[Hilo Oficial] Dark Souls III - Donde hubo fuego... cenizas quedan ¡VENTE!
#97
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Dark Souls II peca de "quemado" porque está hecho por un equipo que no tenía ni puta idea de hacer nada. Los escenarios eran lamentables en su gran mayoría y estaban anexionados de forma chapucera y sin sentido alguno. Es imposible recorrerse el juego caminando, cosa que sí se puede hacer en Dark Souls perfectísimamente.

Con Bloodborne han creado enemigos y criaturas que no habríamos ni podido imaginar. Y esas criaturas han salido de un equipo que sí sabe lo que hace, por lo que espero grandes cosas de Dark Souls III y todo lo que puede aportar. Por cierto, han dicho que los plazos no cuadran porque Miyazaki se incorporó luego.

Demon's Souls en etapas tempranas de desarrollo estaba siendo un desastre. Miyazaki empezaba como programador en FS y pidió unirse al proyecto. Le concedieron el liderazgo del desarrollo y bueno. Tenemos lo que hoy día es Demon's Souls. Lo mismo ha pasado con DSIII. Ha pillado el proyecto después de acabar Bloodborne, con una base ya hecha creada por el equipo de Dark Souls II, presumiblemente. Espero que hayan aprendido de muchos fallos que tiene Dark Souls II y sepan aplicar las muchísimas virtudes que tiene, especialmente en lo que a jugabilidad respecta, aunque a muchos les pese.

Si Big M está al mando, nada malo puede salir de este juego.

(18-06-2015 14:52)Jase escribió:Yo espero que se acabe ya la época medieval, por eso BB ha sido como un balón de oxígeno.

Ojalá lo hagan futurista, jódete, Mr. Sustained.

Ojalá revientes en una cuneta.

Spoiler :
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(Ultima edición: 18-06-2015 16:02 por DarkBlade.)
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#98
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Pero el diseño de Bloodborne no se debe a quién esté detrás sino al tipo de ambientación.

Si Dark Souls II, en el mismo escenario y estilo, lo hubiesen hecho los mejores de FS; el resultado sería el mismo. Porque en Blodborne no puedes poner a soldados con alabardas ni elementos tan mediavales por exigencias del guión.

Dark Souls III, aparentemente, vuelve a Demon┬┤s, Dark y Dark II, a ver cómo se desenvuelven en este sentido porque el marco vuelve a ser el de siempre, Bloodborne es un caso aislado.
#99
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Si de verdad recupera Lordran en parte... capaces son de recuperar ciertos jefes sueltos. Lo mismo sale un "Artorias renacido" o algo así roto2
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Dios te oiga.

Lo que sí espero es que metan el reciclaje justo, o que no lo metan. Estoy harto del fanservice de los cojones. El pacto de Guerrero del Sol debe morir y no aparecer nunca más, de ninguna manera. Ni armas ni armadura de Solaire ni nada de nada. Y que no metan a Ornstein ni Smough ni nada de eso. ¿Quieren meter a Artorias porque es un icono y cuadra con el contexto? Bien, pero que no se excedan, porque para jugar a Dark Souls prefiero hacerlo con el original y no con un refrito de plástico.
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+ Closed, invitation-only demo for the media and personalities (no public viewing)

+ Hands-on demo coming at a later convention this year (edit: gameplay trailer will be at Gamescom)

+ Game has been in development for 2 years, Miyazaki came in halfway through the "prototype" phase - he worked on DS3 and
Bloodborne at the same time, did this previously with DeS/AC4A

+ Miyazaki and some visual designers are the only members of the Bloodborne team that also worked on DS3

+ There is a co-director: Isamu Okano (Steel Battalion: Heavy Armor) "basically handling the mass production part as well as the human
resource control"

+ Yui Tanimura (director of DS2) is on the team in a non-director role

+ 30fps (this is the target fps for the final game per Miyazaki)

+ Interconnected world ala DkS1, highly explorable, no world hub, Miyazaki personally took over level design

+ Slightly fewer maps than DkS2, but the maps have larger scale

+ Bonfire warping similar to DkS2 (i.e. warping to any visited bonfire from the start)

+ No magic demonstrated in the demo

+ Hud was turned off and weapons picked up set to auto-equip for the demo

+ Kicking YES

+ Estus YES

+ Praise the Sun YES

+ DkS1 style parries/backstabs/movement

+ Roll-backstab YES

+ Summon signs YES

+ Ragdolls YES

+ Firebombs YES

+ No enemy despawning

+ Soul Level-based matchmaking

+ "Dedicated servers" (per rbFrosty: "Miyazaki also added that there would be ÔÇ£dedicated game serversÔÇØ (which is how the translator described it), however I believe what they intended to say was that itÔÇÖd function in the way DemonÔÇÖs Souls and Dark Souls 2 worked. Servers would be used to make the connections between players, and then the encounters themselves would shift to peer to peer. Actual dedicated servers for the entirety of the encounter is such a fundamentally different, and important change that I simply canÔÇÖt see them meaning anything other than what I just described, as youÔÇÖd expect a change like this to be a big talking point or announcement or something they couldnÔÇÖt talk about yet, rather than just an afterthought of ÔÇ£oh yea, thereÔÇÖs also this other thingÔÇØ.")

+ The story concerns a Lord of Cinder, his resurrection, and a Dark Hero trying to defeat him. The world is shared with DkS1 and DkS2, it is not a new world. (per rbFrosty: "Ty asked a PVE question about the lore significance of ÔÇ£the lord of cinderÔÇØ and whether thereÔÇÖd be any direct connection or continuation to the previous games. Miyazaki said that the usage of ÔÇ£lord of cinderÔÇØ was a general term, and not referring to any one individual, and that theyÔÇÖd like us to save for a later update.")




The combat is very similar to that of previous Souls titles, but there are some new improvements. First off is ÔÇ£StancesÔÇ£. It seems that several weapons in the game have Stances that allow for powerful attacks when used. In the demo we saw the Straight Sword have what is called the ÔÇ£Ready StanceÔÇ£. In this Stance the player holds the Straight Sword in a two-handed fashion (putting away his/her shield) and holds the sword up like a Samurai holding a katana. The hilt is held back by the head of the player with the tip of the blade pointing directly forward. The player was able to Guard Break two shield-wielding enemies with the attack from this Stance. This was the only Stance shown in the demo.

The Greatsword had a new move called a ÔÇ£LungeÔÇØ where you hold the blade in two hands and quickly lung forward about half a foot with your shoulder and then can attack quickly with a slicing uppercut that can knock enemies into the air. The Lunge allowed the player to gain iframes through the incoming attack and then punish the attacker with a devastating blow. It was difficult to tell if he actually iframed or not as no health bars were shown on the screen and the player was not staggered during the enemyÔÇÖs swing.

Certain weapons can be dual wielded. The ones we saw in the demo were called ÔÇ£Legion ScimitarsÔÇ£. The player could wield one and a shield or swap to one in each hand. These swords appear to only be 1 item and therefore should only take up 1 slot in your inventory, even though you can use two. It wasnÔÇÖt 100% clear, but it sounded like duel wielding is not unique to weapons you find this way, and that these were only one example. The player was able to use a skill called ÔÇ£SpinÔÇØ while duel wielding that sort of looked like a mini blade tornado and effectively killed 4 enemies at once with it. But it appears to have a delay from the time you start it until the time it fires off, thus making anticipating when to use it key to its effectiveness since the player was staggered when hit on his first attempt to use it.

[...]

Bows completely got a revamp. You can now effectively use the Short Bow in close range combat. If fires quickly and is nearly instantaneous.

Miyazaki: ÔÇ£Using the short bow is a bit like being like Legolas in Lord of the Rings. Ok, IÔÇÖm probably exaggerating a little.ÔÇØ

The Long Bow on the other hand, will have a longer draw, will hit harder and be more effective from range. There were no skills or Stances shown with this weapon so I do not know what they are.

[...]

One important thing to note here is that enemies can use Skills and Stances just like the player.



The first example of this was the straight sword weapon which has a feature called ÔÇ£ready stanceÔÇØ where the character holds the weapon like this. So there was the normal 1h stance, then the normal 2h stance, then a new ÔÇ£weapon artÔÇØ they called the ÔÇ£ready stanceÔÇØ. When the character was in the ready stance it got some really cool new moves. They had this different effect on them, and honestly it reminded me a lot of the unique, special attacks of the silver knight straight sword of dark souls 1. One of the special moves allows players to break the block of defending players. The guard break wasnÔÇÖt like dark souls 2 where you got a free critical, instead you just stagger the opponent for a free hit.

Next weapon was the Greatsword. The weapon arts for it was pretty cool. The character kind of lunges forward with the sword raised vertically in a blocking type stance (Miyazaki made a reference to guts from berserk) and then from there the character was able to issue another attack. It kind of looked like the animations here were cancelable but I think it is done in two parts, and IÔÇÖll talk a bit more about it in a bit.

[...]

the loading screens had a button layout, and the R2 attack said ÔÇ£hold ÔÇô charge attackÔÇØ

[...]

Animations, character feel, everything I saw has me convinced that this game will feel like controlling a Dark Souls 1 character. There was none of that floaty kind of movement from Dark Souls 2, or slower startup for attack and roll animations etc. The game just looked fast. Equivalent to Dark Souls 1 if not faster in some regards.

Gematsu interview translation

Miyazaki: WeÔÇÖve expanded the character builder and tactical options without sacrificing the feel of the series. We added new action elements that contribute to the sense of role-playing. For instance, we adopted the concept of rapid fire for the short bow, and the animation between rolling and walking has been smoothed out. The speed of the action is slightly increased compared to the previous two games and balanced so you can move intuitively. I donÔÇÖt think weÔÇÖre going to employ the idea of agility, otherwise the action would be stressful until you raise your stats.

Demo Area "Wall of Lodeleth"
IGN

a crumbling stone fortress similar to the first gameÔÇÖs Undead Parish. Cobbled bridges, basements, and walkways both vast and dangerously narrow made up the interwoven environment. From the bonfire at the start to the boss room at the end, you got the sense that paths branched and overlapped; that there was more to the level than might immediately be apparent.
[...]
another new feature were small gravestones. When standing near one, you can press the action button to ÔÇ£offer flame,ÔÇØ which illuminates the gravestone in a blue light. After lighting it up, an epitaph on the tomb read: ÔÇ£Grave of nameless retainer. Raised his sword for the Lord of Cinder.ÔÇØ

This isnÔÇÖt a huge feature of the game, according to Miyazaki, who explained how they can be used as landmarks, torches, or simply a way to learn bits of lore. TheyÔÇÖll be hidden throughout the game for the player to find.

rbFrosty

The hands off demo started in a giant neo-gothic esque castle. They kept saying that all the buildings in the scenery were subject to exploration, even the ones in the distance. IÔÇÖm skeptical itÔÇÖs as ÔÇ£openÔÇØ as they were trying to make it, but at the very least it should be easy to expect a big comprehensive world like dark souls 1.

Gamespot

Nearby spires rose to sharp points, spiking the sky and making the rooftops look unforgiving in every direction I looked. The architecture and foliage looked more crooked than usual, as if a great being had reached down from the cosmos and given everything a slight twist. As the player walked down a nearby path, living corpses worshiped trees that looked to be made out of dead bodies that had sprouted into a kind of foliage all their own.

Demo Enemies & Boss
Fextralife

The undead warriors were very similar to those in Undead Burg in Dark Souls, and the knights were wearing shiny silver armor that and fought somewhat like the Black Knights from Dark Souls.

[...]

A new enemy type with a familiar trick: his torso distorted into a black cobra in an ultimate merge between SenÔÇÖs Fortress enemies and BloodborneÔÇÖs Vipers.

[...]

The boss stood hunched over, almost like an invisible manikin wearing armor. It wielded a flame scimitar and its moveset will remind Game of Thrones fans of a ÔÇ£Water DancerÔÇØ. A silhouette trailed behind her marking her swings ÔÇô I can honestly say she wasnÔÇÖt like any other Souls boss I have seen. The environment effects were impressive: everything struck by the flame scimitar was set on fire, even the pillars in the area, including the player. [...] at around 50 percent health the Dancer added an ÔÇ£Ash ScimitarÔÇØ to her offhand: pulled from right out of the ground and started to spin with them in a flowing whirlwind, absolutely annihilating MiyazakiÔÇÖs assistant.

[...]

[Fextralife specifies that the dragon showing up in the demo is a Stone Dragon, but don't say whether this name was given to them or if it was their conclusion based on its appearance]



The first area in general reminded me very much of 1-1 in demons souls. There were lots of shitty useless enemies, and then some crazy strong, really interesting knight enemies.

[...]

The next big thing was that one of the enemies on a church roof (where a bunch of other enemies were praying) turned into this crazy black goo like creature. It was kind of similar to the snake balls in Bloodborne and the Centipede Demon from Dark Souls 1. It was just this big mess of swirling black goop that formed into these arms / tentacle things. It was really, really interesting. From a story / lore perspective it wouldnÔÇÖt surprise me if this was something to do with a coming darkness, and it was humanity going wild (think of manus or whatever). Either way the enemy went abso-fucking-lutley nuts and killed the other NPCs and the player controlled character fairly quickly.

[...]

There was also an encounter with two big, fast, scary as shit knights. Firstly, they look incredible. The armor shines in a very dynamic way, and overall just looks really fucking good with the cloth physics and their little tuffs of red fabric poking out of their plate armor. As for how the encounters were, it reminded me of the red eye knights of demons souls. They were just so aggressive. There was the standard sword knight and spear knight. The spear knight would attack behind the shield and poke, but then would swap into a 2h mode then what seemed like a ÔÇ£weapon artÔÇØ stance for the weapon where it had some attacks similar to the pikes running attack from Dark Souls 1.

[...]

[The boss] had very skinny and very long limbs (all fully plated in shiny metal that had some pretty awesome dynamic lightning). The weapons itself was a flaming sword. The bossÔÇÖs name is Dancer something (unfortunately I donÔÇÖt remember the actual name) but itÔÇÖs been described as moving around like Voldo from Soul Calibur and thatÔÇÖs honestly not a bad description in the sense that it had this very slithering-esque movement to it. It had this veil / cape thing that was very spectre like in appearance that just kind of floated around. Think of seeing cloth or ribbons moving around in liquid (shitty description I suppose but itÔÇÖs what comes to my mind). Either way, Miyazaki mentioned that each boss has at least two phases, and the second phase of this enemy was to pull out a second sword and dual wield it. The second was an ÔÇ£ashÔÇØ sword. The boss had these really odd looking attacks. They were hard to predict because the movement was so foreign, but it looked really interesting both from a gameplay standpoint as well as a visual standpoint. One of the other really interesting things about the fight was that the fire sword started igniting the boss area. The pillars caught fire, the floor and carpets caught fire, and a little while into the fight the area was more or less engulfed in flames.
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Lo seguiremos intentando, aunque sepamos que es en vano.
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Cita:Dark Souls III lleva dos años en desarrollo y no está siendo hecho por el equipo de Bloodborne

"Nadie del equipo de Bloodborne se ha unido al equipo de Dark Souls".

Hidetaka Miyazaki, el principal responsable del proyecto Dark Souls III, ha hablado con el portal británico Videogamer sobre el desarrollo del esperado videojuego que ha sido anunciado oficialmente durante el E3 2015, y que hará las delicias de los fans de los desafíos a comienzos del 2016.

"El equipo de desarrollo de Bloodborne trabaja al margen del de Dark Souls III y se van sobrepasando en, aproximadamente, un año. De todas formas nadie del equipo de Bloodborne se ha unido al equipo de Dark Souls", recalcó Miyazaki. "Sólo yo y algunos diseñadores visuales hemos trabajado en ambos".

¿Cuál es su labor en este proyecto que lleva dos años en desarrollo? "Liderar la producción al completo, elaborar las características jugables principales, la dirección y el arte visual", comentó.

http://www.3djuegos.com/noticia/153859/1...e/e3-2015/
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Mah Miyazaki... banderas.gif
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(21-06-2015 15:14)thewitcher escribió:http://www.3djuegos.com/noticia/153859/1...e/e3-2015/

¿Entonces estuvieron trabajando en Dark Souls 2, Dark Souls 3 y Bloodborne a la vez?!? No entiendo la necesidad de querer ir con tantas prisas para empezar el 3 cuando ni siquiera se había terminado el 2! Y también estaba la Scholar que vino después y Bloodborne por en medio. Eso es rollo casi paralelo Assassins o Cod y no me gusta un pelo. Ay que con las prisas se pueden cargar la saga... Miedito tengo.
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Puto Solaire. Como vuelva a aparecer quemo el juego.
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Censo de los que pensamos que DB va a manquear frente al primer enemigo:

-Disgraciau



sisi
(Ultima edición: 17-08-2015 12:10 por disgraciau.)
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