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Foo_Fighter escribió:
eleazar salazar escribió:
Claire77 escribió:


Siempre me gustó más la relación que había entre él y Lightning que la de Serah y PedoSnow.


A mi igual, lastima que Light era muy mayor para el X-D


shakira y piqueton no piensan lo mismo. Todo es posible y mas si ya pusieron al personaje de pedosnow en el primer juego.

s2


Capaz y a todas estas Light termina con Snow y Serah con Noel



]
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Game Informer

Cita:
DLC was planned from the beginning of development, will expand story.
How many unknown.

- They assure Additional quests are available throughout the game (not in the demo).

- "Noel is more than just a fresh face in XIII-2, he's also an entry point for new players.
Having lived as a strong, self-sufficient hunter on Pulse his entire life, Noel is unaware of the happenings on Cocoon"

- "FFXIII-2 has mobs that materialize in the enviroment, incorporating the element of surprise found in older FF. When a Foe emerges, a cricle appears around the party, this remains visible as long as the enemy is in range."

- Defeating foes in combat wins the player the crystals that can be used to summon monsters in combat. Each has it's own unique role. expect around 200 ally monsters in the game.

- Lightning VS Bahamut video in the OP is introduction scene of the game, more details about this will be revealed at TGS.

- "at one point in the demo I heard Noel and Serah mention that Lightning maybe in a place called Valhalla" followed by editor's speculations.

- NPC interaction, helping with the quest, examples:

One man assured us that Atlas is not a deadly fal'cie. (Atlas is the boss in the e3 demo)

Alyssa (the girl in the trailer) claims to know a way to control it.

- maps are branched, several ways leading to various locations.


Maps In Final Fantasy XIII-2 Have More Variety And Multiple Objectives

Cita:
Linearity was one issue some fans had with Final Fantasy XIII. Square Enix addressed this in Final Fantasy XIII-2 with windy maps and multiple ways to move the story forward. The Live Event system we mentioned earlier lets players decide what Noel and Serah do. When they go toe to toe with Atlas, an ethereal giant, they have two choices – find an artifact and try to control it or "live in the moment" and flight Atlas head on.

I tried to fight Atlas, but I didn’t get very far. One punch, even when all characters were Sentinels, crushed the party. If you level up enough, it is possible to defeat Atlas, but there is another strategy. Explore the ruins a bit more and grab an artifact. When you control Atlas, the giant glows yellow and is significantly weaker.

Final Fantasy XIII-2 also has a puzzle mini-game where you guide Noel and Serah outside a temporal rift between reality. In the Void Beyond, players stand on red tiles that disappear after you move. The objective is to collect all of the crystals to "resolve the anomaly" and then touch a goal. Starting with a straight run from start to finish, puzzles get progressively more difficult. These were added to vary gameplay in Final Fantasy XIII-2 a bit.

Other factoids about Final Fantasy XIII-2 Square Enix explained and confirmed to Siliconera:

* Serah’s moogle transforms into a bow *and* a sword.

* What’s a… mog clock? It’s a new system in Final Fantasy XIII-2. When you spot enemies a mog clock appears underneath them. Trigger a fight with an enemy by hitting it while the clock is green and you’ll begin the battle with a preemptive strike and haste status. Attack the enemy while its yellow and you won’t get any bonuses. If the enemy hits you when the mog clock is in red, the enemy gets to attack first.

* You can run from fights if the mog clock runs out and the enemy is far away. You’ll know if you’re far enough if the ring around Noel and the enemy is gray. Red means you’re in a fighting zone.

* In addition to dodging damage, completing cinematic events gives your characters a positive status effect. Noel gains the attack boosting brave status. Serah’s magic gets charged with faith status.

* Switching paradigms automatically switches monsters. The Warhorn (a behemoth-like creature) appears under a commando paradigm. Flanbanero, an orange flan that’s fond of water spells, is a ravager.

* The team designed battles for players to use feral link, a monster special attack, often. A synchronization gauge lets you know when the attack is ready and it fills fast.

* Final Fantasy XIII-2 has secret enemies. A cactuar is hidden in a specific room of the demo, but there is only a small chance you’ll run into the monster.



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Snow no sale en este juego?

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Bueno hemos pasado de CoD a RDR, algo es algo. :-o

Square Enix: FFXIII influenced by Call of Duty

Cita:
Given all the talk coming out of Capcom and Square Enix regarding globalisation and appealing to Western audiences, you’d think the latest installment of the Final Fantasy series might have taken on-board further influence from the recent wave of successful Western RPGs, such as Mass Effect and Fallout 3. Not so according to Square-Enix…

url-9Given all the recent talk coming out of Capcom and Square Enix regarding globalisation, you’d think the latest installment of the Final Fantasy series might have taken on-board further influence from the recent wave of successful Western RPGs, such as Mass Effect and Fallout 3. Well, FFXIII has been inspired by some Western titles but probably not the ones you would think…

Speaking to 360 Magazine, FFXIII producer Yoshinori Kitase told us that the Final Fantasy team weren’t really keen on the oeuvre of Bioware and Bethesda, instead opting to pick-up a few tips from FPS masters Infinity Ward.

“We don’t look much at Western RPGs,” said Kitase. “But, for instance, we really look at Call Of Duty and other Western FPSs in terms of how to immerse the player in the moment of the action and how to portray the right movements for the supporting characters in battles – those sorts of games do this really well, and it’s something we considered with FFXIII.”

For the full story check out the latest issue of 360 Magazine, out now.


Square Enix: Red Dead Redemption an influence on Final Fantasy XIII-2

Cita:
Speaking to RPG Site at E3 2011, Toriyama first bought up Red Dead Redemption when questioned about the nature of the side quests in the upcoming Final Fantasy sequel, simply stating that "there are more side missions a bit like in Red Dead Redemption."

Pressed for more information, Toriyama went on to elaborate on exactly what aspects of the game most influenced the FF13-2 development team and why. "Among the millions of games that came out last year, Red Dead Redemption was adored by a lot of Japanese developers, including ourselves," he told us. "Our game is not as open-field as that game, obviously. We did take some inspirations, however. For example, missions can happen anywhere rather than having to go to a certain shrine, or base or something, and that’s from them. In this game you see lots and lots of chocobos and you can ride them. The kind of feeling you get as you ride the chocobo, it’s a bit like the way you ride a horse. It’s a really refreshing feel good experience, and that’s one thing we learned from the game."

You can catch our full Final Fantasy XIII-2 E3 2011 Interview with Motomu Toriyama and Yoshinori Kitase through this link!



[b]Heavy Rain, Red Dead Redemption Top Developer Favorite Lists
Japan's development elite pick their top titles for the previous year.[/b]

Cita:
It's a bit late for one of those top-games-of-2010 surveys everyone did a few months back. But Dengeki Games posted the results of just such a survey in its latest issue, asking 71 creators to list the games that left the biggest impression on them in 2010 (outside of their own titles).

Here's a sampling of responses based off a summary of the article that appeared at Sokuhou @ Houkanko.

Katsura Hashino (Atlus -- Producer of Catherine)

Restaurant Story

Shouji Meguro (Atlus -- Sound Designer on Catherine)

Monster Hunter Portable 3rd, Hatsune Miku Project Diva 2nd and Inazuma Eleven 3

Shigeru Nakagawa (Alchemist -- Gal Gun, Umineko)

Xenoblade, Heavy Rain, Reginleiv. He said that Xenoblade most surprised him. Heavy Rain felt like a next generation adventure.

Masato Kimura (Ignition -- El Shaddai)

Heavy Rain, Vanquish, God of War III. He said that Heavy Rain can make your mood change.

Hajime Chikami (Experience -- Entaku no Seito)

Alan Wake, Kinect, Ni no Kuni. He said that he's currently making a new type dungeon RPG.

Yoshito Okamura (Gust -- Atelier Totori)

Heavy Rain, The Sims 3, Batman Arkham Asylum. He feels that Heavy Rain showed the new possibilities for games.

Yasunori Ichinose (Capcom -- Monster Hunter)

Etrian Odyssey 3, Thunderstone, Pokemon Black & White

Yasumi Matsuno (Ogre series)

Red Dead Redemption

Akihiro Hino (Level-5 CEO)

Heavy Rain, Limbo. He was pleased with Heavy Rain's Japanese sales because he didn't think it would sell in Japan. It was the first time in a while that he'd played something just because he wanted to see what happens next.

Jiro Ishii (Level-5 -- 428 and Time Travelers)

Heavy Rain, Danganronpa. Regarding Time Travelers, he said the road is still long and steep.

Hideyuki Mizutani (Marvelous -- Luminous Arc, Fate/Extra)

Nier Replicant/Gestalt, Xenoblade, Danganronpa.

Yoshifumi Hashimoto (Marvelous -- Rune Factor, etc.)

Red Dead Redemption, Xenoblade, NieR Replicant

Atsushi Inaba (Platinum Games)

Mario Galaxy 2

Makoto Yoshitsumi (Namco Bandai -- Tales)

Tactics Ogre, Monster Hunter Portable 3rd.

Masamichi Yamazaki (Namco Bandai -- Director of Ridge Racer 3D)

Heavy Rain, Patchwork Heroes, God of War Trilogy

Katsuhiro Harada (Namco Bandai -- Tekken)

Call of Duty Black Ops (PC), Infinity Blade, Borderlands (PC). He said to expect Street Fighter X Tekken details at game shows and other such events.

Hideo Baba (Namco Bandai -- Tales of Xillia)

Yakuza 4, God of War 3, Vanquish

Toshihiro Kondo (Falcom CEO)

Social games, God of War III, Metal Gear Solid Peace Walker

Sohei Niikawa (Nippon Ichi CEO)

Narutimate Storm 2, Danganronpa, God of War III

Koichiro Ito (Chunsoft -- Director of Love Zombie)

Red Dead Redemption, Heavy Rain, Dead Rising 2. He said his next title will add new play elements to a genre that Chunsoft is good at.

Keiichiro Toyama (SCEJ -- Siren)

Limbo, Red Dead Redemption, Cut the Rope. He's working on Gravity Daze for NGP and said that he believes 2011 will be the first time in a while he'll be able to do stuff that gets shown to people.

Daisaku Ikejiri (SCEJ -- Furi Furi! Sarugetchu)

Pokemon Black & White, Monster Hunter Portable 3rd, Limbo. He said he's working on a variety of NGP titles, but we'll have to wait a bit for announcement.

Masayoshi Yokoyama (Sega -- Yakuza 4 scenario)

Heavy Rain

Satoshi Sakai (Sega -- Phantasy Star)

Call of Duty Black Ops, Heavy Rain, Monster Hunter Portable 3rd

Naoki Yoshida (Square Enix -- Final Fantasy XIV)

Monster Hunter Portable 3rd

Shinji Hashimoto (Square Enix -- Front Mission)

Call of Duty Black Ops, Just Cause 2, Battlefield Bad Company 2

Shinji Tokida (Square Enix -- Final Fantasy Legends)

Heavy Rain, NieR Replicant, Infinity Blade

Yoshinori Kitase (Square Enix -- Final Fantasy XIII)

Alan Wake, Red Dead Redemption, Fable III

Akitoshi Kawazu (Square Enix)

Halo: Reach, Fallout New Vegas. He said that he hopes for "3DS and NGP (not Neo Geo Pocket) to become hot." Yes, he said Neo Geo Pocket.

Ryutaro Ichimura (Square Enix -- Dragon Quest)

Heavy Rain, Red Dead Redemption, AKB1/48. He said he's working on a new title that isn't Dragon Quest.

Hiroshi Matsuyama (CyberConnect2 CEO)

Heavy Rain. He said to expect a number of new announcements in 2011, including some totally new stuff.

Hideo Kojima (Konami -- Metal Gear)

Red Dead Redemption]

Akari Uchida (Konami -- Love Plus)

Danganronpa, Red Dead Redemption, Scribblenauts. He said that he wants to make a new series.

Yousuke Hayashi (Team Ninja)

Red Dead Redemption, Heavy Rain, Assassin's Creed Brotherhood

Makoto Asada (Cave -- Death Smiles, etc.)

Mario Galaxy 2, Yakuza Black Panther, Sonic Free Riders

Suda 51 (Grasshopper Manufacture)

Red Dead Redemption

Ryozo Tsujimoto (Capcom -- Producer of Monster Hunter)

Metal Gear Solid Peace Walker, Ghost Trick, Pokemon Black & White

Jun Takeuchi (Capcom)

Red Dead Redemption, Heavy Rain

It looks like Red Dead Redemption and Heavy Rain were the most popular games amongst Japan's development elite!



GRANDIS SUPERNUS
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La información de gameinformer me gusta ... me llama la atención. Creo que al final podré superar el protagonismo de Serah si el argumento y cosillas como esas ayudan :$



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Quizás al principio podamos elegir la opción de decirle a Serah: "No, busca tú a tu hermana.", ella se pierde y muere devorada por un Adamantaimai de la forma más explícita y cruel posible, ese será el final bueno.


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ZueN escribió:
Snow no sale en este juego?


Tiene que salir, quiero ver la cara que se le queda cuando Serah se vaya con Noel 8O

Cada vez me gusta más lo que leo, solo falta que se confirme que habrá más personajes jugables, no me veo a pedoSnow y a Hope de adorno estando sus amadas en peligros :-(


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E3 2011: Final Fantasy XIII-2 Developer Interview

We recently sat down with both director Motomu Toriyama and producer Yoshinori Kitase to discuss the upcoming Final Fantasy XIII-2 in a round-table interview. Although we only had around 30 minutes with the staff, we were able to get some interesting information, and hopefully answer some burning questions that fans may have.




Cita:

RPGSite: The battles seem much more dynamic with set pieces going on… could you talk about this approach?
Kitase: We actually didn’t take any inspiration from any western RPGs. Not cautiously anyway. On the other hand, the Paradigm Shift system from Final Fantasy XIII was quite popular but most people liked it so we actually carried it over to make it a different version—not completely the same. Two examples, in XIII-2, you can actually recruit monsters and make them work for you, and there are more than 150 types of monsters there for you to capture, and they can help you. They progress the same as characters do in any RPG. Second, you’ve got one called Cinematic Action, so like in a big battle against a boss character the Cinematic Action element is put in so it’s more dynamic. And in every single way we want to make sure the player has some kind of interaction with the gameplay.

RPGSite: Do you feel that fans were disappointed with the original Final Fantasy XIII? Are there any features in Final Fantasy XIII-2 that were direct actions based on fan feedback and fans of the original?
Kitase: I think that XIII was criticized by other people we think because it was meant to be story-driven. But it was so much so, that people thought it was quite linear, which people didn’t like. So before we started making XIII-2, we decided that we were determined to take all the negative comments seriously, and rectify every single one of them fairly and properly. So this new game is more player driven, than story driven, so that the player will have very active involvement. There’s a lot more things you can do and explore, like towns and other things, and also you can choose what you want to say to a NPC.

RPGSite: One of the deepest criticisms that has been made was the lack of the traditional Final Fantasy town. In response in interviews, it was said by someone in the development team that making towns on a high definition system is actually quite difficult. So is that something that has finally gotten easier now? Have they developed ways to make it a quicker process? To make it a more painless process? Or can we still expect the towns to be smaller than what you would have found in games like Final Fantasy VII-IX.
Toriyama: Like Kitase said earlier, we did take it seriously that there was a huge criticism over no towns—we know people didn’t like it and so we took that and have towns in the new one. And you can explore the town and you can talk to all the people, and that will lead to other situations. Shops, as well now in XIII-2 you can find certain characters you can talk to and they can sell things to you and you can make purchases. I think if we created towns in the same way as we did for Final Fantasy VII-IX, it would be quite boring, and so it is very difficult. So with that we put an AI in every single person living in the town so they can do their own things. They may sit down and chat, or they may talk to their family members, or somebody they want to talk to, so they do their own actions. In that sense, it’s a quite different type of town you would find in a Final Fantasy [game].

RPGSite: At point did you decide to make Final Fantasy XIII-2, and what was the reason behind it?
Kitase: We actually made the decision to make a sequel right after the worldwide launch of Final Fantasy XIII. Around the time we were visiting the United States and other European countries on the promotion tour, we actually got a lot of positive reactions from the fans, and also obviously Final Fantasy XIII was luckily a commercial success with 5 millions units sold around the world—over 6 million. But we just felt generally that people wanted a sequel anyway, and while making Final Fantasy XIII we thought that the characters and the universe had more potential, not just squeezed into one title.

RPGSite: Will Final Fantasy XIII-2 be using a chapter based system, as far as story progression goes, because that was in Final Fantasy XIII, people thought that system made it too linear… will XIII-2 similar in that sense?
Toriyama: There isn’t an awful lot I can tell you on this subject, but we have changed that structure, because obviously people didn’t like it—there is a new one. For details on that, we’ll have to wait until TGS, but one thing I can tell you is that for the first time in the Final Fantasy series, XIII-2 will have multiple endings.

RPGSite: Could you explain why you went back to the Paradigm System for the battling? Was it because it’s a direct follow up from Final Fantasy XIII? Or do you guys feel like you’ve found the perfect balance in a battle system for the series?
Kitase: We decided to carry it over into the new game for of course the reason you just mentioned. Because it’s a sequel, it just seems, you know, the right thing to do, so we stuck to the same system. Also, it was quite popular in XIII, so we thought it was the best battle system to incorporate it into this game as well.
Having said that, it’s not just that we’re implementing the same battle system, but actually like I told you a bit earlier, you can capture and recruit over 150 different types of monsters, so that is a great addition and also more acutely strategic gameplay you can enjoy It compared to XIII.

RPGSite: Is there a common theme between XIII-2 and XIII? For instance, I noticed that in XIII-2 we have rap music going on when you’re exploring areas in town, and the whole introduction was this J-pop spectacle, so can you elaborate on this? Difference similar like those between X and X-2?
Kitase: It’s a different case than X to X-2 was, than in XIII to XIII-2. When we made X-2 we wanted to change absolutely everything, including music and the taste. X was more of an asian atmosphere, while X-2 was more pop style, so it was a total departure. Opposed to that, XIII to XIII-2, the seriousness of their universe and the way the story unfolds will remain unchanged. We just wanted to add some new elements, but the basic ideas have not changed much. It’s not like X to X-2 were it was a completely different thing. XIII to XIII-2 is an actual sequel. When it comes to music, in XIII Masashi Hamauzu did the music and he was quite popular which had an orchestral feel to it and that will actually be maintained as well, but with new elements.
What do you think of the music in XIII-2?
RPGSite: Unexpected. It reminded me of Persona… which that stuff can be brilliant depending on the situation.
Kitase: Obviously we want to make adjustments, because, like you say, if we stick the same kind of music all the way through, it might sound a bit out of place, or be a bit strange. We made it so every thing has an appropriate tune.

RPGSite: My proper question is about side quests, and the end game. One problem that a lot of people had with the original XIII and some of the other recent Final Fantasy titles is that once you finish them, there really isn’t that much to do. In XIII there were side quests, but they were all these monster hunt quests—there was nothing else. So I’m wondering if they’re looking at post game content stuff to do after the game is over, and if they’re looking at more variety of side quests during the game as well.
Toriyama: We mentioned the multi endings earlier, so it’s in relation to that so we can’t tell you very much about it. For people who have already cleared the game once, from the second playthrough on there are replay values attached to it. It’s a lot like New Game+, it’s the same system, so there are items and features than can entice you to keep playing. As far as side missions, there are more side missions a bit like in Red Dead Redemption. So it’s not just the hunts, it’s the other types of missions as well. One of the criticisms we received about Final Fantasy XIII was there was not enough mini games, and people want to see more of them, so that’s some of the things we added as well.

RPGSite: I had some questions about some of the new elements you’re throwing into the battle sequences. For example, you mentioned monster collecting earlier on… how do you exactly collect monsters in battle, and on a side note, what specific thing triggers the Cinematic Actions? Are they automatic? Or do you have to fill certain conditions for them to play out?
Kitase: Firstly, how to collect monsters. At first you have to defeat the monster, and when you meet certain conditions, at some certain rate obviously, it will enter you party and start working for you. You can mix them like if you play a card game and make a deck—it’s a bit like that. When it comes to the Cinematic Actions, there are two types: first is the one you saw in the demo against Atlas. When you take on a really big boss, when a certain level of damage has been inflicted on the boss, then it happens. Another thing with the Cinematic Action is, with some of the monsters you can collect, capture and make work for you, some of them can trigger those Actions.

RPGSite: You talked a little about Red Dead Redemption. Can you explain how that influenced you?
Toriyama: Among the millions of games that came out last year, Red Dead Redemption was adored by a lot of Japanese developers, including ourselves. Our game is not as open-field as that game, obviously. We did take some inspirations, however. For example, missions can happen anywhere rather than having to go to a certain shrine, or base or something, and that’s from them. In this game you see lots and lots of chocobos and you can ride them. The kind of feeling you get as you ride the chocobo, it’s a bit like the way you ride a horse. It’s a really refreshing feel good experience, and that’s one thing we learned from the game.

RPGSite: With Final Fantasy XIII, a lot of people felt that the Xbox 360 version was not as good as the PlayStation 3 version. What are you going to do to make sure the 360 version of XIII-2 is at least as close as it can be to the PlayStation 3 version?
Kitase: What we believe is even with Final Fantasy XIII there wasn’t an awful lot of difference when it comes to real time graphics. It’s about the same. When it comes to actual movie files, which was very heavy, the compression capacity of the two consoles was quite visible. In the meantime, we are now capable of event scenes/drama scenes as real time graphics rather than movies. The real problem that was causing so much difference between two versions, is a relatively small amount… it only makes up a small percentage of the entire graphical elements in XIII-2, so it’s not going to be a very big issue anyway.

RPGSite: Thank you for your time.



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"DLC was planned from the beginning of development, will expand story."

Vaya chapuza. Lo peor es que con el Versus en desarrollo también se dediquen a quitarle contenido. Qué asco el invento de los DLCs :|


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Claire77 escribió:
"DLC was planned from the beginning of development, will expand story."

Vaya chapuza. Lo peor es que con el Versus en desarrollo también se dediquen a quitarle contenido. Qué asco el invento de los DLCs :|


Pues si... ni he comprado ni comprare. Pero como me jodio con el AC 2 en su momento cuando estas en el animus y pone fallo de memoria" y te encuentras a ezzio ya con barba y todo :| se comieron la batalla de forli y la hoguera de las vanidades por la cara. Lo mejor? que viene en el disco peeeeeeero esta bloqueado ¬¬

Asco de juegos a cachos y saca cuartos...


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Toriyama. Ese hombre se ha ganado todo mi respeto.



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aNtArEs150 escribió:
Toriyama. Ese hombre se ha ganado todo mi respeto.



¿por qué? 8O



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Cita:
We did take some inspirations, however. For example, missions can happen anywhere rather than having to go to a certain shrine, or base or something, and that’s from them.

:-o

El hecho de que Lightning este dopadisima por su pasada aventura, quiere decir que podremos pasar nuestro avances del XIII al XIII-2?


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Traducción de la entrevista a Kitase y Toriyama que Vanille se ha currado en su blog:

Entrevista a Yoshinori Kitase y Motomu Toriyama
Declaraciones:

"El sistema de Formaciones de Final Fantasy XIII gustó bastante, por lo que lo hemos mantenido añadiendo novedades. Dos ejemplos son la posibilidad de reclutar monstruos y ponerlos a tu servicio (habiendo más de 150 tipos diferentes), y las acciones cinemáticas, un elemento que añade dinamismo. Queremos asegurarnos en todos los sentidos de potenciar la interacción del jugador con el sistema."

"Debido a las críticas que recibió su antecesor, cuando empezamos con Final Fantasy XIII-2 estábamos decididos a tomarnos seriamente los puntos que no gustaron, y rectificarlos de forma apropiada. El jugador se verá más envuelto en el desarrollo, pudiendo, por ejemplo, elegir qué decir a los habitantes de las ciudades."

"Sabemos que al público no le gustó que no hubiera ciudades en Final Fantasy XIII, así que las hemos incluido en XIII-2. Puedes explorarlas y hablar con toda la gente, lo cual puede activar nuevas situaciones y tareas alternativas. Habrá personajes que nos venderán cosas. Creo que si creáramos ciudades de la misma forma que en Final Fantasy VII, VIII y IX, sería bastante aburrido, por lo que hemos dotado de vida a cada uno de los habitantes de las ciudades para que hagan cosas por su cuenta, tales como sentarse a charlar, hablar con sus familiares o con quien quieran. En ese sentido, se trata de un tipo de ciudad bastante diferente al típico de Final Fantasy."

"Tomamos la decisión de hacer una continuación justo después de que Final Fantasy XIII estuviera disponible en todo el mundo. Estuvimos visitando Estados Unidos y ciertos países europeos, y vimos que había muchas reacciones positivas por parte de los fans. Por otra parte, tuvimos en cuenta que Final Fantasy XIII fue todo un éxito, con casi 6 millones de unidades vendidas en todo el mundo. Pero, simplemente, notamos un sentimiento general de que se quería una continuación.Además, trabajando en Final Fantasy XIII, pensamos que su universo y sus personajes tenían un gran potencial que un solo título no podía exprimir".

"En Final Fantasy XIII-2 el desarrollo no estará estructurado en capítulos, ya que no gustó en el anterior. Tendréis que esperar al Tokyo Game Show para más detalles. Como adelanto, por primera vez en la saga, habrá múltiples finales."

"Decidimos mantener el sistema de batalla por el motivo de que Final Fantasy XIII-2 es una continuación directa de Final Fantasy XIII, y pensamos que es lo que quedaba bien. Sin embargo, no se trata exactamente del mismo sistema, ya que se han incluido nuevas funcionalidades."

"El de XIII y XIII-2 es un caso diferente al de X y X-2. Con X-2 quisimos cambiar absolutamente todo, incluso el estilo musical. Su antecesor contaba con una atmósfera más asiática, mientras que X-2 era más pop; una auténtica contraposición. Sin embargo, XIII-2 mantendrá de su predecesor la seriedad y la forma en que la historia se va desarrollando. Quisimos añadir nuevos elementos, pero la idea principal no ha cambiado mucho. No es como X y X-2, que son juegos completamente diferentes. XIII-2 es una auténtica continuación de XIII. En cuanto a la banda sonora, Masashi Hamauzu se encargó en la primera entrega y se volverá a encargar. Esa sensación de música orquestada también se mantendrá, pero con nuevos elementos."

"Final Fantasy XIII-2 contará con la posibilidad de empezar Nueva Partida + tras acabar el juego por primera vez. Este modo incluirá novedades, como determinados objetos, que pueden atraer a volver a disfrutar de la aventura. Además, hay muchas más tareas secundarias y alternativas, de forma similar a las que se encuentran en Red Dead Redemption, videojuego en el cual nos hemos inspirado, en cierta forma. No sólo cacerías, hay otros tipos de misiones y que pueden ocurrir en cualquier parte, sin que necesariamente tengamos que ir a un lugar concreto para activarlas. Veremos muchísimos chocobos y podremos montar en ellos. La sensación que da es muy similar a la de montar a caballo en RDD.

Muchos criticaron a Final Fantasy XIII por su falta de minijuegos, así que eso también lo hemos arreglado."

"Recibiremos los cristales para invocar a los monstruos una vez hayamos cumplido ciertos requisitos. Entonces podremos combinarlos y mezclarlos como queramos, como si estuviéramos jugando a las cartas. Por otra parte, las acciones cinemáticas pueden ser de dos tipos: efectuadas por nuestros propios monstruos y en combates contra jefes, cuando hayamos infligido una cantidad determinada de daño."

Kitase y Toriyama consideran que no hay grandes diferencias gráficas entre las ediciones de PS3 y Xbox 360 de Final Fantasy XIII. Indican, además, que ahora no es tan necesario recurrir a secuencias prerrenderizadas dada la actual potencia del motor gráfico.

Final Fantasy XIII-2 tendrá tres discos en Xbox 360 y la duración de su trama principal será similar a la de Final Fantasy XIII; alrededor de 45 horas.


"Por primera vez" múltiples finales, ¿y el X-2 qué? xDD En fin, de duración está bastante bien considerando que habrá más de un final. Espero que vayan soltando más cosas, me sigue preocupando si vamos a manejar a más personajes o no.


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Foo_Fighter escribió:
Claire77 escribió:
Foo_Fighter escribió:
Los que os hagais leido esto :Final Fantasy XIII-2 Team Interviewed.

Que juvilo cuando pone que serah no tendra invocación, que la imagen de serah y light jutas es simbolica (traducción que no luchan juntas nunca), que la gran baza del juego es rejugarlo varias veces (quien ha disfrutado rejugando FFX-2, quiero conocerlo, jajaja), ahora a todo lo llaman explorar. Añardir un pasillo o dos al mapa para dar mas vuelta o llegar solo saltando. Sin olvidar que buena parte del juego pinta a que estaremos luchando contra una creación. Eso si por partes, primero un brazo luego una pierna, asi hasta que el autolvl de FF13 nos permita derrotarlo.

Entusiastas no os entiendo.

s2


Yo no entiendo la manía de mirar solo lo malo del juego. Ojo, no digo que no se pueda criticar el juego, pero hay gente que tenemos un mínimo de interés por el juego, y por eso comentamos aquí es para hablar de lo que nos gusta o no nos gusta del juego. ¿Este juego te parece que será una mierda? pues estupendo, pero por lo menos a mí cuando un juego me parece una mierda paso de él, no estoy atenta a todo lo que sale a ver qué le puedo criticar.


no miro solo lo malo, estoy muy contento de que se hayan planteado poner tiendas en las ciudades, haciendo un esfuerzo maximo para diseñar un npc tendedero. O la posibilidad del minijuego de cazar monstruos, un clasico de la saga con una innovación buenisima de incluir el monstruo en batalla, asi se ahorran tener que desarrollar 3 personajes, era mucho esfuerzo. ya que todo el mundo estaba expectante en conocer mas sobre serah o para los amigos cristal de bohemia.

Si por ahora el juego me parece una mierda, que solo el marqueting lo esta alejando de la comparativa de FFX-2.

Y no no dejare de seguirlo, ya que o la gente se pone mas dura con esta saga o el FFvs sera otra troleada de $-€.

s2


Claire77 no te preocupes en Foo_Fighter es normal, se tiro todo el post del XIII despotricando sobre este y en el del XIII-2 no va a ser menos X-D Un post relacionado con el XIII sin Foo_fighter comentandolo todo a lo mal no es lo mismo.



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