Der Pate: Das Spiel - Kostenloser Versand ab 29€. Jetzt bei chicagolandyp.com bestellen! Handle wie ein Gangster. Denke wie ein Don. Weil gegen Michael Corleone wegen Organisierten Verbrechens ermittelt wird, übernimmst du in der Pate 2 die. Finden Sie Top-Angebote für Godfather: The Game (Sony PlayStation 2, ) bei eBay. Kostenlose Lieferung für viele Artikel!
The GodfatherDer Pate ( Videospiel) - The Godfather ( video game). Aus Wikipedia, der freien Enzyklopädie. Dieser Artikel handelt vom Videospiel. In order to encourage players to truly take on the role of their own Corleone henchman, EA Games' The Godfather offers a "MobFace" custom character creator. Der Pate ist ein Computerspiel von Electronic Arts, das am März erschien. Das Actionspiel orientiert sich an Spielen wie Mafia oder Grand Theft Auto. Die Entwickler haben viele Schauspieler des Films „Der Pate“ mit dem.
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Top Downloads. He stated that EA had wanted to make an open-world game for some time; "We wanted to make a title with the same style of open world, but with a strong background, one where you build human relationships while creating your own story.
All three had also allowed EA to use their likenesses in the game, with both Caan and Duvall doing facial motion capture work. Although Brando had died in July of the previous year, he had recorded dialogue for the game prior to his death, in what was his last acting job.
It was also revealed that EA had acquired the rights to Nino Rota 's score for the film. Executive producer David De Martini stated "We are incredibly excited and honored to have the opportunity to bring the fiction of The Godfather to life in a video game.
The Godfather movies raised the standard for cinematic achievement with their high level of drama and intense storytelling, and in fall gamers will be able to experience that dangerous and living world of The Godfather for themselves.
At the event, it was announced that a playable demo would not be available until the E3 event in May.
David De Martini explained the game had already been in development for two years, including a full year of preproduction and research. He revealed the developers had worked closely with Mark Winegardner , author of The Godfather Returns , to ensure the storyline stayed within the canon of the narrative, and maintained the correct tone.
De Martini also stated that as well as Rota's score, Bill Conti and Ashley Irwin had composed one-hundred minutes of new music for the game.
In the build-up to E3 in May, EA announced the game would also be released for a next-generation platform ; the Xbox The demo debuted the "BlackHand" control system,   which had been developed by the inventor of the swing mechanism in the Tiger Woods PGA Tour franchise.
Speaking to GameSpot in June, David De Martini stated the original idea for the project was Paramount's , who first approached EA about a game adaptation of the film in early After numerous meetings, the concept was decided upon; a "dual-story" game that would feature a character moving through an open world and rising through the ranks of the Corleone family, whilst at the same time, following the plot of the film.
De Martini explained. Our approach to this project has been very simple. We set out to make a great open- and living-world game, one that would stand on its own even without the Godfather license.
Then, once we had accomplished that mission and made a very innovative game, the plan was to add all the Godfather flavor and texture to make the experience even more memorable.
He stated "We wanted the game to heavily focus on what went on behind the scenes and in the living world.
Not the ordering around but rather the actual activities that the order takers had to do on a daily basis to move the family interests forward.
We want you to walk the streets and experience the realities of the life that you have created through how you play the game.
If you are more violent, the world you live in becomes more violent. If you play in a more balanced way, the streets are more balanced, and people are not as prone to draw guns and shoot.
To put it another way, we are creating a world with a memory and a world with consequences. When we push these two dimensions, the world starts to feel alive--it has feelings and becomes more dynamic.
Many game makers in this genre set out to create life as we know it and then fall hopelessly short. Our model represents a significant innovation beyond what has shipped to date.
Although Brando did record dialogue prior to his death, "his actual voice will not appear in the game [ After publication of the article, EA confirmed "we recorded multiple sessions with a sound-alike to capture the entire performance of the Don Vito character, something we were not able to do with Mr.
Although it was already known that Al Pacino had turned down the opportunity to voice Michael Corleone , the article also revealed he had refused to lend his likeness to the game.
On July 13, EA announced the game would also be ported to the Wii. Although they revealed no further information, they did state the port would be custom built to take advantage of the Wii Remote.
Releasing the game in early allows us more time to perfect the open-world experience of being a member of the Corleone family.
In January , speaking to GameSpot , De Martini said of the delay, "When you are dealing with a property like The Godfather , you have to take special care in making sure your work meets the level fans have come to expect from the franchise.
With this fiction in our game, we had to hit a home run. I am tremendously thankful that EA gave our team the time we needed to get it right. I think it turned a good game into a great one.
Last year when we were looking at the November window, we realized we were going to make compromises in quality that we didn't find acceptable.
When that was made clear to us, based on schedules and other things, we had a long discussion on this side with regard to what would be the appropriate thing to do with this particular license, this particular property, this particular game, and when we shook all of that out, it was just too important for us to get this right.
To risk something that's going to be good, instead of something that's great. I mean, when you're dealing with The Godfather , so many people have so many expectations of what you're going to deliver it's critically important that you pick a vision for that project and you stay on that vision.
He responded,. I knew nothing about it. I went and I took a look at what it was. What they do is they use the characters everyone knows and they hire those actors to be there and only to introduce very minor characters.
And then for the next hour they shoot and kill each other. I had absolutely nothing to do with the game and I disapprove.
I think it's a misuse of film. However, the game's executive producer, David De Martini, implied Coppola did know about the game well in advance of its development, stating,.
We met with him on one occasion and we shared with him what our vision was for the game, and where we were going to go.
He isn't choosing to participate in the project, but he did invite us up to the Coppola winery where he has his own private library.
He's got a lot of materials from the original Godfather productions - so a lot of sketch designs for the sets, for the costumes, a lot of notes that he's taken in the original screenplay as well as in the book.
He invited us up there to take a look around, and we sent four or five people for a week. In June , Anthony Puzo, son of author Mario Puzo , sued Paramount Pictures, claiming that a agreement between his father and Paramount entitled the author or, as Mario had died in , his estate to a share of the profits generated from any audio-visual products based on or using elements of the films or novels.
The court filing stated, "In material breach of the audio-visual products agreement, Paramount has failed and refused to pay the Puzo Estate the sums due it in respect of the Godfather game.
The main difference between this version and the others is that Mob Wars does not feature an open-world environment in which the player is free to move around and extort whatever businesses they wish.
Instead, the game features two distinct game modes; "Story Mode" and "Mob Wars. An important element in this is a card battling mini-game which features a pool of over two-hundred cards with effects such as lowering vendetta levels, strengthening defenses, and allowing extra moves in a given turn.
For "Story Mode," the game switches to a 3D third-person perspective similar to that of the other versions, with the same lock-on system, and shooting and grappling mechanics.
The player is free to play through "Story Mode" without playing "Mob Wars," or to play "Mob Wars" as much as they wish between missions in "Story Mode.
Like in the open world environment of the other versions of the game, to completely defeat a rival family, the player must destroy their compound.
Originally announced on May 12, , the Xbox version was named The Godfather. Regarding the delay, executive producer David De Martini explained "The version of the game will be released later this year, and we will be using the time between our March ship and the version ship to take full advantage of the hardware with some key design modifications that will make the game rock on that platform.
The game was first shown at an EA press event on July 13, All of the rackets feature new textures and geographical layouts, so they no longer all look the same, and each of the rival family compounds is completely different, with bomb locations different from compound to compound.
The game also features new lighting and particle effects. In terms of gameplay, the game adds a favor system whereby rather than intimidating shop owners, the player can carry out favors for them.
The player can also carry out favors for family members, in much the same way as they can carry out hits. A major addition to the game is the ability for the player to hire Corleone soldiers to join Aldo in combat.
This can involve individually hiring a single family member, or hiring a crew of four men who accompany the player everywhere until they are dismissed or killed.
Individual crew members cost different amounts, but the more expensive they are, the better they fight. A full crew can only be hired periodically; when a meter on the HUD is full.
The game also features new story missions, such as rescuing Tom Hagen from Sollozzo, bombing Sollozzo's drug factories, and assassinating Moe Greene.
The aiming system has also been tweaked, and the melee combat system has had additional combat moves added. Twenty-six new execution styles have also been added to the twenty-two existing ones.
We've added dynamic terrain shadowing and character self-shadowing, which help to place the player firmly in the environment as well as to give the world a more "living" quality.
Shadows creeping across the city streets as nighttime descends portend new opportunities and challenges. Attempt to take down a racket at the wrong time of day or night and you might miss the rival mobsters hiding in the shadows of a nearby alley.
Weather is another new living world addition for Xbox Rolling thunder signals a coming storm, followed by gathering clouds, flashes of lightning and a cloudburst that can be a drizzle or a downpour.
Creative director Michael Perry stated. Not only did we improve every aspect of the world graphics, including texture sizes, more building details, glass reflections, and bullet damage, but we also improved the "living" elements.
This means that we were able to double the world population and give each neighborhood its own style of demographics. For instance, in Midtown, the streets are bustling, but in New Jersey, the streets are less crowded.
We did the same with cars, where we added six new vehicles to the world, and some only exist in certain neighborhoods. We also made the cycle between day and night much more distinct.
Between the sunsets and sunrises, the demographics of the game change, with nightlife clubbers coming out at night in Midtown , and some dangerous characters walking the streets of Hell's Kitchen.
Released in March , the Wii version was originally announced on July 13, They also announced the Wii version would feature all of the graphical and gameplay enhancements of the Xbox version.
New to the Wii edition would be an enhanced upgrade system which allowed the player to spend their upgrade points on more specific attributes.
The game would allow for two upgrade paths - "Enforcer" and "Operator". Enforcer would concentrate on fighting and shooting skills, whilst Operator would feature monetary enhancements, intimidation aids and health upgrades.
The Wii version would also feature an enhanced "BlackHand" control system making use of the Wii Remote 's unique capabilities.
The biggest difference is how we use the Wii controls to immerse players in combat. On other platforms, the Blackhand fighting system is a Fight Night style control scheme built for mobsters; on Wii, our team decided to make it like REAL brawling.
You'll be able to throw left and right hand jabs , hooks , and uppercuts ; grab enemies and throw them around with both hands; perform headbutts and neck-snaps.
We had so much fun with the controller possibilities that we mo-capped a bunch of exclusive moves to fit some of the gestures we'd developed, like the open-handed smack and pistol whip.
At the end of the day, we want players to feel like the Wii controller was designed with The Godfather in mind!
The Blackhand Edition uses both the Wii Remote and the Nunchuk ; if an enemy is on their knees, the player can pull the controllers upwards to lift them off the ground.
Similarly, swinging the controllers from side to side swings an enemy around. Melee combat is similar to Wii Sports Boxing - the player literally throws the type of punch they want Aldo to throw in the game.
The remote can also be used for executions, which require specific gestures, for opening doors, and for reloading weapons. For example, to reload a shotgun, the player must move the Nunchuk upwards and then quickly downwards to mimic the pump action of the weapon, and to reload a revolver, the player must flick the Nunchuk as if emptying the cylinder.
Released on the same day in March as the Wii version, and developed alongside it, the PlayStation 3 version was the last version of the game announced, and was not revealed until January 10, , when GameFly listed it under the title The Godfather: The Don's Edition.
The Don's Edition features a more basic form of the gesture-based BlackHand control scheme seen in the Wii version. As in the Wii, if the player wishes to lift someone from their knees, they simply pull the controller upwards.
Swinging the controller from side to side swings the enemy likewise. Slamming someone against a wall is accomplished by pushing the controller away from the player.
Unlike in the Wii version, however, where shooting and driving were handled using the Wii Remote, in The Don's Edition , shooting and driving are controlled using the analog sticks.
Unique to The Don's Edition are the "Corleone challenges". These are time based minigames that have no effect on the story. The player must see how much of a certain action they can accomplish in a given time - such as how many different execution styles they can perform, how many banks they can rob, or many businesses they can extort etc.
When the game first came out, the player's scores were uploaded to an online leaderboard. However, the mini-games are still playable. The Godfather received "generally favorable reviews" on all systems except the PlayStation Portable, which received "mixed or average reviews.
You'll hear and see these key scenes unfolding in front of you, but you'll be in the house, the car, the church, or the hospital as a close associate, rather than a bystander.
You'll feel like an insider who's part of a great powerful narrative, and the feeling is eerily remarkable. Despite obvious areas in need of improvement, I had a blast playing The Godfather.
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