• screenshot'larına baktığımda grafikleri gayet iyi olduğunu gördüğüm, devrim yaratacağını bekledigim strateji oyunu.
  • amsterdam'in bati taraflarinda, eski, hos bir sinema.
  • black and white'in yapimcilarindan, film cekmek ile ilgili yapilmakta olan bir oyun. evet, konusu film cekmektir. tam anlamiyla the sims'in film setinde olani gibiymis diyorlar. daha piyasaya cikmadi.
  • tam anlamıyla bir hollywood simulasyonu. sinema dünyası hakkında her ayrıntının bulunacağı oyun. oyuncuların kaprisleri, filmin reklamı, doğru oyuncuları bulmak, set ekibiyle uğraşmak ve şu anda aklıma gelmeyen onlarca "sinema" ayrıntısını içeren, kısaca sadece etrafa ışıkları ve kamerayı yerleştirip, seti kurmakla uğraşmayacağımız, ya batacak yada çıkacak türden bir oyun. tamamladığımız filmleri quicktime formatında baştan sona izleyebileceğiz ayrıca ki süper birşey bu.
  • 10 ekim 2004de çıkması planlanan sims benzeri oyun
  • 2005 in ilk ceyreğinde çıkması beklenen oyun.
  • oyun çıktıktan sonra ayda bir sitesinde oyuncuların yaptığı filmlerin yayınlanacağı sanal oscar ın verileceği, çıkar çıkaz edinilmesi gereken oyun...
  • artık ilk çeyrekte çıkmayacağı belli.
    büyük ihtimalle ikinci çeyrekte de olmayacak.
    yazın ortasında çıkabilir, ama şimdilik.
    kesin tarih isteyen varsa inanılmaması şartıyla: 15 haziran 2005

    15 kasım 2005 günü itibariyle artık sahip olduğum oyun... *
  • official sitesinde çıkış olarak fall 2005 yazmakta olan oyun.
  • lionhead studios firmasının hazırladıgı ve yakında piyasaya cıkacak olan pc/ps2/x box platformlarında oynanabilecek olan ve 2005 sonbaharda pc surumunun piysaya surulecek olan ilginc bir strateji oyunu.

    oyunun amacı kendi filmi yaratmak. 30 saatten fazla oynayabilecek , binbir cesit sahneden secim yapıp kendi filminizi yaratabilecek, kendi set ve kamera arkası ekibinizi kurup yonetebileceksiniz.
    ayrıca oyunda akla gelmeyecek kadar ilginc opsiyonlarının oldugu soyleniyor ( binbircesit karakter, sahne,vs.)

    gamespy.net ten oyunla ilgili bir bir alıntı:

    hollywood is often referred to as "america's dream factory" and nobody's a bigger dreamer than peter molyneux, legendary game designer and a man who's continually reaching for that next impossible gaming frontier. it's therefore no surprise that these two would end up getting together, even if it's only in simulated form in lionhead studios' long-awaited studio simulation the movies. we got a chance to take a look at the latest version of the game, and it looks like the game may finally be ready to hit a pc screen near you.

    for those of you just joining the show, the movies is a simulation/software toy that's divided up into three parts. the first part simulates the day-to-day running of a major motion picture studio. you can hire and fire staff including pr people, marketing managers, writers, directors, stunt people, cameramen and all of the "little people" who make the business actually run. using a simplified interface, you can drag and drop people around and get them working on your latest silver screen masterpiece. the second part of the game is the care and feeding of your most valuable and volatile assets, your celebrities. finally, there's an almost separate portion of the game that lets you actually create your own movies. these films can be used in-game or separated out as files and exchanged via the game's official web site.
    the first part of our demonstration showed us the newly simplified user interface for the game. once of the key elements the team wanted was to make sure that most of the information the player needed to run their studio was on the playfield rather than in layers and layers of dense charts. thus controlling your studio is as simple as picking up your personnel and dropping them off where you want them to be. during our demo we watched a writer get picked up and get dropped off in the studio writing office. he quickly got to work on our next big blockbuster. other personnel were shuffled around just as easily. if we needed a cameraman who had a better relationship with a celebrity, a few context-sensitive information windows appeared right next to the character we were talking about and we could pull him off the turkey he was working on and move him onto the set of our next star-studded blockbuster -- before our star had a complete breakdown.

    in fact, checking out the progress of our latest film also brought us to the second part of the game, the care and feeding of celebrities. every star in the game has a sims-like personality including likes, dislikes, relationships, secrets, desires, strengths and weaknesses. a major portion of the game is managing your portfolio of stars and making sure that they're kept happy enough to put out good work in front of the camera -- without being so happy they drop dead of a drug overdose or get caught in bed with the absolute wrong person. during our demo, for example, we were working on a big-budget action movie in the mid-1980's, which meant that our leading man was going to have to get slimmed down and bulked up (and maybe a bit dried out). our female lead, on the other hand, had had a nice, steady career in character driven pieces, but if she was going to hit the big time, her... err... "womanly assets" were also going to have hit the big time. a quick stay in the studio clinic for a little liposuction and plastic surgery took care of that.
    once my stars were ready, we could start filming. now much has been written about the game's moviemaking tools, and to be fair, they're pretty impressive. the game comes complete with over 8,000 scenes, props, backdrops and special effects that the player will be able to use in order to create amazingly complete movies. during our demo, we watched the director put together a scene from a horror picture that looked like it came out of a hammer house of horror picture from the mid-'50's. as we watched, he slowly made alterations to the film, adding in a fog machine, then different lighting, then some other graveyard props. he then used some nascent computer technology (the game year was 1982) to replace the guy in the rubber monster suit with a more realistic looking werewolf. the effect was uncanny; all of a sudden the scene had gone from a schlocky piece of junk to a viable piece of early john carpenter work.

    as a strategy game junkie, though, what i found most interesting was the more subtle aspects of the game. there's a whole lot going on behind the scenes of the movies. the game begins at the beginning of the 20th century, the start of the film era. as the game progresses, film and history move forward pretty closely to the way they did in reality. sound hits during the 20's, color film gets introduced in the 30's, computerized effects start in the early '80's. as such, the movies you make have to change as well. every year, you as studio head are responsible for bringing out 5 films, hopefully garnering good reviews, major awards, and plenty of boffo box office.

    in order to succeed, the player will have to tailor their films to what's happening in the real world along with what the latest fads, gimmicks and new technologies to be introduced are. reviews, for example, are affected by the public's memory of what you've done before and what world events are happening. use the same set too many times and get ready for critics to start downgrading your film. big, splashy musicals are all the rage in the 1930's, but you'll probably want to switch over to war movies once world war ii breaks out. introduce a particularly esoteric filmmaking technology too early, and its crudeness will just confuse and annoy audiences.

    the movies may be pitched toward a mainstream/simulation game audience, but strategy gamers just might find something to like here, as well. the movies is currently scheduled for a fall 2005 release.
hesabın var mı? giriş yap