[2] Dark Souls | 7 Ottobre 2011 | Prepare to die! [Topic Ufficiale]
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Discussione: [2] Dark Souls | 7 Ottobre 2011 | Prepare to die! [Topic Ufficiale]

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  1. #1
    Spoilt1986
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    [2] Dark Souls | 7 Ottobre 2011 | Prepare to die! [Topic Ufficiale]

    Per vedere la parte precedente di questo thread clicca qui: [1]Dark Souls | 7 Ottobre 2011 | Prepare to die! [Topic Ufficiale]

    Per vedere la parte precedente di questo thread clicca qui: Dark Souls | 7 Ottobre 2011 | Prepare to die! [Topic Ufficiale]


    Titolo: Dark Souls
    Data di Uscita: 7 Ottobre 2011
    Preorder Collector ShopTo: http://www.shopto.net/XBOX%20360/VID...20Edition.html
    Preorder Collector Amazon: http://www.amazon.co.uk/Namco-Dark-S...5380279&sr=1-1
    Genere: Action-RPG
    Multiplayer: Co-op online
    Sviluppatore: From Software
    Publisher: NAMCO - Bandai
    Sito Ufficiale: http://www.preparetodie.com/
    anteprima GV: http://www.gamesvillage.it/piattafor...anteprima.html

    Collector's Edition


    Immerse yourself in the Dark Souls experience with the highly anticipated game, strategy guide and a special art book packed with exclusive, high-quality imagery. The original soundtrack and behind-the-scenes video are included as exclusive downloads.

    Includes:
    Dark Souls game
    Game guide
    Special hardbound art book
    Original soundtrack
    Behind-the-scenes video

    Video








    Immagini











    Artwork






    Info & News
    Spoiler:
    - This is the official title of what was previously Project Dark

    - This time they want to increase the amount of field exploration in the game.
    - All fields are seamless, so whatever you can see, you can reach and explore. If you see a fortress or castle walls in the distance, you can eventually get there.
    - There will be no map display in the game, just a position display marker.

    - They aim to make the game just as challenging than Demon's Souls, but also just as rewarding when you succeed. The sense of achievement is important.

    - The gameplay will be similar to Demon's Souls in concept, where it's about trial and error and learning from your mistakes to play better.

    - The game does not share the same world and story as Demon's Souls.
    - The game will not use the same format as Demon's Souls in terms of having 5 worlds connected via a hub.

    - Instead all maps in the game will be linked seamlessly in a connected world. The pace of the game will feel more about exploration and discovering locations, which you can then go inside into a dungeon or whatever and explore the interior further.
    - There will be more complex level designs in the game using more vertical design in areas and such.

    - The world setting is based on medieval dark fantasy, and will contain themes like "high fantasy of kings and knights", "death and the depths of the earth", and "the flames of chaos".
    - The character creation process will not be class based.
    - The play style of the player character will have much more freedom this time.
    - There will be many more spells and items, and the animation and uniqueness of weapons will also be increased.

    - The online elements are very similar to Demon's Souls. There is cooperative and PvP.
    - You can still leave messages, and see players who died at various places.
    - There will be no Soul Tendency this time because they don't want to have to use dedicated servers to handle that shit again.
    - Instead this time there will be more features allowing players to engage in "mutual role playing" which they say are still under wraps. They'll reveal more when it's time.

    Spoiler:
    "My goal is to kill all players who think there is a safe zone in Dark Souls."

    parole di Hidetaka Miyazaki, di From Software.

    Il director Hidetaka Miyazaki in altra sede ha invece raccontato alcune delle abilità speciali che potranno essere usate nel gioco. Ad esempio, c'è una magia in grado di trasformare il corpo del combattente in ferro, ovviamente aumentando in questo modo la capacità difensiva ma diminuendo sensibilmente quella di movimento. Oppure, c'è la magia che può tramutare il protagonista in un vaso: a quanto pare, l'ideale per mimetizzarsi all'interno di determinate ambientazioni e colpire di sorpresa. Dark Souls è atteso su Xbox 360 e PlayStation 3 quest'anno.

    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.

    Link dell'intervista: http://blog.eu.playstation.com/2011/...pice-of-death/


    OP IN ALLESTIMENTO

  2. #2
    W la Pita L'avatar di Vassa666
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    16 ore di gioco, livello 34,
    Spoiler:
    battuti demone toro, il drago nelle fogne, suonata prima campana. Ora sto cercando di ammazzare la falena per poi andare dagli orchi per la seconda campana

    Ci vuole una pazienza infinita!
    Firma eliminata perché supera il limite massimo di peso consentito dal regolamento, anche se figa...

    GAMERTAG:Takrolimus PSN:Takrolimus STEAM: Tacrolimus86

  3. #3
    Utente in love L'avatar di Great Max
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    Inizio a credere sia impossibile battere i gargoyle...


    Sent from my iPhone using Tapatalk
    xboxone: D4rK Riku
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  4. #4
    Utente L'avatar di dingo89
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    Credevo anch'io, poi ho evocato il fantasma del tipo del sole e l'ho batutto al volo

  5. #5
    Comfortably Numb L'avatar di artas27
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    ancora non ho il gioco ma mi state facendo venire un'ansia terribile.
    bon mi preparo al peggio

  6. #6
    Utente in love L'avatar di Great Max
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    E fai bene xD
    Che posso potenziare/cercare/comprare per rinforzarmi un po'?


    Sent from my iPhone using Tapatalk
    xboxone: D4rK Riku
    Ps4: Riku_87
    Steam: max87riku
    Twitch: Riku_87

  7. #7
    W la Pita L'avatar di Vassa666
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    Citazione Great Max Visualizza Messaggio
    Inizio a credere sia impossibile battere i gargoyle...


    Sent from my iPhone using Tapatalk
    Prova a andare li in forma umana dovresti poter evocare il cavaliere del sole. Praticamente fa tutto lui

    Ma quando esce la guida cartacea in italiano?
    Ultima modifica di Vassa666; 10-10-2011 alle 12:23:07
    Firma eliminata perché supera il limite massimo di peso consentito dal regolamento, anche se figa...

    GAMERTAG:Takrolimus PSN:Takrolimus STEAM: Tacrolimus86

  8. #8
    Rinascita L'avatar di michele990
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    Il cavaliere del sole è evitabile e utile contro la capra?


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  9. #9
    W la Pita L'avatar di Vassa666
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    Io non sono riuscito a evocarlo. Non mi lasciava usare il suo oggetto. Non sò come funziona
    Firma eliminata perché supera il limite massimo di peso consentito dal regolamento, anche se figa...

    GAMERTAG:Takrolimus PSN:Takrolimus STEAM: Tacrolimus86

  10. #10
    Utente L'avatar di dingo89
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    ci deve essere il suo simbolo per terra per evocarlo, come quello degli altri giocatori ma rosso invece che bianco

  11. #11
    W la Pita L'avatar di Vassa666
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    Citazione dingo89 Visualizza Messaggio
    ci deve essere il suo simbolo per terra per evocarlo, come quello degli altri giocatori ma rosso invece che bianco
    Io quando l'ho evocato il simbolo era bianco se non sbaglio
    Firma eliminata perché supera il limite massimo di peso consentito dal regolamento, anche se figa...

    GAMERTAG:Takrolimus PSN:Takrolimus STEAM: Tacrolimus86

  12. #12
    Sheldon's friend L'avatar di Simonhero
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    Nessuna novità su cosa si deve lasciare nel nido del corvo?

  13. #13
    Utente L'avatar di Willshire
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    Citazione Great Max Visualizza Messaggio
    Inizio a credere sia impossibile battere i gargoyle...


    Sent from my iPhone using Tapatalk
    Io li ho battuti ieri, ho evocato due tizi che hanno tentato di partecipare e verso la fine sono morti entrambi, ho dovuto dare solo il colpo di grazia a uno ei gargoyle e ho suonato la campana. LOL

    Tutto ciò con il ladro livello 25. Ho intenzione di ricomninciare da capo però, vorrei prendere il ladro ancora una volta, voi che mi consigliate?

  14. #14
    Rinascita L'avatar di michele990
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    Come evoco altri player? vado in forma umana poi?

  15. #15
    Le tre creste assassine L'avatar di coach7290
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    raga sono all'inizio nella chiesa dei morti, dove ce quel ratto gigante. mi potete consigliare un arma decente? IO ho un ascia ma ha 95 di forza e non fa granche danno. dove posso farmare una buona spada? ce qualche nemico che la droppa?

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