Primeros detalles de Lords of the Fallen (Primer Trailer en pág 2)
#37
Cita
Pintaza. De lejos, una de las mejores CGs que he visto este año.

A ver si de aquí a dos meses, vemos algo de gameplay.
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#38
Cita
Lords of the Fallen: More than High-Fantasy Dark Souls
August 25, 2013 6:22AM PDT
By Maxwell McGee, Editor

Cita:With its methodical combat, Lords of the Fallen could be seen as yet another spin on the Souls series--but its developers have something else in mind.
Watching the demonstration for Lords of the Fallen, the upcoming, third-person action role-playing game from Deck13 and publisher CI Games, I was struck with a sense of déj├á vu. Here was a very deliberate, calculated game where every blow was decisive and deadly. I felt like IÔÇÖd seen this before, in a game GameSpotÔÇÖs own Tom Mc Shea will never stop talking about. However, after speaking with developers Jan Klose and Tomasz Gop, I learned that Deck13 is aiming to distinguish Lords from Souls in a few key ways.


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"We want to make our combat really feel credible and make you feel like youÔÇÖre in control of every action and see the consequences," said Klose. "Dark Souls didnÔÇÖt invent this style of game--but it did execute on that style in a really brilliant way. This is something more games should be doing, instead of just [hacking-and-slashing]." Devil May Cry, this is not.

During the demonstration, Klose and Gop emphasized the importance of observing--and learning--your opponent. Most fights were one-on-one duels, and when our hero attempted a blind assault the enemy cut him down in moments. The second time, our hero kept his distance while learning his opponentÔÇÖs moves. A strategy was formed: dashing attacks could be countered by rolling into the enemy swing and countering from behind, while sword swipes always came in sets of three and left the enemy vulnerable after the final swing. Armed with this knowledge, victory soon followed.

Gop and Klose compared this style of combat to that of a fighting game: proper spacing, prediction, and reaction yielded greater payoffs than spamming attacks. ItÔÇÖs a challenging system that rewards putting care and thought into each attack. However, Gop was quick to note that, while their game will be challenging, they donÔÇÖt want it to feel punishing. "WeÔÇÖre not a punishing game, at least not if the player doesnÔÇÖt want [punishment]," he said.


I know challenging and punishing sound alike, but Deck13 wants to make sure players can have one without the other. If you want to make the game challenging for yourself youÔÇÖre free to do so, and you will be rewarded for your efforts. But if you find yourself stuck on an especially difficult foe--or are simply uninterested in the extra challenge--Lords of the Fallen won't punish you. Instead, it gives you some tools to help odd out the evens and give yourself an edge in battle.

"The game still has this level of tactical approach, of complexity, but you donÔÇÖt have to make it punishing if you donÔÇÖt want to."One example is the gameÔÇÖs magic system. Magical abilities are extremely powerful in Lords of the Fallen, such that the developers refer to them as "Smart bombs." One example I saw was a spell that knocked enemies off their feet, letting our hero score a few free hits before his opponent could right himself. So whatÔÇÖs stopping you from using these spells at every turn? Well, if you manage to defeat an especially challenging foe--say, a boss--without using magic, the game will reward you with extra loot or other goodies for you trouble.

"If thereÔÇÖs an enemy you feel is tough and, for whatever reason, you get a hint from the game that thereÔÇÖs only one way to defeat that enemy and you simply donÔÇÖt have the time or patience to learn it, you can use supernatural powers to defeat it that way," explained Gop. "The game still has this level of tactical approach, of complexity, but you donÔÇÖt have to make it punishing if you donÔÇÖt want to."


Chances are you'll die a lot in Lords of the Fallen, but the developers want you to learn something from every death.
Other tools for tackling tough opponents included sneaking up striking them from behind for extra damage, or in some cases taking an alternative route to avoid the fight entirely. Deck13 doesn't want you to feel hopelessly stuck in any fight. Lords of the Fallen is designed to be challenging, but exactly how challenging is up to you.

"And itÔÇÖs not like you can use all these means to mindlessly rush through the game," Klose added. "TheyÔÇÖll give you a head start, but if you do not learn the basics of fighting and tactics you wonÔÇÖt make it through this game."

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Fuente: Gamespot
(Ultima edición: 28-08-2013 05:08 por Sir_Dekar.)
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#39
Cita
En la primera foto qué sale, ¿un orco?
Spoiler :
trollface

Mentirme y decirme que sale en ps3...
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#40
Cita
PAX: Lords of the Fallen Preview & Impressions
01 September 2013  Last Updated on 01 September 2013  Nick Pinkerton

Following the release of its Gamescom trailer, City InteractiveÔÇÖs Lords of the Fallen has turned some heads with its Dark Souls flavor of action-RPG combat. Having seen a gameplay demo from co-developers CI Games Warsaw and Deck13 Interactive at PAX Prime, weÔÇÖre excited for Lords of the FallenÔÇÖs tactics-heavy, dynamic gameplay, and see it as a next-gen foray worth our time.

LOTF-Boss

ÔÇ£Creator and Destroyer of Worlds, Hear My Vow!ÔÇØ

Lords of the Fallen takes place thousands of years after a war between a tyrannical godÔÇÖs army and humankind. After defeat, the god fell beneath the earth (think Nordic folklore) but has recently resurfaced ÔÇô now raising an army of ÔÇ£Lords,ÔÇØ or in-game bosses, more powerful than before.

Players choose between three classes: Warrior, Rogue, and Cleric. The classes only vary in their initial weapon and magical powers, but once you make the path-defining choice, you have a lot of freedom to play how you want; IÔÇÖll share more about this later.

Lords of the Fallen is not an open world game. There will be moments in an environment when you can choose which route to take in order to reach a boss, but the game intends to keep you moving through the storyline in a guided fashion. Still, youÔÇÖll have the chance to revisit environments and explore, so itÔÇÖs not entirely linear, either.

No Button-Mashing Here

If youÔÇÖve played other action RPGs like the Elder Scrolls and Kingdoms of Amalur, youÔÇÖve probably had a guilty moment or two of button-mashing your way to victory. As Executive Producer Tomasz Gop showed us in his Lords of the Fallen demo, such a tactic will get you killed by just about any enemy.

Similar to timing attacks and cautious movements in Dark SoulsÔÇÖ combat, Lords of the Fallen encourages carefully thought-out reactions to enemy combatants. To succeed in Lords of the Fallen, players must study their enemies and counter with timely, appropriate attacks. Watch your enemy lunge at you, then dodge to the side to catch her off guard; test which of your enemyÔÇÖs attacks your shield can block, then come back with a three-hit combo. The overall melee combat dynamic is fairly fluid: every enemy has at least three attack types and, depending on your position and maneuver, you will develop different ways to use your attacks in each battle.

Although rooted in melee, Lords of the Fallen breaks up the clanging of swords and shields with spells, which are a permanent derivative of your character class ÔÇô like a ray of light shot from our demo PCÔÇÖs cleric.

The Rhogar and their Lords

LOTF-warrior

One the main ways Lords of the Fallen breaks away from action-RPG conventions is through its boss battles. This is done primarily by information conveyance, battle staging, and preparing the player for battle. For starters, any time thereÔÇÖs a boss battle, there are indicators in your surrounding environment (like a pile of corpses outside a door), conveying to the player that it may be time to re-equip and focus. ItÔÇÖs a small feature, but it makes a huge impact on the playerÔÇÖs experience.

Boss battles are broken down into multiple stages that vary the strengths and weaknesses of each boss. In the demo, the boss lost some of his shield at every stage. Once the shield was completely broken, it wielded a powerful two-handed twirling attack that Gop made sure to steer clear of ÔÇô and for good reason: You usually want to do that when your enemyÔÇÖs weapon starts glowing with fire.┬á



Throughout Lords of the Fallen, youÔÇÖll be fighting an army of Rhogar, demon-like soldiers that are captained by Lords. There are several varieties of Rhogar in Lords of the Fallen, but rather than make enemies more difficult by increasing their level and/or HP, Deck13 and CI Games have varied the same enemy types by equipment and abilities. For example, the same Templar from earlier in the game could be much more challenging now that he has learned a different strike or uses a heavier armor. The product of this is heightened planning heading into each confrontation and reduced chance of repetition. You definitely wonÔÇÖt be fighting the same bad guy over and over.

Player Progression and Upgrades

For class-specific progression, you earn and improve specific spells and abilities through a skills tree (somewhat standard), but the rest of progression is fairly loose. Lords of the Fallen is more about letting you control how you want to fight. After running around as a Cleric in heavy armor, Gop swapped out his Cleric hammer and armor for some lighter Rogue armor and dual daggers. As a result, he moved quicker, struck quicker, and in the case of his sneak attack from behind, killed quicker. Being able to swap gear on the fly is absolutely critical to your pre-battle strategy, and being able to do this at any point during your exploration should keep the gameplay fresh.

More to Come

CI Games and Deck13 have revealed little about Lords of the Fallen, which is partially due to the gameÔÇÖs appearance on next-gen systems ÔÇô PS4, Xbox One, and the always next-gen PC. But taking it from Gop, who was the executive producer of The Witcher 2 and worked on Skyrim and Kingdoms of Amalur, weÔÇÖre sure the coming months will reveal more about the depth behind Lords of the Fallen, its dynamic strategy, and its lore.

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Fuente: Gamernexus
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#41
Cita
Nueva entrevista a Tomas Gozp (el productor del juego) con abundante información:

http://www.onlysp.com/spicy-filling-addictive-tomasz-gop-on-lords-of-the-fallen-exclusive-interview/

Cita:We know there is a main questline to play through, but where it will take us is unknown at this point. We do know that the story is not completely linear. The choices you make will impact the way the story plays out. Gop confirmed that there will be multiple endings, and that they depend on choices that the player makes throughout the game.
While we already revealed that the main story is only about 15 hours long if you rush it, the game as a whole should last a very long time. The main plot is ÔÇ£independent of how much side exploration there actually is in the game.ÔÇØ allowing for ÔÇ£quite a lotÔÇØ of extra things to do, Gop assured us ÔÇô like side quests, ÔÇ£optional world sectionsÔÇØ, and secrets. Additional side quests and exploration, along with a New Game + mode, should complete your gameplay experience, potentially offering an infinite amount of replayability. ÔÇ£But if weÔÇÖre talking about strictly walking through the main quest,ÔÇØ said Gop, ÔÇ£and skipping everything else ÔÇô what a loss! ÔÇô then something along the lines of 15 hours might give you an idea [of the gameÔÇÖs length].ÔÇØ

Lords of the Fallen will be primarily a gameplay experience, and the team seems to be putting quite a bit of effort in creating a game that hits all the right notes in that department.
Instead of making a sandbox world, popular with modern RPGs, Lords of the Fallen instead takes a semi-open level approach. ÔÇ£[This was a] decision [we] made at the very start ÔÇô weÔÇÖre not a sandbox game, weÔÇÖre not an orthodox RPG ÔÇô weÔÇÖre an Action RPG.ÔÇØ It was also a practical issue for the team, Gop admitting that ÔÇ£[t]ime, money, qualityÔÇØ also played a part in that decision.
We already revealed that character classes and progression would build upon the three class, three pillar development process. The initial class choice ÔÇô Cleric, Rogue, or Fighter ÔÇô determines the magic pool that a player will have access to. Gear and stats are the other two focuses for development, with players finding or crafting new gear as they progress, and purchasing stat points with XP. Certain gear and stats helps certain character classes more than others, but there are no restrictions on how you develop your character ÔÇô apart from the class magic restrictions. It sounds like a traditional system, and it may well be, but itÔÇÖs widely used in games for a very good reason ÔÇô it works.
Gop was completely frank about their goals with combat  Cutting the long story short, its not unlike anything before. Gop stated. Its more like all the best games youve played before. Why reinvent the wheel, if you can mix and match already great gameplay elements into an improved whole? Were aiming at getting the different proportions of ingredients from RPGs, fighter games and even strategies into one big bowl to make a soup that is spicy, filling and addictive. Instead of distinguishing itself by creating new, untested combat systems, instead Lords of the Fallen is relying on a challenge without punishment approach. What that means is that players will learn by dying, immediately [able to] point your finger at the mistake youve made A pure forge of skills.
ÔÇ£[I]tÔÇÖs going to be a system thatÔÇÖs not very easy to learn, but weÔÇÖre making sure players have all the tools needed to grasp it.ÔÇØ Gop expanded. ÔÇ£WhatÔÇÖs even more important, itÔÇÖs not a punishing experience because you can distribute the learning process along the way at your own pace.ÔÇØ


Nuevos detalles de Lords of the Fallen

Según hemos podido leer en OnlySP, Tomasz Gop, productor de Lords of the Fallen, ha desvelado nuevos detalles del juego. Gop comenta "si hablamos de la duración de la historia principal, sin realizar misiones secundarias y omitiendo las escenas, podríamos tardar un total de 15 horas en completar la aventura".

Por otro lado, el que fuera productor de The Witcher 2 Assassin of Kings también declara "técnicamente, y si contamos con la búsqueda de todos los tesoros y secretos, la exploración y con el Nuevo juego +, la duración podría ser infinita". Además, Tomasz Gop también comentó que los jugadores tendrán que conseguir trofeos y cumplir numerosos objetivos a lo largo del juego.

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Fuente: Hobby Consolas
(Ultima edición: 03-01-2014 05:39 por Sir_Dekar.)
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#42
Cita
Instead of making a sandbox world, popular with modern RPGs, Lords of the Fallen instead takes a semi-open level approach. ÔÇ£[This was a] decision [we] made at the very start ÔÇô weÔÇÖre not a sandbox game, weÔÇÖre not an orthodox RPG ÔÇô weÔÇÖre an Action RPG.ÔÇØ

Me hace gracia este párrafo. Es como si dijeran, queremos innovar mucho mucho mucho y no es una mezcla de todo lo que habeis visto. Vamos, que cada vez toma más peso que sea un estilo a Kingdoms of Amalur, pero claro, no se atreven a decir que se asemejan a "algo".
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#43
Cita
(03-01-2014 10:20)Jagang link escribió:Instead of making a sandbox world, popular with modern RPGs, Lords of the Fallen instead takes a semi-open level approach. ÔÇ£[This was a] decision [we] made at the very start ÔÇô weÔÇÖre not a sandbox game, weÔÇÖre not an orthodox RPG ÔÇô weÔÇÖre an Action RPG.ÔÇØ

Me hace gracia este párrafo. Es como si dijeran, queremos innovar mucho mucho mucho y no es una mezcla de todo lo que habeis visto. Vamos, que cada vez toma más peso que sea un estilo a Kingdoms of Amalur, pero claro, no se atreven a decir que se asemejan a "algo".

En otra ocasión, el productor sí mencionó que el sistema de combate estaría inspirado en Dark Souls, Batman Arkham City y Kingdoms of Amalur:

http://www.hobbyconsolas.com/noticias/an...cher-52452
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#44
Cita
Pues bien, que esté definido, me alegro.
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#45
Cita
Nuevas imágenes:

[img=1280x718]http://media.vandalimg.com/m/20985/lords-of-the-fallen-2014113141513_2.jpg[/img]

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#46
Cita
Lords of the Fallen is difficult, epic, and a little bit evil ÔÇô interview
Lords of the Fallen is the first new RPG project from Witcher 2 producer Tomasz Gop. VG247ÔÇ▓s Dave Cook talks with him about the gameÔÇÖs setting, its tough difficulty and how sometimes being an evil sod is actually the best course of action.

ÔÇ£This is a game about you crossing the gap, and the difference and distance between being a random noob at the beginning, and skilled pro player at the end. This crafting of your skill is what this is about, and I thought Dark Souls was exactly about the same thing.ÔÇØ
Tomasz Gop knows a thing or two about crafting a story-rich RPG experience. The Witcher 2: Assassin of Kings was top-heavy with narrative, lore and a running tale that branched depending on the playerÔÇÖs actions. During a recent Skype conversation with me the executive producer repeatedly stressed that his new project Lords of the Fallen will focus more on combat than plot, but I suspect heÔÇÖs being slightly modest because itÔÇÖs got one of the most intriguing settings IÔÇÖve encountered in recent months.

Sure, itÔÇÖs set in a fantasy world like The Witcher, but in this realm the people take an almost religious attitude to evil and the nature of morality. Thousands of years before the game begins, humanity decided it could no longer follow its god, so whole armies vanquished the entity and imprisoned him below the Earth. With his dying breath he tried to rise up from the rock, tearing his arm through the surface. The god ultimately perished but his hand still towers out of a vast mountain range, serving as a reminder of the old ways. The new era had begun.

Evil was vanquished, but the people decreed that it mustnÔÇÖt be allowed to return. To that end, humanity started punishing evil misdeeds by coming up with a codex of all the wicked things a person might do, and then tattooing the symbol of each act on the faces of sinners. Lords of the Fallen stars a hero called Harkyn, a man whose body is covered in these marks. HeÔÇÖs as evil as they come, but as luck would have it; heÔÇÖs the only one capable of stopping the fallen godÔÇÖs demon horde, which has mysteriously sprung back into life. Fate can be funny like that, you know?

ÔÇ£It so happens that for whatever reasons our hero is a guy who has committed a lot of these bad deeds,ÔÇØ Gop told me. ÔÇ£He has been marked with that all over his face, and not only does everyone know that, it gives him a special kind of character, a personality. On one hand everyone believes evil can be cast away, but on the other hand our hero ÔÇô this guy ÔÇô is the personification of everything that is evil in the world. This has to be something weird, especially if, right now, it so happens that those demons are back. No one knows why but theyÔÇÖre back, so what do they do? Fight evil with evil.ÔÇØ

The seeds are there for something quite epic, and if you watch the trailer below youÔÇÖll get a glimpse of Harkyn in action, and the fallen god starting too wake from his slumber. This wonÔÇÖt be a game of half-measures; itÔÇÖs going to challenge you, make you think and bring out great dedication in those who wish to master its precise melee format and punishing enemies. ItÔÇÖs unsurprising then, that many have already likened Lords of the Fallen to Dark Souls.

ÔÇ£I think that itÔÇÖs important ÔÇô and this was very well laid out by Dark Souls developers and creators ÔÇô to lay out the kind of game it was before it reached people and got into their hands,ÔÇØ Gop explained, regarding the alleged similarities. ÔÇ£By the time Dark Souls got out there, people already expected it would be a challenging experience. They were ready to grab it and say, ÔÇÿokay, IÔÇÖm going to have to try a bit harder this time.ÔÇÖ This is my personal opinion of course, but it was a huge factor in the fact that people enjoyed the game a lot.ÔÇØ

ÔÇ£It doesnÔÇÖt matter if the game is harder or not physically, but if youÔÇÖre told itÔÇÖs going to make you sit on the edge of your seat, youÔÇÖre going to try a little harder. With the right targeting of the experience, youÔÇÖre going to have more fun with it, because if this is what you think youÔÇÖre going to get ÔÇô a challenging experience ÔÇô then you approach it in the right way and everything clicks. I think this was perfectly done with Dark Souls and I think weÔÇÖre trying to do the same thing.ÔÇØ

ÔÇ£Technically, in my opinion, this is a very different game to The Witcher, because itÔÇÖs not an orthodox RPG, which I perceive The Witcher to be. ItÔÇÖs an action RPG.ÔÇØ
ItÔÇÖs refreshing that Gop is keen to avoid selling Lords of the Fallen as something itÔÇÖs not. This is not trying to be Dark Souls, and there are as many similarities as there are differences between both titles. For one; the narrative will be much deeper, with dialogue, NPCs, side-quests and less of what Gop called ÔÇ£treadmillÔÇØ grinding you see in the Souls series. ItÔÇÖs an action RPG at its core, where combat and challenging boss battles rule the day. When he described the combat difficulty to me, it sounded more in-line with Bayonetta than anything else.

Harkyn can dip into nine weapon pools, each offering various attack speeds, reach and other variables that promise to influence your approach to each battle in a tangible manner. Gop cited an example that involves a bosses crushing area-of-effect attack. Rather than turn tail and flee the move each time, certain weapons and their combos include a move that creates greater stability, meaning you can withstand the blow. Combine that with a dodge roll and youÔÇÖll get a brief window of invulnerability that can prove vital when youÔÇÖre facing multiple foes.

Gop explained that having nine sets of weapons, spread across HarkynÔÇÖs three starting classes ÔÇô each with their own unique supernatural and magical abilities ÔÇô will give players great freedom of expression. As I type this IÔÇÖm reminded of games like Shinjia MikamiÔÇÖs insane brawler God Hand, which enables players to create custom combos, complete with little guard-breakers, evasive manoeuvres and stun blows thrown in at different beats. Add to this the fact that HarkynÔÇÖs weapons arenÔÇÖt class-bound and you have a huge melee and projectile tool-set to play with.

ÔÇ£This is a game about you crossing the gap,ÔÇØ Gop stressed, ÔÇ£and the difference and distance between being a random noob at the beginning, and skilled pro player at the end. This crafting of your skill is what this is about, and I thought Dark Souls was exactly about the same thing. For me personally ÔÇô and it was one of the biggest take-aways from Dark Souls ÔÇô I could honestly say, that I was on the other side of the experience that people beginning the game have. At the end of the day I could honestly say, ÔÇÿI owned the game.ÔÇÖ This is exactly what youÔÇÖre trying to get with the right mind-set with games like Dark Souls, and I believe Lords is going to do the same thing.ÔÇØ

Lords of the Fallen is out this year and has been in co-development for over two years at CI Games and Deck 13. If thereÔÇÖs one thing GopÔÇÖs time on The Witcher franchise has taught him; itÔÇÖs that carefully propositioning your players is the key to making a good first impression. ThereÔÇÖs no advantage to dressing mutton as lamb, and thatÔÇÖs why we havenÔÇÖt seen a gameplay trailer yet. Gop admitted he is stressing out a little about that first footage, as it has to perfectly explain what kind of game Lords is.

ItÔÇÖs not Dark Souls, itÔÇÖs not The Witcher 2; itÔÇÖs something that spans both games and more. That it canÔÇÖt be so readily pigeon-holed in its entirety is surely a major plus-point for Gop and his team. ÔÇ£Technically,ÔÇØ he concluded, ÔÇ£in my opinion, this is a very different game to The Witcher, because itÔÇÖs not an orthodox RPG, which I perceive The Witcher to be.

ÔÇ£ItÔÇÖs an action RPG. We have not released any gameplay trailers yet. There is one trailer that is out, but weÔÇÖre working very hard to deliver the gameplay trailer soon. I donÔÇÖt know when thatÔÇÖs going to be yet, but you can be sure that the kind of depicting and the picturing of the user experience in all the trailers that weÔÇÖre going to do is going to be a bit more like an action movie, rather than telling the story, which is probably what CD Projekt is trying to do.ÔÇØ


ÔÇ£I donÔÇÖt think you can stick similarities between the games, but the way that we work; the way that we message the game, and the way that youÔÇÖre going to be ready to experience what youÔÇÖre getting in the box the day that you buy it is important.ÔÇØ

[img=1920x1080]http://images.vg247.com/current//2013/05/lords_of_the_fallen_2.jpg[/img]

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Fuente: Vg247
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