intended to - some gamplay features and to be honest, I think this looks like a complete blast to play.


Jeff's avatar
I'm all about the convincing thud when you plant something. I also like the flying saucer noises and the calm-blue-oceans music in the title screen.

So what idiot captured all of that video to show a bunch of microscopic UI we can't see? And if you're going to show the fireworks, show the fireworks! Most of that could've been easily done with screen shots.


Jeff - Editor - CoasterBuzz.com - My Blog

I always mute the game. I can't stand the music and the beep from the alerts of people whining.

Thanks,
DMC

kpjb's avatar
(The people don't whine if you're playin' it right. ;) )

In the eighth video, it looks like there will be multiple goals for one scenario. It shows "Tycoon" "Entrepreneur" and "Apprentice" levels for goals. That seems like a good idea.


Hi

Lord Gonchar's avatar
Yeah, that was on of the first new features they announced, kpjb.

And since this seems to be the newest "look what I found" discussion, I was searching some old article on the game and in one found this regarding the 'mini-goals' within each scenario:

"maybe you'll need to build certain rides in preparation for a heat wave, or maybe you'll be tasked with park beautification or employee satisfaction quests"

The last one. Employee satisfaction? Wow. So much for dropping the little handymen in and forgetting about them.

I think thats a good idea of how much more detailed general gameplay will be this time around.

*** Edited 9/3/2004 5:12:30 PM UTC by Lord Gonchar***


Was it just me, or was the physics of the roller coaster extremely off.....
I have a question. Will those of us who are able to play rct2 on an older computer(win ME in my case) be able to play rct3 in the 2d mode even if we don't have the system requirements for the 3d mode
Windows ME has nothing to do with it. Do you have your computer specs on hand? If not, go to MY Computer, right click on it, go down to properties, and read of what you have. It'll tell you the RAM, the type of processor, and if you have a video card, what type it is.
True that the OS doesn't affect the hardware requirements (*), BUT if RCT3 requires Windows XP, then a computer running Windows ME would be out of luck no matter how powerful it is.


(*) -- Barring the additional overhead some systems require over others, of course.
*** Edited 9/3/2004 5:32:05 PM UTC by GregLeg***


--Greg
"You seem healthy. So much for voodoo."

these are the mimimum requirements, if you meet them then you can run it.

Operating System: Windows® 98/Me/2000/XP (Windows® XP recommended)
Processor: Pentium® III 733 MHz or compatible (Pentium® 4 1.2 GHz or compatible recommended)
Memory: 128 MB RAM; 256 MB for XP (256 MB; 384 MB for XP recommended)
Hard Disk Space: 600 MB free
CD-ROM Drive: 4X CD-ROM or faster (8X or faster recommended)
Video:Any ATI Radeon™ or GeForce™ 2 with 32MB or higher; or other video card with 32MB and hardware T&L (ATI Radeon™ 64 MB SDR or GeForce™ 2 Pro or other video card with 64 MB or more memory and hardware T&L recommended)*
Sound: Windows® 98/Me/2000/XP-compatible 16-bit sound card*
DirectX®: DirectX® version 9 (included) or higher


Note, Win 98 or higher is supported

Has anyone noticed that in video #5, right after placing the food stands (towards the end of the video), a few people just randomly appear on the paths?
TheNewLMHDesign: I definitely noticed is. The train crawled through an overbank and then somehow made it over a hill that was much taller than the overbank.

SFNE Central- Online Six Flags New England Resource

I'm surprised no one mentioned the guillotines from video 8, which are by far the coolest part, right behind the flying geese? :-)

Seriously: Is it just me or did anyone else notice some of the coaster's transitions looking smoother?

Jeff's avatar
I love how everyone can analyze the physics watching a really poorly compressed video that lacks context in terms of the 3D view being used.

Jeff - Editor - CoasterBuzz.com - My Blog

kpjb's avatar

Lord Gonchar said:
Yeah, that was on of the first new features they announced, kpjb.

Honestly I haven't paid much attention to it besides the video clips. I like the idea of different goals, though. Maybe some that are even *gasp* hard to achieve.


then he said:

...regarding the 'mini-goals' within each scenario... Employee satisfaction? Wow. So much for dropping the little handymen in and forgetting about them.


I noticed in one of these new vids (see how that comes full circle?) a mascot drooping around and not paying attention to anyone like he needed a good swift kick in the ass. I thought Strong-Sad-depression panda was an odd choice, but now it makes sense.


Hi


jw said:
Has anyone noticed that in video #5, right after placing the food stands (towards the end of the video), a few people just randomly appear on the paths?

Yes, and there has been some discussion on that on the Atari boards. Three schools of thought on that. One, the magazines have a beta build and as such things were not implemented fully so the peeps appearing is a workaround for testing purposes. Two, that there is a feature you can turn on or off to allow this or three, it just works that way like Sim City 4's autos and people.

I'm hoping that last thing is not the case. I don't want to be building a path that isn't connected yet and have some peep scream he is lost just because he randomly appeared there! Plus I like opening up new sections of a park and watching people arrive there.

We shall see. The demo will be out soon.

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