Tales of Saga, 1995 -

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view post Posted on 9/6/2019, 22:53     +4   +1   -1
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view post Posted on 9/6/2019, 23:04     +1   +1   -1
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Overlord

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Mmmhhh non mi piace per niente il design dl protagonista...fa troppo tokyo ghoul. Però la grafica è migliorata, quello si, ora siamo arrivati finalmente alla versione PS4 di un cross-gen con PS3.

Se si muovono a farlo uscire potranno dire "noi abbiamo cambiato motore grafico prima di CoD". :rotfl:
 
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view post Posted on 9/6/2019, 23:33     +1   -1
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Esce nel 2020, giustamente ci danno il tempo per Cold Steel III.
 
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view post Posted on 10/6/2019, 12:38     +1   -1
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I personaggi sembrano fatti col motore grafico di Jump Force, per il resto sembra interessante
 
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view post Posted on 14/6/2019, 09:25     +1   -1
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- The Tales of Arise project started long before Tales of Vesperia: Definitive Edition, which was announced one year ago.
- As you might be able to tell from the video, this is a considerably challenging title, and when creating it we first had to take some time to rethink what the Tales Of series is and what it should be.
- Our goal was “succession and evolution” while also confronting the traditions of the series.
- As we were analyzing the main appeals of the Tales Of series, there were many parts that needed to evolve for the future. In order to maintain and expand the brand from here on out, we need to also attract the attention of young players. That being said, we are challenging ourselves to present something that dares to step back from the traditional conventions of the series in order to attract more players.
- There will probably be some fans who only watch the trailer and feel a sense of uneasiness, but we had discussions regarding fundamental appeal of the Tales Of series and the points to carry over, and decided and planned our points of evolution based upon that. We will explain the details for each element at some point in the future.
- With Tales of Arise, we cast away the dedicated engine we have used thus far. In order to realize rich lighting and atmosphere accompanied with unique, watercolor-like graphics and approachable character models, we based the game on Unreal Engine 4 while developing our own completely original shaders and the like.
- The theme is to hopefully offer “a highly immersive experience.” As one representation of that, we are further enhancing things such as the performance and actions of the characters in order to have players feel as if, “this character lives in this world.” With that approach, we’re combining fields and characters depicted in a watercolor style, as well as increasing the body size of characters to look more human. We’re putting a particular amount of effort into motions. Like even if you turn around, the character will not instantly rotate—it’s more realistic in that the character will first twist their body before turning around.
- Minoru Iwamoto, who works at Bandai Namco Studios, is the main character designer and head of art direction. This is the first mothership title in the series where both of those roles are filled by a single person. But because of that, there is a sense of unity in the game’s art in various respects. For example, by simultaneously working on both the world and costume designs, we can have a sense of unification even up to the cultural level. This is also part of the plan to offer “a highly immersive experience,” which is again the theme of this game.
- For areas related to performance, such as a character’s facial animations or the camera work, we’re aiming for a level of 3D anime comparable to television and theater.
- While it may appear that 2D anime is unnecessary with the upgrade to 3D anime, 2D anime is an important element of the Tales Of series, and plays a part in the great balance that is “succession and evolution.” While looking for a more effective utilization, we are designing the drama to be more exciting on both ends.
- Development is being handled entirely by Bandai Namco Studios. Among our ranks are staff from Tales of Berseria, and some of them even worked on Tales of Phantasia. We have staff both new and old who love the series and are working on the game while discussing the “succession and evolution of tradition.”
- The composer is still a secret, but will be introduced at a later time. We will have a theme song.
- The planet on which the protagonist lives is Dahna, and the planet that floats in the sky above it is Rena. Dahna is a naturally rich planet, but is equivalent to the Middle Ages in cultural leve. Rena, on the other hand, is developed in science and magical arts, and invaded Dahna 300 years before the events of this game. With its overwhelming difference in power, Rena defeated and enslaved the people of Dahna. That has continued for 300 years, which is where our story begins.
- The protagonist is from Dahna. How to over turn his people’s state of oppression is one direction the story takes. The protagonist’s armor and helmet are equipped due to his physical features. It should be noted that he has more than just his armor outfit, and will change to various costumes according to the situation.
- The heroine is from Rena, and is a confident and attractive woman. With the power relationship between Dahna and Rena, she and the protagonist are not very good friends from the start. Their relationship begins in a setting where the people of Rena discriminate against the people of Dahna, and eventually leads to a great drama.
- Battles are Tales-esque action battles against enemies and encounters. The theme here is to give new users the feeling of “an exhilarating battle.” We’re going for battles with more intuitive and speedier action that makes you think “this seems fun” just by looking at it.
- In battle, you can unleash various actions according to the situation. There are also elements that raise skill level through long time use.
- We’re upping the intimidation of enemy designs. This comes from the idea that “you should get a greater feeling of accomplishment from defeating an enemy.” While there is also the idea that some female players might not like it if we make the enemies too scary, it is nevertheless important for RPG battles to evoke a sense of accomplishment when defeating an enemy.
- That’s not to say that there won’t be cute-type enemies. It’s still a secret, but there is something like a mascot in this game.
- The Tales Of series has many traditional elements, and the same can be said for action battles, but there are also dialogue scenes called skit and chat. Regarding those, we’re making each element while constantly having detailed discussions such as, “Why is that popular?” and “What kind of evolution do players want to see?”
- We thought it was necessary to report on the team’s hard work and launched a blog to bring the series together. From here on we will communicate in detail via social media.
- I can’t make any promises, but I would like to offer more opportunities to go hands-on with the game before release than we have before.
- (Why did you choose the name Tales of Arise, when the “TOA” abbreviation is already attributed to Tales of the Abyss?) The code-name for this project was “Arise.” It is a word that came from the strong desire to revitalize to the series during development. After that, we discussed title ideas with our worldwide development and marketing staff, but everyone was in general agreement that “Arise,” the code-name that held our convictions, was the most appropriate title. So we decided that we should go with it to convey our enthusiasm for the series’ rebirth, even if we had to change the unspoken rule of the series’ abbreviation. Of course, it is also linked to the themes expressed in the story, and the word “Arise” adds to the sentiments of the protagonist and company who rise up to overturn their suppressive environment.
- We want the abbreviation for this game to be “Arise” or “ToArise.”
- I can’t say anything regarding the release date yet. While things are complete to a certain extent, there are still things that need to be brushed up, and there are many sections such as battles and drama parts that still need to be built.

E anche Bamco ha cannato Fujishima (che lavora comunque sul gioco mobile ma è robetta).

Iwamoto come main character designer non mi dispiace ma preferisco nettamente Okumura. Grazie al cielo ci siamo risparmiati Inomata.

EDIT: Ho dimenticato che esiste il topic generale dei Tales :fpalm:

Edited by Matt Hardy Version 1.0 - 14/6/2019, 12:25
 
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view post Posted on 17/6/2019, 08:03     +1   -1
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Mi sa che abbiamo già capito quale sarà il prossimo remastered.

https://gematsu.com/2019/06/tales-of-grace...for-november-24
 
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view post Posted on 17/6/2019, 10:44     +1   -1
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Overlord

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Deh bello Graces, a 'sto giro dite che la aggiungono la possibilità di romancare Richard? :kawaii:

Edited by Fighter93 - 17/6/2019, 14:18
 
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view post Posted on 17/6/2019, 12:50     +1   -1
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è uno di quei giorni, vero!?

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Pfffft, e vabbé.
Avrei preferito un porting di hearts R -_-
 
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view post Posted on 17/6/2019, 13:18     +1   -1
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Overlord

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Quello sarebbe molto graditissimo.
 
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view post Posted on 17/6/2019, 13:20     +1   -1
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A me Hearts R non è piaciuto, tra Graces ƒ e CuoriciniR preferisco nettamente il primo.
 
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view post Posted on 17/6/2019, 13:24     +1   -1
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è uno di quei giorni, vero!?

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Non dico sia fenomenale, ma se potessimo almeno giocarlo senza dover prendere una console morta -_-
 
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view post Posted on 17/6/2019, 13:32     +1   -1
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Dovrebbero localizzare quelli rimasti in Giappone tipo Rebirth o Destiny 2 e metterli su Steam/EGS, se a Bamco proprio pesa troppo il culo per portarli su console. Almeno uno può giocarci senza dover tenere aperta una finestra sul PC per tradurre in tempo reale le scritte su schermo.
 
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view post Posted on 17/6/2019, 13:42     +1   -1
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console morta

Lasciarle morire e lamentarsi dei giochi esclusivi non mi sembra un buon modo per tenerle in vita :mmm:
 
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view post Posted on 17/6/2019, 13:59     +1   -1
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è uno di quei giorni, vero!?

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What? Non ho capito.
Credo che solo in giappone gliene freghi ancora qualcosa della psvita ormai, se non sbaglio :mmm:
Non so se la sony ancora supporti giochi su quel sistema. Da noi almeno :mmm:

Psvita e pstv sono diventate rare/costose ormai.
Non hanno chissa quante esclusive fenomenali, ma non vedo cosa ci sarebbe di strano a portare i pochi titoli di successo altrove.

Coi "tripla A" (aka esclusive sony vere e proprie) l'hanno fatto (gravity rush, tearaway e robe simili). Non vedo perche un tales of hearts R o, meglio ancora, un persona 4 golden sarebbero insensati :mmm:
Hanno portato persino Metal slug XX. Cioe!?!?!?! :D:
 
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view post Posted on 17/6/2019, 14:10     +1   -1
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Psvita e pstv sono diventate rare/costose ormai.

Dopo essere state vendute a colpi di noccioline e pistacchi pur di finire le scorte in magazzino. Per dire, PSTV l'ho comprata io a 15€ nuova da gs, ToHR lo hanno scontato più volte sotto i 5€ (io lo presi al D1, sigh). Con 50€ ti facevi pstv, p4g, tohr, cs1,2, gli atelier :asd:

*

Sony ha portato i giochi con più potenziale appeal per il pubblico ps4 (e perché c'era GR2 in sviluppo, poi lo ha fatto morire perché non ha soddisfatto) ma non le migliori esclusive. Freedom Wars e Souls Sacrifice non mi sembra abbiano ricevuto una remastered e come hunting game spaccano i culi a MHW senza neanche troppo impegno. Killzone è il miglior killzone che abbiano mai fatto, Uncharted non so se l'han remasterizzato e altre robe. 3rd party CoD è il classico cod che tutti chiedono da anni.

Han portato Ys Celceta su pc dopo 25 anni per dire, solo perché il mercato è tornato un po' florido.

Se non portano ToHR un motivo ci sarà, per come è messo ora il brand dei To rischiano un floppone.

*il problema è che non si potevano giocare titoli touch based come gr1, ys celceta, soul sacrifice etc. In pratica era una versione leggermente meno potente di una ps3 in cui i giochi costavano la metà. Utile per giocare i titoli ps1, neogeo ed i porting a basso costo etc. Per questo la tiravano dietro come console :asd:
 
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