Right for the last time , I'll try and address your points openly and Honestly . Please when or if you respond , do the same .
I was talking about a specific version. You're the one who had to try and spin it and make it look like you know what you were talking about when I
? I Admitted I didn’t know about the SEGA version - how one can square that , with trying to make out, one knows what he is talking about , I do not know .
I’ll ....say again , if SEGA Toys did make the game before NCL did in 2005, then Kudos to SEGA. Shame they didn’t take the Concept , to the Consumer R&D Labs like NCL and make a game out of it , because that couldn’t have been a Potful of money for SEGA instead of NCL.
SMB is more of a game anyone could play, a kid or adult could play it. Sonic is the same.
To make out this isn't
Isn't Aimed at kids , defies believe , and like Nagoshi-san said in his EDGE column , Monkey ball was ported to the Cube , due to the NCL userbase being more for children , fitting with the games “cute” image and that the game was “targeted to a younger audience”.
Now there's a lack of new IP coming from the Consumer labs , and you know it .
And I never supported Sammy either so grow up.
So you don't like Sammy ?, I take it Hajime Satomi isn't the man to sort SEGA out ? . Great if so , I agree with you .
The VF5 engine came out nearly four years ago now. VT3 the same and most of the titles you have named are the same too,the revisions are all based on an existing engine
So te Arcade teams don't share or use each other's engines then ?, and How old is the Kenzan engine now ?, Why is it ok for the Yakuza Team, to re-use their engine twice now , but not for the VF 5 team?
No what you want is sega to stop being unique
They're doing a great job of that now , not much unique in both SEGA Consumer or Arcade line-up . I couldn't careless as long as it's good.
You keep praising terible titles like RE5 and LP2 and want Sega to do that style. You keep comparing Heavy Rain as an example when all i see from that is a rip of Shenmue. Just like when GTA moved to 3D and did the same. I don't want sega reduced to that level.
This is where you fall down . For starters Yakuza shares a lot on common with Shenmue , nothing much new there , I've not played LP II (the full game, for a good reason) I am though, deeply impressed with its engine , use of On-Line , and planned features
I've brought up Heavy Rain once , maybe twice (so hardly keeping on bringing the title Up) and if you think its a Shenmue rip-off, then you clearly haven't played the game .It plays nothing like Shenmue at all , the controls (bar the rip-off QTE's , also used in Yakuza) and gameplay is quite , quite different , more like Fahrenheit. Quantic Dream Omikron shipped before Shenmmue, and was one the 1st games to usher in worlds living worlds populated with NCP's .
Yet you failed misarably to porvide any significant IP from the arcades as well
That isn't my problem with the Consumer or Arcade teams , You're the one that keeps on saying nothing new from the Arcade Teams . I'm simply pointing out , there's nothing much new form the Consumer Teams either .
Your all fave Ueda or whatever his name is seems to be getting things done as well
So the man that likes no have a go at people for any lack of SEGA Knowledge , doesn't know Ueda-san 1st name . Tut ,tut .
Sega shouldn't sell out their principles just to satisfy a so called sega gamer who basically wants them to be a glorified PC developer
Then what SEGA are doing working onthe PC Tech based consoles that is the 360 and PS3 I do not know .
As for RGG, if SHENMUE had been more succesful we would have gotten the same treatment, the difference being RGG is more open ended
Yakuza isn't more opened ended at all , you can't go anywhere in game map , anytime you want to , just like Shenmue , and nothing compared to a vast open world like in Fallout III , and after Shenmue the Yakuza experience isn't that new at all. Like I say , AM#2 are class
Borderbreak came out over a year ago this is a revision of the same game. It shows no difference graphically or GP wise to the first one
Kind of like the deal with Yakuza games then ?.
blatantly slagged off Nagoshi and unfairly criticised his games
I don't like the man , I don't think he's fit to lead the Consumer Teams . I so wish it was Yu Suzuki or more so , Masayoshi Kikuchi. But that won't , or doesn't stop me praising games Nagoshi-san have worked on, and there's not many praising SpikeOut on the X-Box ,and no it wasn't a Smilebit game , it was in development long before Smilebit joined AV , and Monkeyball had nothing to do with any of the Smilebit team .
The difference with me is i don't try to make one certain programmer greater and more important than he really is.
Sigh.. I totally look up to and respect Naka for his programing Skills. For which, I think he was one of the best ever at SOJ. His PS engine onthe Master System and Sonic Mega Drive engine took the piss , and the NiGHTS engine was incredible .
No different from how I admire and respect the likes of Dave Perry for his Mega Drive game engines, John O'Brien for his Mega CD engines , or Geoff Crammond for his stunning engines on the Amiga and PC.