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0:59
La vidéo des Lapins Cretins dédiée à Wii Fit nous avait déjà mis sur la voie, mais ce teaser confirme bien ce à quoi tout le monde s'attendait : les lapins crétins seront bientôt de retour pour un troisième volet.
29 May 2008
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5:10
Check out the expansive 50 square miles of playable African terrain in Far Cry 2.
13 Sep 2009
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0:49
Falcões chegam à nossa consola este Outono. Apesar de ter sido exibido no Ubidays, o vídeo de Tom Clancy's HAWX não teve direito a publicação. Todavia, graças a um vídeo filmado por Snoopers (um dos muitos que assistiu à conferência de imprensa), nem tudo se perdeu! Fiquem com o vídeo...
1 Jun 2008
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1:49
The Far Cry 2 Ubidays 2008 trailer. Every man has his price, know that for you, that price may be your soul.
5 Mar 2009
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1:07
NEW PRINCE OF PERSIA 4 OFFICIAL TRAILER RELEASED TODAY ON UBIDAYS THIS IS A FREAKING REVOLUTION AND CRAZIEST THING EVER DONE PRINCE OF PERSIA 4 WILL BE AWESOME
26 Nov 2008
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2:30
Tom Clancy's EndWar RTS game.
7 Oct 2007
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8:50
this looks fun... with my butt...... i wanna get myself a wii too
30 May 2008
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5:22
The Prince is finally going next-gen! Find out what to expect from this highly stylized game in this new developer interview.
13 Sep 2009
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1:16
In 2020, the final world war will be upon us.
27 Oct 2008
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1:05
Official PoP 4 trailer. Not mine, form ign****
18 Jul 2008
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1:01
High quality trailer of the new prince of persia Download Link File: *******easylinkme****/DesireeTravis49053/QUALITY Keywords account maple story hack gunbound hack hack dvd player
12 Aug 2010
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0:49
Trailer of Naruto - Rise of a ninja available exclusively on Xbox 360. Delivered during the Ubidays 2007.
12 Oct 2007
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11:17
Splinter Cell conviction gameplay footage from ubidays
18 Sep 2011
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5:21
Randy Pitchford and the colonel take us through another walkthough of Brothers in arms hell's highway at Ubisoft's Ubidays. (Offscreen recording) FAQ:Why the hell doesn't he die? A:The devs have set it so that he can't die, because if he did the recording would be bogus. Why does he talk like I'm a retard? I.E. "My mission is to kill the enemy" A:Because he has to say something and this was probably the first thing to come to his mind. Note: I had to cut down on the quality of the video in order to get it on youtube. For the full video go to playsyde****
23 Sep 2008
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7:15
Randy Pitchford and the colonel take us through another walkthough of Brothers in arms hell's highway at Ubisoft's Ubidays. (Offscreen recording) FAQ:Why the hell doesn't he die? A:The devs have set it so that he can't die, because if he did the recording would be bogus. Why does he talk like I'm a retard? I.E. "My mission is to kill the enemy" A:Because he has to say something and this was probably the first thing to come to his mind. Note: I had to cut down on the quality of the video in order to get it on youtube. For the full video go to playsyde****
23 Sep 2008
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1:02
Prince of Persia 4 : Next Gen Ubidays 2008: Debut Trailer HD. Prince and his game undergo a huge makeover. *The plagued prince returns in his first next-gen adventure. Ubisoft has planned a number of adjustments to the series, with a new design for the prince, a new armored gauntlet with incredible powers, and a renewed focus on platforming and physical challenges rather than fighting.* *Now the darkness spreads.* *Ubisoft released the first video of new Prince of Persia. This time the Prince feels Amano-inspired. Looks like a celluloid/animated character (a bit like SFIV). The style itself is still in progress. The story is much more "1001 Nights"-like, more fantasy, less grounded in reality but instead more magical yet still credible, more poetic. Player must unleash light-wells to heal the corrupted world, which shoots light into the sky, reminiscent of SotC and Okami. The transformation of the world is in real-time, with plants growing back to life as the world heals back and as the player can still move, instead of a mere cutscene, sky changes back to its normal color, etc., to give a strong sense of control and success to the player. * *This time, thers no more time rewind and such. The art style was difficult to pass through the management, but they never refused it, and eventually loved it. The story is: Orhmaz and Arhiman, twin gods, one good one evil, celestial battle, Orhmaz locks Arhiman away in a box which he hides into an faraway oasis deep within a desert. Centuries pass, and comes a troublesome thief (The Prince) and Arhiman is freed somehow. The Prince must undo his mistake. This is what they refer to as a more "1001 Nights" kind of story, like a fable.* *This new Pop has more open/organic environments. It has a Zelda-esque feel, old-school in themes. Bosses/player use backgrounds during fights (one shot shows an enemy pushing the prince against a wall as if trying to choke him, or another throwing him in the air). The game went through a few iterations; originally too open (felt big but not enough to do), at one point it was more like Assassin's Creed, (going where you want), but players would get lost and wander aimlessly and dynamism suffered as a result. Now instead it is more focussed with a clear road, but multiple paths can be taken (free to move from one map to another, back and forth, etc., more open than previous PoPs).* *The demo map shown to the journalist, old of a few months, has been scrapped design-wise because it was too Assassin-like, now it's more fantasy design-wise.* *Game world is made of nodes connected by paths, and you can go from one node to another as you wish (this is what they mean by less open, but non-linear; you can see the paths, but you don't have to going from A to B to C). The game adapts as a result (enemies from later visited locations might be more difficult, etc., for example zone A might be more difficult if you access it at the end, but if you accessed it at the beginning then it is easier, even bosses, depending on what order you fight them, adapt as such). The Prince can slide along any walls using his glove. The Game is as much vertical as horizontal.* *And now, The Prince has more possibilities of movement. The Bosses were inspired by MGS' boss quality; they are fewer but they have a story, a reason to be, they leave more of an impression on the player. Some are former nobles, sometimes acting against their will. They wondered if they should make just more enemies and try to do a God of War game and try to beat it on its own ground, or go for something different. They went with fewer enemies instead and a new combat style. Combats are duels. You can see the expression on the faces of the characters/bosses. Movement/action in fights is more like Advent Children, more cinematic in presentation. 140 people are working on it, and more to come, too.*
21 Mar 2010
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