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Igre koje najviše očekujemo

Started by ridiculus, 22-08-2014, 20:33:00

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Meho Krljic

Nisam bio svestan da se ti stvarno spremaš da kupiš original. Elem, naravno da treba prvo kupiti original, ko ga nema, iz bar dva razloga:


1) Rimejk će dizađe tek 2017. godine a dal ćemo mi tad biti živi i pri parama?

2) FFVII je autentičan deo igračke istorije i pošto će rimejk dosta toga da promeni - počev od davanja glasova protagonistima do toga da VEOMA sumnjam da će imati običan ATB potezni sistem borbe, već verovatno nešto mnogo bliže riltajm borbi - onda svakako treba imati i odigrati makar deo originala da bi se kontekstualizovala istorija koja je protekla u te dve decenije.

neomedjeni

Pa, imam ga na wishlisti na steamu i željno iščekujem trenutak kada će japanske škrtice dozvoliti da igra dođe na neki normalan popust.


Čitao sam ja šta ti pišeš o jRPG-ovima, tu i tamo.

Meho Krljic

Jebote, igra je trenutno ŠEST evra na Steamu. Ne znam sad baš KO je tu stvarno škrtica.  :lol: :lol: :lol:

neomedjeni

Oh, nisam proveravao steam od petka.  :oops:  Ogreših se o Japance.


Svejedno, sačekaće narednu priliku, budžet za igre za ovaj mesec je potrošen na najbolji mogući način.  :lol:

Meho Krljic

Pa, da, pošto je šest evra previše para da se da na igru koja je 1997. godine:


1) Svet navukla na Playstation 1, ostavljajući Segu i Nintendo da se bore u prašini

2) Svet (izvan omalene ali ponosne PC zajednice) navukla na 3D poligonalnu grafiku

3) Amerikance navukla na japanske RPG igre, tako da dan danas gomila njih uopšte nije svesna da su Final Fantasy igre pravljene u Japanu.

Šalim se, poštujem da nije prioritet.

neomedjeni

Hej, govoriš sa čovekom koji je svoju omiljenu igru kupio petnaest godina od izlaska za 3 evra.  :lol:


Meho Krljic


neomedjeni

To neki drugi Japan, verovatno.  :lol:

ridiculus

Quote from: Meho Krljic on 22-06-2015, 17:01:26
... VEOMA sumnjam da će imati običan ATB potezni sistem borbe, već verovatno nešto mnogo bliže riltajm borbi

ATB je više nalik riltajm borbi, nego poteznoj, ako se dobro sećam. Samo nije realistična u vizuelnom smislu, pošto likovi stoje dok ne dodje njihov red. Ali vreme teče vrlo jasno.
Dok ima smrti, ima i nade.

Father Jape

Evo šta nađoh:

QuoteThere are usually two settings to ATB: Active mode and Wait mode. In Active mode, time flows regardless of what is going on in game. In Wait mode, time stops when the player is navigating menus. Final Fantasy VII had a third mode called Recommended, which was a mix of the two. These two modes are usually the closest thing to changing the in-game difficulty, as some events can be stalled to an extent in Wait mode.

Blijedi čovjek na tragu pervertita.
To je ta nezadrživa napaljenost mladosti.
Dušman u odsustvu Dušmana.

ridiculus

ATB, čak i u ovoj drugoj varijanti, više liči na borbu u Bioware-ovim igrama sa DnD licencom (Baldur's gate i Neverwinter Nights), nego na potezne rođake. Mislim - zato što nisam više siguran 100%, davno je to bilo - da u ATB-u dva lika ne mogu da deluju istovremeno, čak i kada su im tajmeri identični. Ako je tako, to je jedino što se može smatrati "poteznim", ali to je bilo do endžina (i želje za spektaklom), ne do samog borbenog sistema.

S druge strane, kod Bioware-a je borba bila izdeljena na vremenske segmente (poteze), koji su trajali po 6 sekundi. Ako je jedan lik "brži", on udara ranije u okviru tog vremenskog okvira. I to je to. Kod ATB-a je vreme neprekidno. Ako je neko brži, on će u okviru nekog dužeg perioda da zada veći broj udaraca. Tako da je, sa te strane, ovo više riltajm.
Dok ima smrti, ima i nade.

Father Jape

Ne znam, meni je sve što podrazumeva neograničeno vreme za razmišljanje i suštinsko neoslanjanje na reflekse (osim u pogledu brzine pritiskanja pauze) neka podvrsta potezne borbe, makar se i zvala Real Time with Pause, ili nešto treće.
Blijedi čovjek na tragu pervertita.
To je ta nezadrživa napaljenost mladosti.
Dušman u odsustvu Dušmana.

ridiculus

To je verovatno ispravan stav. Kao što sam gore rekao, samo vreme je kod pomenutih igara sa RTwP sistemom borbe izdeljeno na poteze (rounds i turns). Neuverljivo je tvrditi da nisu potezne.

Ako imamo igru za jednog igrača gde u borbi učestvuje čitava družina, pravi riltajm je nemoguć... osim ako se dužnosti svih likova osim jednog ne prebace na veštačku inteligenciju, kao što su uradili u Final Fantasy XII.

Inače, FF igre nikada nisu bile zahtevne po pitanju refleksa. Prosečan igrač ima dovoljno vremena da reaguje ako je pažljiv. Borbe su naporne na drugi način. Ja sam neke završne obračune vodio po sat-dva, pri jednom prolasku kroz igru. Treba tu izdržljivost, fizička i mentalna, a ne dobri refleksi.  :lol:
Dok ima smrti, ima i nade.

Meho Krljic

Da pojasnimo: ATB je potezni sistem u smislu da nema slobodnog kretanja likova (kao u recimo Dark Souls/ Fable/ Kingdom Hearts) i napadi i ostali potezi se biraju iz menija kao u bilo kom "normalnom" poteznom sistemu, ali je razlika u odnosu na klasičan potezni sistem to što vreme stalno protiče i likovi imaju svaki svoj tajmer koji, u odnosu na određene parametre određuje kada mogu da urade sledeći potez. Dakle, za razliku od "prave" potezne igre gde, kako reče FatherJape, imaš vremena koliko hoćeš da razmišljaš o sledećem potezu, plus se redosled poteza likova unapred zna (mada se ponekad na njega može uticati, recimo kao u nekim Shin Megami Tensei igrama gde korišćenje elementa na koji su protivnici alergični daje dodatnih pola poteza strani koja napada), Active Time Battle za svakog lika ima vremenski period koji protiče do sledećeg poteza a taj period se može skratiti što levelapovanjem lika, što, tokom same borbe, raznim buffovima, dok se protivniku može produžiti debuffovima itd.

Meho Krljic

Drugim rečima, moja je slutnja da će rimejk FFVII imati borbeni sistem mnogo bliži pravom realtimeu, nego ikakvom ATB-u, prvo jer to ima smisla s obzirom kakvoj će se publici igra morati nametnuti (ne zaboravimo da izlazi 2017. godine, dakle, posle pet souls igara koje su redefinisale JRPG u očima prosečnog konzumenta) a drugo jer su poslednje dve "velike" Final Fantasy igre - Type 0 HD i XV vehementno riltajm, sa AIjem koji pametno vodi druge likove u igri dok vi vodite svog lika. Štaviše, prilično bi mi logično bilo da se preuzme sistem iz Type 0 jer je dosta jasno kako bi se on lako, uz minimalne dodatke uklopio u rimejkovan FFVII. I dalje bi mogli da postoje tajmeri za neke naprednije poteze a Type 0 sistem skupljanja akcionih poena za specijale, grupne specijale i summone bi se perfektno uklopio.

Meho Krljic

Tangiers je i dalje jedna od najzanimljivijih igara koje sam ikada bekovao na kikstarteru i, mada se razvoj malčice odužio i desilo se štošta nepredviđeno, sviđa mi se da se Aleks Harvi i ekipa drže originalne vizije i da dokumentuju promene koje se u sisteme unose tako da deluje da to ima smisla i da će u konačnom zbiru poduprti tu originalnu viziju. Evo najsvežijeg kikstarter apdejta, opširnog, ali zanimjivog:




QuoteTime for a long due update. While we have been working hard on the game throughout the time since then, we've been notably pretty absent since the last update following the repercussions of some important arrangements falling through unexpectedly.


A pretty rotten past month and a half.To start, we'll cover the past 4 - 6 weeks, which have been a particularly bumpy time for us.
We apologise that things have gone astray, but to explain:
With the project having run over schedule, I've been working in the background to secure smaller batches of further funding. Just enough to keep us afloat and to ensure that we can deliver things as best we can.
Over the course of the project to date, we've done well at that.
Our budget has been managed very carefully. It's lasted us since funding with only a small amount of topping up here and there. Our personal belts have been kept extremely tight, but the project itself has been pretty stable all things considering.
We'd been stretching things thin for a smaller investment that had been secured and agreed upon, due to arrive mid-May.
Just enough to give us some breathing room, alleviate some stresses and allow us a nice treat or two on the PR side (We were really hoping for some space at EGX).
That's when our update was due to go out, an announcement that everything's great and that we've got a date for Beta just around the corner!
But then, at the zero hour our arrangements for that got delayed some months due to reasons out of anyone's immediate control.
This knocked us for six.
We'd been juggling things a fair amount up to this point so we suddenly found ourselves with a steep backlog of bills and the like, all in need of urgent attention.
This coming on the back of us working long, long hours to get the Beta sorted in good time was a strong kick in teeth - a full morass of burnout and immediate practical issues landing all at once. Much of the time since then got devoured by our efforts to rectify the situation, keep things afloat and get up & running again.
We're just about on our feet now. Things are rather tight and not entirely easy our end, but we're back to working around the clock to deliver.
Having worked hard and done a good job to stay responsible and stable on that side of the project despite our delays, it's a shame that we got hit by something that was quite out of our hands. All said we're marching on, we're going to see this through and we're going to get it done good no matter the bruisings we take on the way.
Following this, now that things are stabilized I'm taking steps to get our visibility & communication to where it should be.
Currently, responsibility for that had been all in my own hands. Evidentally, I've not done the best job there. Being at the heart of the operation with the associated workload, stress and so forth, I've honestly found myself without the facility to engage with that properly. To solve the issue definitively, we'll be bringing on board a dedicated community manager type in the next few weeks.
In the interim, our Catt will be picking up the mantle.  Via her, we'll see things start to pick up at as the week progresses to where they should have been.
And one last point in this area - as quite a few people have pointed out, our website is currently down.
For the sake of security, I store all business sensitive data, including login information on an offline harddrive. I need to update some billing info for the website, but the harddrive is currently out of reach for another week or two.
The cost of being prudent with security, I guess.


Progress Since the last update, we made our move to Unity 5. I had been ambivalent and cautious about making the engine move this far into development, but after weighing up U5s additional features and fixes it seemed thoroughly beneficial.
In the end, it took three days to upgrade, learn the changes and deal with a minimal amount of code breakage. In exchange, we saved approximately two weeks due to engine improvements smoothing things along, better profiling nailing some mystery issues and a variety of engine fixes curing some nagging ailments.
A net win on that front and full credit to Unity for making the process entirely painless.
Further to the last update, we made one last systems change ahead of schedule, for similar reasons of time management to the above.
Previously, the visibility system was running fully in realtime. We had a simple and robust system for detecting light and shadow - robust enough that it's lasted unchanged since our very first prototype.
It did carry a little bit of a hefty overheard - our intent was to rework the system to smooth things out post-Beta.
But looking at our optimization target, we were faced with two options - confront an array of smaller fixes, or go in and do our work on the stealth. Assessing things, working on the single system was a smarter and more efficient choice. A week of tinkering brought about a new visibility engine that combines static light values and prebaked realtime capabilities, with no player facing changes.
This system runs with negligible overhead - on my budget laptop we're happily running at a smooth 1080/60 with the settings close to full.



Moving out from under the hood, we made a pair of notable adjustments in response to internal testing.
Most notable has been the introduction of a map screen for levels.
This is something that I had initially been adamant to avoid - but leaving the player blind in that regard prevented us from hitting the intended tactical plan & execute approach as best we could.
Given that the world itself is well signposted and directed, I took a diagetic, Thief inspired approach with the map.
We provide a map that is static (no player compass) and incomplete.
Think of a street map - you can see the layout of the area and the buildings, but the interiors are hidden from you or vague at best.
A good balance between providing wider spatial awareness & reference while also forcing a need to actively engage with the world.
Polished map designs are due next week - keep an eye on the Tumblr for updates!
With a similar aim, we've also introduced an extra, practical layer of detail into the world. As the player moves through the levels, we felt the need to provide a more immediate level of spatial reference.
Something to contextualize the nature of your current location. We found the answer to this in plumbing! We use the presence of visible piping to signify hot and cold in terms of where the player is and where the hubs & event areas of the maps are.
Nothing over the top, but it does the job.


On the topic of visuals, we've just about finished with the iterative improvements that've been worked on throughout the development.
There's a few minor additions, but the last improvement has been the introduction of a new quasi-volumetric lighting/atmospherics effect. Quick and easy for us to set up but contributes a lot towards building depth and presence.
Last thing to add is part of our post-beta plans - a finalized skin-shader for characters.


We've also finished finalizing and polishing the in-game GUI.
Having adapted everything for first person, it is now nicely animated, very responsive and -most importantly- unintrusive. Having hit my head against the wall for much of development trying to achieve something satisfactory, I'm extremely pleased with the results I got working with Erik Scott (http://madadam.flavors.me/).



Final icons for abilities/words are due to come soon. (I did intend for a video of it in action, but I'm stuck on a laptop currently and it doesn't want to play nice with video capture).Getting Things Balanced
Sweeping up the floor and tidying up ready for Beta. Main priority now is getting the balance of things right.
The obvious element of balance is the core stealth - sensitivity of visibility, hearing and reaction. We're in a good place with those, but despite an outward simplicity there's more to the equation.
While more obvious and explicit in other genres such as FPS games, pacing and agency are of high importance for us when it comes to tuning.
A first person shooter lives on more than shot damage and enemy health.
In such a game, the consideration of balancing dynamic enemy behaviour with player control and capability is just as important.
And it's more than just an initial design prescription - it's something that needs to be tailored throughout development.
In a stealth game we have similar considerations to make, even if their outward presence is dampened by a slower pace and briefer periods of conflict.
For example, we've got an NPC at one end of a room. The player is at the other end, hiding. The player accidentally makes a noise and the NPC turns around.
The NPC has a choice of two hiding spots to look in. We can make that choice purely random, or we can tailor things for balance.
If it's purely random then there's an equal chance of the AI going straight to the player's hiding spot. In many cases, that grants a predetermined outcome that the player has little agency to escape from or alter.
The AI is going to see the player, conflict situation is inevitable, player is going to hit the quickload key and try again. Boring and clumsy.
So we tailor things. We make the AI far more likely to go to the location that the player /isn't/ hiding in.
This is all a bit simplistic though - what the two options in the 50/50 choice mean are highly situational. We still want the player to have consequences for choosing a poor place to hide, and still want to provide scenarios where the player has to improvise solutions.
So we pool some data on the surroundings and use that to manage an appropriate response. And the appropriate response to that 50/50 choice? That's where our balance comes in.
Making the AI responses not just realistic and of adequate challenge, but to make them provide the best level of drama, suspense and engagement that we can manage.
That's half the focus. To complicate things in stealth, we have two playstates to consider.

The Other Half of GameplayAnd that gives us the other chunk of balancing. It's obvious that the sneaking side of things needs to provide solid gameplay choice and options. But then we've got what happens when you're not sneaking...
One of our goals with the game is to make sure that the player doesn't feel the need to hit quickload whenever the enemy sees them. Rather than that being an immediate failure state, I'm pushing to make sure that the game continues and offers plenty of options to keep things interesting after this point.
I've covered in previous updates how we've worked on providing this via both carefully paced search routines and adaptive behaviours within the AI. These elements haven't been /quite/ enough, so I've made some late and final additions to emphasize this aspect of the game.
First one is increased AI persistence. In the game world, there is a "police" type of enemy (see the trenchcoat guy in the top screenshot).
These characters have generally been the same as standard enemy types, albeit more dangerously equipped. To introduce additional dynamics to the game, I've added a "trained" AI archetype.
What does that mean? AIs with this archetype will co-ordinate at a large scale. Standard AI has always had the ability to work together - you check behind that desk, I'll check behind this one.
But trained NPCs will actively mobilize and work in tune, en-masse.


If you act in a suitably alarming fashion - perhaps leave a body lying about, get caught behaving badly on CCTV, attack someone and let them escape -  then there's a good chance that a relevant unit of the level's Trained NPCs will be put into action. These characters will gather, take cover and surround your building.
They'll set up some portable barricades and block off connecting streets. They'll pin your area down, and once they've all deployed the signal may be given for them to march forward, performing a systematic sweep of the location.
Of course, we have open environments and plenty of systems to deal with these problems - and yes, the words mechanic can be used to manipulate the unit. This won't necessarily be easy - such a problem  will probably require a good amount of improvisation to cleanly solve.
And because these aren't scripted situations, the AIs emergent capabilities can lead to some fantastic, unexpected scenarios.
Perhaps you spend a period of time completing an objective in one facility... you're about to leave when you discover a large group of enemies have surrounded the building, have the grounds covered and are about to kick the doors down.
I've been on the fence about adding this element to Tangiers - for the most part I've avoiding expanding the game's cope without counterbalancing additions without tighter focus elsewhere. But I think that this adds a LOT of potential for memorable gameplay, and having squeezed it in before Beta will prove to be well worth it.
There's a swathe of miscellaneous, minor interactions and relationships added to the game to help support this. I won't go into them all to avoid spoiling discover, but worth noting is the last and final addition - expanded physics interactions.
Before, physics objects were as with most games - if they get in the way of the AI, the AI just push them aside while they walk about. What I've added is some fairly simple interactions between the AI and physics objects.
Stack up crates in front of a door, the NPCs will try and kick them down. If they're too heavy, someone might destroy them with firearms. Move a barricade into a corridor, the NPCs will vault over it.
Simple stuff, but adds the potential for some good scenarios to emerge - the player trying to find a way out of a room against the timer of enemies trying to break down the door.

Regarding Releases and a Small AnouncementThose late additions were us done with regards to features and functionality (bar a few previously mentioned, post-beta peripheral behaviours). Balance and AI stability is my prime focus while the the rest of the team focus on finishing off the level design.
We've got a few necessary layout tweaks to implement, but those are minor efforts and the rest of their attention is on optimisation and polish.
Alongside that, we've got a few miscellaneous bits and pieces to achieve such as finalizing voice recordings.
We're currently in a good place and very near shipping the Beta. In two-three weeks, I'll be laying down a little bit of advance notice for the launch date.
Last of all, some final news!
As we close in on Beta, our final release also draws near and we finalize considerations for post-release support.
There's been some recent technical adjustments to tools used by us as well as a few systems within the game.
These have removed some previous hurdles, allowing me to confidently announce that within three months of us reaching retail, we will be providing free level creation tools for Tangiers!
Not ready to provide much concrete information now as it is a very low priority right this very moment. That said, I'm super excited at us being able to do this and at the potential of seeing other folks' Fan Missions, so thought I'd announce this one sooner rather than later.
To end the update, another apology for everything going quiet. We've been near enough as burnt out as can be by the pressure of events, but will be powering through correspondence-catchup over the next couple of days.
All the best,
Alex.

Meho Krljic

Zanimljivi novi detalji o Dishonored 2: igra se cela igra ili kao Emily ili kao Corvo, nakon odluke koja se donosi u prvih pola sata igre. Misije su iste ali svaki lik ima drugačije sposobnosti. Corvove sposobnosti su pritom apgrejdovane u odnosu na prvu igru. Mnogi parametri igre (primera radi to koliko se igrač vidi kad viri iza ugla) će moći da se slobodno podešavaju da bi svako imao onoliko tešku igru koliko mu prija. Takođe, postojaće treća opcija pored letalne i neletalne, ali ne znamo još kakva  :lol:

neomedjeni

Znači, jedno od njih dvoje umire u prvih pola sata igre.  :lol:






Meho Krljic

Ili ono drugo postane primarni antagonista igre?

neomedjeni

Ne bih znao, ionako nisam igrao ni keca.  :lol:


Mada mu možda jednom dam priliku, neki poznanici sličnog ukusa su me iznenadili kada su se silno obradovali najavi druge igre.

Meho Krljic


neomedjeni

Nije ni čudo, nije ga pravila Bethesda.  :lol:


Nego, možda vredi pomenuti da je inXile u jednom danu odradio tri apdejta na kickstarteru za svoje igrre, pa ko bi malo da čita o planovima za Barda, Torment i Wasteland:


https://www.kickstarter.com/projects/inxile/wasteland-2/posts/1272218


https://www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/1272133


https://www.kickstarter.com/projects/inxile/the-bards-tale-iv/posts/1273289





Meho Krljic


Meho Krljic

Detalji o ReCore, narednoj igri Keiđija Inafunea sa članovima bivšeg Retro studija koji su pravili Metroid Prime igre. Viđeno na E3, sada pojašnjeno, zvuči primamljivo.

Meho Krljic

A evo i u sličnom tonu detalja o Zelda: Triforce Heroes. Biće ovo odlično. Još samo da nađem dvoje ljudi sa 3DSovima, voljnih da igraju ovo sa mnom...  :(

Meho Krljic

Iwata askas intervju sa timom  iza najnovije Fire Emblem igre. Prelepo. Oh, ne mogu da dočekam da ovo dođe kod nas.

Linkin

Za manje od nedelju dana izlazi najnovija avantura nemačkog studija Daedalic Entertainment: Anna's Quest!  :|

http://youtu.be/QG_dZPttQH0

Meho Krljic

A Daedalicove igre su na Steamu trenutno na popustu, pa ko želi, može da se opremi i pripremi.

U drugim novostima, drug Neomeđeni će ovo znati da ceni: četvorosatna montaža ljudi, žena i muškaraca koji reaguju na objavu rimejka Final Fantasy VII:

http://youtu.be/V2ubxpEMr3o

Meho Krljic

The Swindle izlazi 28. Jula, što na Steamu, što na brojnim konzolama (osim na Wii U gde će se pojaviti docnije). Mene ova igra veoma privlači, kačio sam već šta je Kris Donlan pisao o njoj, al evo opet...


http://youtu.be/38dr36e3xGA



Nightflier

Sebarsko je da budu gladni.
First 666

CorwinM

Treci dio? Ne znam, mene su razmazili noviji naslovi tipa NWN i DA1, nisam bio u stanju da odigram ni enhanced edition. Jedina igra ciji bih rimejk odnosno nastavak igrao bio bi Torment.
There are no desperate situations, there are only desperate people.

ridiculus

Crashlands je igra koja je pre desetak dana prošla Greenlight, i to za 42 sata. Akcioni RPG sa mogućnošću pravljenja predmeta, gradjenja baze i uzgoja čudnih lokalnih oblika života. Grafika je retro, ali umetnička direkcija, pozadinska priča i seting me neodoljivo podsećaju na Autostoperski vodič. Laserska odeća, zaista! :)

Igru prave tri brata koja se kriju pod nazivom Butterscotch Shenanigans. Jednom od njih je pronadjen kancer krajem prošle godine, pa je, dok je bio pod terapijom, odlučio da ostavi u zadužbinu nešto po čemu će ga pamtiti.

Sve o igri se može naći na linkovanoj stranici na Steamu.
Dok ima smrti, ima i nade.

Meho Krljic

Detalji o Super Mario Maker koji je jedini Nintendov veliki naslov najavljen za Wii U u ovoj godini.

Meho Krljic

Keiđi Inafune je sa Mighty No. 9 napravio (well, pravi ga) svog spiritualnog naslednika Mega Mana. Ali noćas objavljeni trejler (well, teaser, koncept art uglavnom) za igru Red Ash ukazuje da se Inafune dalje baca u pravcu kreiranja spiritualnog naslednika Mega Man Legends, trodimenzionalnog, poligonalnog Mega Man spinofa koji je iznjedrio svega dve igre i jedan svoj spinof/ prikvel. U pitanju su kultne igre (ako već ne superhitovi), pogotovo pomenuti spinof spinofa, The Misadventures of Tron Bonne koji je trenutno dostupan na PSN-u (naravno japanskom i američkom, ali ne i evropskom jer nas Capcom mrzi) za jednocifrenu sumu nakon što su fizičke kopije na ibeju udarale i na po 300 dolara.. Elem, Red Ash:


http://youtu.be/CbGmrySQLIg


Edit: Jurogejmer ima i intervju sa Inafuneom koji je uradio Sajmon Parkin.

Meho Krljic

Metak nas je promašio, al za dlaku.



Sony 'probably would have' cancelled The Last Guardian if fans hadn't kept asking for it

QuoteSony "probably" would have cancelled The Last Guardian if fans hadn't kept asking for an update on the project, Shuhei Yoshida has revealed.
Speaking to EDGE, the president of SCE Worldwide Studios explained that porting the project from PS3 to PS4 was "really, really tough. Especially because we were not sure if the game could be made.
"Tech issues aside, the game was still early in development, so we had to have a really strong desire to continue the project and rebuild on PS4. And of course we believed in the vision of Ueda-san, and Ueda-san and the core teams really wanted to see this realised, and so did I. Having so many people asking us about the game was great encouragement for us to continue the development."
Asked whether Sony could realistically have cancelled the game after so many years had gone by, Yoshida replied: "If everyone stopped asking about it, probably we would have."
The Last Guardian was first revealed at a PS3 game at E3 2009 but disappeared in the years following. It was re-revealed as a PS4 title last month.
The game is currently scheduled to release in 2016.

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Lepa vest iz Japana!!!!!!!!

Finally: Zero Escape Volume 3 Is Officially Official

Još lepše je znati da se zapadna lokalizacija radi paralelno pa će igra, daćeAlah, izaći (skoro) istovremeno i na našem jeziku. Da podsetim, radi se o jednom od najpopularnijih serijala u domenu vizuelnih novela, osim što ovaj serijal kombinuje vizualnu novelu sa escape the room žanrom (sem ako igrate iOS verziju) i ima ne samo dobre zagonetke već i kompleksnu naučnofantastično-trilersku priču. Veoma sam zadovoljan ovom vešću.

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Pjenim od uzbuđenja dok čitam ovaj privju za Fire Amblem: Fates!! Mnogo zanimljivo, jedino što će nas igranje obe (ili sve tri) priče u igri dodatno koštati  :cry:

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Why Some People Are Calling Fire Emblem Fates 'Homophobic'
Interesantno za pročitati. S jedne strane, to da Nintendo uvodi istopolne brakove u igru koja je em Nintendov in-haus serijal, em star više od dve decenije i izuzetno cenjen, em je u pitanju suvi mejnstrim je priličan korak napred za firmu inače vrlo pažljivu da ne ošteti svoj femili frendli imidž. S druge strane, razumem zašto bi neko mogao da bude povređen idejom da u igri ženski lik koji preferira žene nakon uzimanja magičnog napitka koji učini da ona žene vidi kao muškarce a muškarce kao žene shvati da joj se dopada muškarac  koga je tokom delovanja napitka videla kao ženu i da joj se dopada i kada zna da je muškarac.Mislim, nema ničeg lošeg u vezi sa tim sentimentom, niko nije smatrao da je Chasing Amy homofoban film, jelte, sasvim je to na mestu poruka, ali ideja o napitku koji "ispravlja" queer likove može da deluje malčice problematična u okviru kulturnih matrica u kojima se stalno govori o tome kako "izlečiti" homoseksualnost. Ne deluje mi da su autori igre imali išta slično na umu, majnd ju, ovo izgleda kao klasičan gejming/ anime/ manga mekgafin da se postigne narativna poenta, ali to ne znači da neće biti žestokih kritika...

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Osamnaest minuta No Man's Sky gejmpleja. Vrlo lepo:


http://youtu.be/CLcjvIQJns0

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Bard's Tale IV kikstarter se završava za 41 čas i još nije kasno da se malko doprinese. Igra je osigurala malo manje od milijun i po dolara što i nisu neke pare za ovu firmu (Wasteland 2 je koštao mnogo više) ali Fargo i ekipa nisu od juče i snaći će se. U to ime, objavili su i novi video u kome se vidi i malo in endžin futifža:


http://youtu.be/ARQvH-o6O_c


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Novi trejler za Transformers Devastation sugeriše da su Platinum ovde u full-mercenery modu, dovoljno je samo videti listu platformi na kojima će igra izaći na kraju trejlera...  Takođe, gejmplej deluje kao da je u pitanju Anarchy Reigns samo sa robotskim skinovima. Što ne mora da bude uopšte loše, da se razumemo, ali... više bih voleo nešto na tragu MGR i Bayonette 2... Ako ništa drugo, grafika je na mestu:


http://youtu.be/rCJJYMsgSsk


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Takođe, novi Street Fighter V trejler pokazuje dve važne stvari: 1) novi dizajn za Kena (koji je vrlo lep) i 2) da su ljudi koji tvrde da Street Fighter V ne izgleda supstancijalno drugačije od Street Fighter IV ili maliciozni ili ne gledaju. U svakom slučaju... moje telo je spremno.

http://youtu.be/8lwOe5y8gIk

neomedjeni


Though Sarevok is dead and his plan for war averted, peace eludes the citizens of Baldur's Gate. A crusade marches from the north, seizing supplies, forcing locals into military service, and disrupting trade along the Sword Coast. A charismatic warrior known as the Shining Lady leads this army, her background shrouded in mystery. Can the rumors be true—is she, like you, the child of a god?


The closer you get to the Shining Lady, the more you realize your father, the dead Lord of Murder still casts a long shadow upon your path. Baldur's Gate has put its faith in you, but you must determine whose interests you truly serve before you face the Shining Lady among the ruins of Dragonspear Castle...


Baldur's Gate: Siege of Dragonspear adds a new chapter to the Bhaalspawn saga. The events occurring between Baldur's Gate and Baldur's Gate II are at last revealed in this 25-hour expansion pack for Baldur's Gate: Enhanced Edition.


http://www.siegeofdragonspear.com/




I povrh svega, obezbedili su i konsultantsku pomoć Krisa Avelonea u nekom momentu.


Dobro, nije da Kris nije umešan na neki način u izradu svake RPG igre u poslednje tri godine i nije da će zaista pružiti krucijalni doprinos, no njegovo ime i dalje čini da telo prožmu prijatni žmarci...

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O, dakle, rade ekspanziju za prvu igru a ne novu igru? Hmmmm, mudar, lukav potez.  :lol: :lol: :lol:

neomedjeni

Možda je ovo test koji treba da pokaže da li su spremni da urade punokrvnu, 50+ sati dugu igru smeštenu u D&D setting? Nije da zaista očekujem Baldurs Gate 3, niti ga smatram potrebnim, ta priča je završena na veoma zadovoljavajući način, ali neki novi , ambiciozni RPG, što da ne?


http://www.pcgamesn.com/baldurs-gate-siege-of-dragonspear/introducing-baldurs-gate-siege-of-dragonspear-beamdogs-25-hour-addendum-to-biowares-classic


Već se krenulo sa intervjuima.

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Pa, da, ima to smisla. Prvo, da vide umeju li to da urade i drugo, da li bi dovoljno ljudi to kupilo...