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Discussione: Dark Souls

  1. #76
    Lo Zio L'avatar di Vergil
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    Predefinito Riferimento: [PS3] Project Dark, dai creatori di Demon Soul

    in uno screen mi sembra il red dragon a boletaria

  2. #77
    Il Nonno L'avatar di EddardStark
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    Predefinito Riferimento: [PS3] Project Dark, dai creatori di Demon Soul

    Citazione Originariamente Scritto da voivod Visualizza Messaggio
    sborro sangue!
    che brutta immagine

  3. #78
    Il Nonno L'avatar di Robin
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    Predefinito Riferimento: [PS3] Project Dark, dai creatori di Demon Soul

    Sto gioco mi da' di "diablo" (a livello estetico) più di diablo 3.

  4. #79
    La Borga L'avatar di KroZ
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    Predefinito Riferimento: [PS3] Project Dark, dai creatori di Demon Soul

    Citazione Originariamente Scritto da voivod Visualizza Messaggio
    sborro sangue!
    basta seghe!

  5. #80
    Ronove
    ospite

    Predefinito Riferimento: [PS3] Project Dark, dai creatori di Demon Soul

    Citazione Originariamente Scritto da Robin Visualizza Messaggio
    Sto gioco mi da' di "diablo" (a livello estetico) più di diablo 3.
    è anche meglio, imo

  6. #81
    Suprema Borga Imperiale L'avatar di Echein
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    Predefinito Riferimento: [PS3] Project Dark, dai creatori di Demon Soul

    Spero sia più accessibile, devo ancora asciugare le camicie sudate in demons soul!!!!

  7. #82
    Lo Zio L'avatar di voivod
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    Predefinito Riferimento: [PS3] Project Dark, dai creatori di Demon Soul

    su che console pensate di prenderlo? ps3 o xbox?

  8. #83
    Ronove
    ospite

    Predefinito Riferimento: [PS3] Project Dark, dai creatori di Demon Soul

    Citazione Originariamente Scritto da Echein Visualizza Messaggio
    Spero sia più accessibile, devo ancora asciugare le camicie sudate in demons soul!!!!
    Spero di no! E' pieno di giochi accessibili, non toccatemi questo e lasciatelo tosto così com'è.

    Citazione Originariamente Scritto da voivod Visualizza Messaggio
    su che console pensate di prenderlo? ps3 o xbox?
    Se il loro sviluppo è partito su PS3 lo prendo di nuovo per PS3 (specialmente se esce prima import che in Europa come per il precedente Demon's Souls). Altrimenti 360.

    Tra parentesi, con il sistema di combattimento di DS io ci vedrei bene l'uso del Move o del Kinect, IMO.

  9. #84
    Il Nonno L'avatar di Robin
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    Predefinito Riferimento: [PS3] Project Dark, dai creatori di Demon Soul

    Citazione Originariamente Scritto da Ronove Visualizza Messaggio
    con il sistema di combattimento di DS io ci vedrei bene l'uso del Move o del Kinect, IMO.
    Con quest'unica frase hai cancellato completamente ed irrimediabilmente qualsiasi interesse che avrei potuto avere verso questo titolo (e predecessore).

  10. #85
    Ronove
    ospite

    Predefinito Riferimento: [PS3] Project Dark, dai creatori di Demon Soul

    Citazione Originariamente Scritto da Robin Visualizza Messaggio
    Con quest'unica frase hai cancellato completamente ed irrimediabilmente qualsiasi interesse che avrei potuto avere verso questo titolo (e predecessore).
    E perchè? Perchè non è un hack'n'slash mindless e si deve invece prestare attenzione a come ci si muove?

    Hai mai giocato a DS? Se si capisci che intendo dire, in caso contrario probabilmente non hai capito una fava.

  11. #86
    Lo Zio L'avatar di voivod
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    Predefinito Riferimento: [PS3] Project Dark, dai creatori di Demon Soul

    Citazione Originariamente Scritto da Ronove Visualizza Messaggio
    Spero di no! E' pieno di giochi accessibili, non toccatemi questo e lasciatelo tosto così com'è.


    Se il loro sviluppo è partito su PS3 lo prendo di nuovo per PS3 (specialmente se esce prima import che in Europa come per il precedente Demon's Souls). Altrimenti 360.

    Tra parentesi, con il sistema di combattimento di DS io ci vedrei bene l'uso del Move o del Kinect, IMO.

    Azz...la vedo dura con kinect o move...hai voglia.. altro che stamina...mi ci vuole una flebo dopo!

    Io stavolta passo l'import, con la storia dei server americani mi son perso la possibilita' di giocare con gente italiana o amici, in quanto pochi l'avevano preordinato dagli usa.

    Se e' multypiatta secondo me esce piu' o meno in contemporanea si qua che usa.. poi vedremo, pero' io penso andro' di xbox per via del live, sempr eche non sia veramente tanto inferiore come versione rispetto a quella ps3.

  12. #87
    La Borga L'avatar di KroZ
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    Predefinito Riferimento: [PS3] Project Dark, dai creatori di Demon Soul

    Citazione Originariamente Scritto da voivod Visualizza Messaggio
    Azz...la vedo dura con kinect o move...hai voglia.. altro che stamina...mi ci vuole una flebo dopo!

    Io stavolta passo l'import, con la storia dei server americani mi son perso la possibilita' di giocare con gente italiana o amici, in quanto pochi l'avevano preordinato dagli usa.

    Se e' multypiatta secondo me esce piu' o meno in contemporanea si qua che usa.. poi vedremo, pero' io penso andro' di xbox per via del live, sempr eche non sia veramente tanto inferiore come versione rispetto a quella ps3.
    probabilmente lo prenderò anche io per ps3 perche la maggior parte delle persone con le quali coopperò ha la ps3...ma lo prenderei per xbox solo perche almeno c'è una chat vocale decente..

  13. #88
    Bishop76
    ospite

    Predefinito Riferimento: [PS3] Project Dark, dai creatori di Demon Soul

    nuova intervista:

    Sid Shuman: Would you describe Dark Souls as a sequel to Demon’s Souls, or a spiritual successor? Does Dark Souls reside in the same universe as Demon’s Souls?
    Hidetaka Miyazaki, director, Dark Souls: Dark Souls is not a sequel to Demon’s Souls by any means. However, it’s created by the same producers and director and so the ideologies, concepts, and themes have carried over and are similar. It’s a totally new game with similar concepts.

    SS: Demon’s Souls is infamous for its high difficulty. Will Dark Souls be as difficult?
    HM: Yes, Demon’s Souls was known for its incredible difficulty [laughter]. With Dark Souls, we don’t want to decrease the difficulty at all. Actually, we intend to increase the difficulty of the game. (Sid: !!!) But not simply by making the game harder, but by giving players the freedom to strategize freely and conquer that difficulty, and to be rewarded accordingly.

    This is an analogy we often use: We are trying to create a game that is spicy. And we want to make it as spicy as possible. But it is edible, it tastes good, and it leaves you wanting more.

    SS: How do you keep a difficult game from becoming overly punishing, and drive the player to quit in frustration?
    HM: Good question. We can’t tell you all of our secrets, but there are a few ways we prevent users from drifting away. Number one, the difficulty is not dependent on the skill level of the user. We have not created a game where players who react faster or press buttons faster are better than others. Second, when a player dies, we try to leave a sense of “maybe if I try a different strategy I can succeed.” Things that you lose in death can be outweighed by the rewards of trying again. We try to give players lots of freedom to design their own gameplay style, and we’ve implemented enough content to enable users to continue challenging themselves and continue making progress.

    One more aspect is the difficulty based on repetitiveness. We don’t want users to have to constantly carve away health from enemies. We’ve created all characters — including enemies and the player — to have high attack power but low defense. We don’t want users to hack and hack and hack away to defeat an enemy. It’s more strategic. We want users to think, “if I avoid this enemy, maybe I can overcome him.” We don’t want players to be frustrated by doing the same things over and over.

    SS: Death was a part of life in Demon’s Souls. But it required that you replay the entire level from scratch with enemies in identical locations. Will Dark Souls force players to restart levels? Will levels be less repetitious to replay?
    HM: The main concept has not changed: You try something, die, learn from your mistakes, and eventually overcome those mistakes. In Dark Souls, we’ve added the ability to players to choose their recovery point — essentially respawn points. If you die, you won’t be taken back to the beginning of the level. And as you explore the world, you can carve out your own territory and retry quests you failed. That’s a big difference. It’s an aspect that we want players to use to strategize their approach to the game.

    SS: Will Dark Souls have a less intimidating control scheme than Demon’s Souls?
    HM: In Demon’s Souls, when you finally get used to the controls, it feels pretty good. So for Dark Souls, the controls and feel won’t change too much. However, we are adding a tutorial so players don’t have to fight to learn how to play. We don’t want to take the players step-by-step, we just want them to get past the first step.

    But generally, for Dark Souls, learning commands and controlling your character is probably a little bit easier. But to counter that, we’ve added a lot of aspects that users must learn beyond the controls. The amount of magic, the number of weapons, the types of weapons, the moves attached to the weapons…there is a lot more that players must learn in order to conquer the challenges.

    SS: Does that mean we can expect a lot of new weapons with unique functions?
    HM: The simple answer is yes. But we’re not just increasing the number of weapons; we want to improve the uniqueness of each weapon. Each weapon will have characteristics that are vastly different from other weapons in the game. As an example, the player starts with a Long Sword. Eventually he might find a Holy Sword, which is far more powerful but is used very differently. Some players will choose to continue using the Long Sword simply because they’re more comfortable with it.

    We want to give players many options, even if that means they use the sword that ‘fits best in the hand.’ We want you to become emotionally and physically attached to the weapon you’re using. Perhaps the Long Sword, after you’ve used it for so long and taken such good care of it, is the real Holy Sword. [laughter] The real Holy Sword, though, might be very hard to master despite its power. And some players will say, “This is difficult to use? Leave it to me, I’ll master it.” [laughter]. The mind games and strategizing — that’s the most fun aspect of the game to me.

    SS: How will dual-wielding weapons impact combat? Is using two swords at once a successful strategy, or more of an “expert’s mode”?
    HM: Dual wielding is an option, but it’s a very difficult choice for novice players. The default fighting style is holding a shield in one hand, a weapon in the other. And the shield adds a lot of protection, it’s quite powerful in its own way. If you see another player dual wielding, we want you to think, “Oh my god, this guy is special!” Dual wielding is a way to challenge yourself, but it has a lot of downsides and makes the game much harder. When you’re in trouble, you’ll want to return to your shield and sword.

    We want to keep dual wielding special. It’s a very unique strategy that will hopefully give a new experience to the player as well as those who see him.

    SS: Like Demon’s Souls, Dark Souls will include online co-op and competitive play. Are you planning any broad changes to the multiplayer?
    HM: Yes. Throughout the game, there will be both cooperative and competitive play with other players. Each user will enjoy a unique single-player game; at times, they will cross paths with one another. Depending on the situation, the time, and the players’ goals, those players may cooperate or compete against each other. The multiplayer system we’re creating will envelop the single-player mode. Multiplayer will enhance single-player, make it more unique, compared to other games that emphasize traditional multiplayer co-op or competitive play.

    SS: What’s the single addition to Dark Souls that you’re most excited by?
    HM: Probably the Beacon Fire. It stands for a lot of things. It serves as a recovery point; when the player’s health is low, the Beacon Fire helps you recover. It serves as a respawn point as well. So it’s powerful from a gameplay perspective. Secondly, the Beacon Fire will be used to share experiences with other players. It’s a place where players can gather together and communicate — not verbally communicate, but emotionally communicate. Third, it’s probably the one place in Dark Souls where users can relax just for an instant. In this cold, dark world, the Beacon Fire is a place of warmth. It’s one of the few locations in the game that is heartwarming. It expresses this dark fantasy world I’m trying to create.

    SS: How will character creation work? Are there still classes? How can I augment and customize my character?
    HM: The basics are quite similar to Demon’s Souls, but you can customize the physical build of your character now in addition to his face. There’s a lot of customization in terms of gameplay styles and parameters. It’s very open, and there are many more options than in Demon’s Souls. You can create any type of character you’d like to create.

    SS: What’s your philosophy regarding monsters in Dark Souls? Are you going for really grim, grotesque creatures?
    HM: Calling it a “philosophy” is probably overstating it a bit [laughter]. I want to expand the range and variety of all the enemies, whether they’re hideous or beautiful or strong. I don’t lean towards any particular type, but [high-level enemies] will be pretty disgusting. And you might not believe this, but all the monsters I design — from Demon’s Souls to Dark Souls — are “beautiful” to me, no matter how gruesome their appearance.

    SS: What games are you looking forward to playing in 2011?
    HM: Politically this is sort of a difficult question to answer! [laughter] I’m a big gamer. But to be honest, right now I absolutely love Magic: The Gathering Online. For 2011, I’m really looking forward to UNCHARTED 3 and The Elder Scrolls V: Skyrim.

    UNCHARTED 2 came out around the same time as Demon’s Souls, so it was a big competitor for us at the time. But UNCHARTED has done so well, and now I’m really excited for UNCHARTED 3. I’m quite interested in Skyrim because the fantasy world is something I really look forward to in games.

  14. #89
    Bishop76
    ospite

    Predefinito Riferimento: [PS3] Project Dark, dai creatori di Demon Soul

    un'altra intervista apparsa su 4Gamer:

    Where is Demon's Souls 2?

    - 4Gamer asks directly why Dark Souls is not Demon's Souls 2. Miyazaki says that it would be a lie if he says that he never wanted to make a sequel in the first place. Instead various things happened, and they ended up having to make a brand new IP. He is thankful that happened though, because this allowed him to be more creative and to make improvements which change things without feeling the need to conform too much to a defined franchise.


    Is Bandai Namco Games going to ruin the game with crossovers and DLC?

    - 4Gamer wants to know if Bandai Namco characters will be showing up in the game since they're collaborating. Miyazaki flat out denies this and says the world is incompatible with crossovers in this way, and it would not fit the game.

    - 4Gamer then presses on the issue, and asks if From Software will be doing tons of DLC for the game since Bandai Namco is involved in some way. Miyazaki says that he hasn't really thought much about actual DLC content so far, but he doesn't rule it out. What he does rule out specifically is that they will not be selling items or cheats. They will never put out DLC which gives the player an option of paying to get something other than working for it in the game itself. Instead, DLC will only be considered if it fits into the online design and engine of the game, in a way where it is actually interesting to explore such an option.


    Is Dark Souls now just an Oblivion knock-off?

    - 4Gamer also quizzed the director on whether being a fully seamless world, that Dark Souls would be an open world game like Oblivion. Miyazaki says that the style of the game is very different from Oblivion, and it won't be the sort of open filler exploration world. Instead the concept is to create fully integrated dungeons and to link them to each other in a seamless way. In other words, it will be no different from how Demon's Souls have various stages and parts of stages, but this time they will all be connection seamlessly instead.


    Improvements and expansions to the Demon's Souls format.

    - In terms of content and play time, Miyazaki says that Demon's Souls takes players on average about 30-40 hours to complete, and contains about 40 enemy types or so. For Dark Souls, he expects the game to last about 60 hours on average, and there will be close to 100 different enemy types.

    - Miyazaki outright admits that he feels that the weapon customization/upgrade system in Demon's Souls was somewhat of a failure. He says that while Japanese players seemed to be okay with the complexity and vagueness of the system, overseas players sent many feedback letters which suggested that the system was too complicated and obscure for its own good. This is bad because players cannot fully utilize the system due to their failure to properly explain things. It will be improved in Dark Souls and they are considering this aspect very carefully.


    New details on the expanded multiplayer features.

    - Miyazaki also sheds the most detail we've heard so far about the new multiplayer systems. For the "sharing of experiences" part, he details it as such that he wants to create the feeling of players helping each other through difficulty parts, but integrated as part of the game. In a comparison, he says he really liked the good old says where people played Dragon Quest and would share their strategies with other players, and people would talk about their different experiences through the game, and in doing so help those who are having difficulty. He says there will be more details later.

    - As for the "mutual role playing" system, he wants to create a feeling where other players interact with each other throughout the game even as each player plays their own game. While there are elements of this in Demon's Souls, this system specifically wants to take both co-op play and PvP play to the next level. The example he gives here is Lord of the Rings. In LotR, Frodo discovers the One Ring, which is a valuable item, and he is tasked to keep it and protect it. That is his role. On the other hand, there are the black riders who have long searched for this valuable item throughout the world. When Frodo possesses the ring, their roles clash because of contradicting objectives. If the black rider happens to defeat Frodo and attain the ring, then he is a fortunate player who managed to get what he wants, the player who loses the ring because he failed to protect it is unfortunate...


    Miyazaki's promotion.

    - Miyazaki is both the director and the producer of Dark Souls, but his job role hasn't really changed. The main reason is that his producer role is as the internal producer of development in From Software, which is pretty much what he did as director anyway. The reason why he is also the producer is because at the time earlier in the project, he had to put the team together and drive development quickly to get the project off the ground. It sounds like he's really the one who made Dark Souls happen.


    What's this Dark Ring trademark Bandai Namco Games made last year?

    - Some fun trivia about the game title: Right before TGS 2010, the title of the game was Dark Race. The Dark Race would refer to the ones who were cursed in the game. This was going to be the real title and it even had a logo designed. But just before TGS they got feedback that it would sound incredibly racist to the western market. So Miyazaki had like 2 days to come up with a new title. He looked at the logo and said "Well if we can't use Race, let's keep the Dark." and made the placeholder title Project Dark for the announcement.

    - After TGS, they took the word Dark from Project Dark to explore new title options. They decided on two titles: Dark Lord and Dark Ring. But Dark Lord was already taken as a trademark apparently, so they settled on Dark Ring instead. Unfortunately for the director, his luck with the English language is terrible, and he was informed before the start of this year that Dark Ring is also a British slang for the anus. Curses! This topic came about because 4Gamer asked him specifically about the Dark Ring trademark that Bandai Namco Games registered in Japan.

    - Apparently Dark Ring was chosen because the mark of the curse on a player was that of a circle somewhere on their body. This "Dark Ring" as a sign of the curse was fitting for the title, but it's too bad that it would invoke thoughts of the anus in some people. After this, they settled on Dark Souls.


    Where's my Dark Souls demo? Can I play with Japanese players this time?

    - Miyazaki says there will probably not be a downloadable demo for the game, although they do plan on making the game playable at various events and playable sessions. The point he made is that the game is not one which can be easily explained or appreciated in a short period of time or in a small segment. He seems to feel that a playable demo of the game would be a waste of time for the developer and the players.

    - He also confirms that Dark Souls is not just a worldwide game in terms of release, but also in the the online space. He was disappointed that they could not implement an online system for Demon's Souls where all players could play together, and it's a pity because the online system was specifically designed such that it did not require direct interaction between languages. For Dark Souls you will be able to play with players all over the world.
    notizie davvero molto interessanti: 60 ore necessarie per finire il gioco (30-40 nel primo), 100 mostri diversi (40 nel primo), sistema di upgrade di armi completamente riprogettato....insomma si candida già come potenziale GOTY 2011
    Curiose anche le informazioni sulla scelta del nome, meno male che alla fine hanno scelto un nome "consono"

  15. #90
    Ronove
    ospite

    Predefinito Riferimento: [PS3] Project Dark, dai creatori di Demon Soul

    30-40 nel primo
    Se, forse sparandoti dentro all'acceleratore di particelle in 40 ore si riesce a completarlo.

  16. #91
    La Borga L'avatar di KroZ
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    Predefinito Riferimento: [PS3] Project Dark, dai creatori di Demon Soul


  17. #92
    Ronove
    ospite

    Predefinito Riferimento: [PS3] Project Dark, dai creatori di Demon Soul

    Eh si, perchè quel fenomeno alla sua prima sessione lo ha finito con uno speedrun, vero?
    Ultima modifica di Ronove; 10-02-11 alle 17:16:29

  18. #93
    La Borga L'avatar di KroZ
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    Predefinito Riferimento: [PS3] Project Dark, dai creatori di Demon Soul

    non credo

  19. #94
    Bishop76
    ospite

    Predefinito Riferimento: [PS3] Project Dark, dai creatori di Demon Soul

    nuovi screens/artwork:



    Summoning the Black Iron Knight.



    An enormous grey wolf is looking down at the player, framed against a perfect clear night sky.



    A weary Knight is resting by a forest with an imposing bell tower emerging from the trees not far ahead.



    Skeleton warriors launching a deadly attack on a thief character.



    The "Iron Body" spell makes the warrior's body very tough and heavy so that he cannot easily be harmed by enemy attacks. However, the extra weight reduces his mobility and speed, so it is important to use the spell strategically.



    A gigantic zombie dragon, one of the foul and deadly creatures players will encounter.





    A very unique looking knight with special armor and weapon.




    The holy woman of ashes.




    The interior of a building resembling a library, with a spectacular staircase structure spanning the void.

  20. #95
    Bishop76
    ospite

    Predefinito Riferimento: [PS3] Project Dark, dai creatori di Demon Soul

    altri..



    The player kicks an enemy off the ladder. In Dark Souls players will frequently fight enemies in similar precarious situations.




    Fighting alongiside other summoned players against a gigantic enemy with scales, wings and protruding ribs.




    The Beacon Fire. These fires appear at places throughout the game and serve as vital Recovery, Restart, and Experience Sharing Points.




    One of the gigantic monsters that players will meet, a creature of deadly fire and lava.




    no text...




    The Black Iron Knight wielding his formidable sword in combat.

  21. #96
    Suprema Borga Imperiale L'avatar di DagonCultist
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    Predefinito Riferimento: [PS3] Project Dark, dai creatori di Demon Soul

    madonna, che stile ragazzi!!!

    Lo screen con il megalupo è fantastico.. che classe hanno sti qua!

  22. #97
    Il Somax
    ospite

    Predefinito Riferimento: [PS3] Project Dark, dai creatori di Demon Soul

    Il lupo è fenomenale, ma anche il resto non scherza proprio per niente. Meanwhile, mi sono messo a rigiocare DS, ma ho addosso un mare di ruggine tale che mi fa il culo perfino armor spider

  23. #98
    Il Nonno L'avatar di EddardStark
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    Predefinito Riferimento: [PS3] Project Dark, dai creatori di Demon Soul

    fantastico...io spero solamente ci sia solo una varietà maggiore di armi ed armature ..senza ovviamente che ciò stonasse con con il contesto

  24. #99
    La Borga L'avatar di KroZ
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    Predefinito Riferimento: [PS3] Project Dark, dai creatori di Demon Soul

    mi sego.

  25. #100
    Ruka-san
    ospite

    Predefinito Riferimento: [PS3] Project Dark, dai creatori di Demon Soul

    Epic

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