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SoulGrabber

Wii U

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[member='Oni'], мизерные. С августа потихоньку пойдут. Pikmin 3 -> Zelda Wind Waker HD -> Donkey Kong Country Returns 2 -> Super Mario 3D World

 

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2014 просто ВИНИЩЕ для Wii U 

Mario Kart 8

Bayonetta 2

X

Yoshi's Epic Yarn

SMT & Fire Emblem

Zelda Wii U hitrost.gif

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[member='VLQ'], ты его не видишь в моем списке, поскольку я не считал W101 систем-селлером. 

Изменено пользователем PacBoy

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[member='PacBoy'], ах, в твоем списке только систем-селлеры. Меня просто смутили СМТхФЕ, Х и Йоши :icon_rolleyes:

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[member='VLQ'], смешал все в кучу   :-D Как бы "граница" была не просто так. Она отделяет два сообщения в одном. В первом я отвечал Oni, а во втором написал мои Must Have следующего года.  :icon_wink:

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[member='PacBoy'], тебе надо инструкции к своим постам выпускать!



а вообще я трейлер w101 посмотрел больше раз чем все остальные вместе взятые, VIEWTIFUL! На втором месте Донки Конг.

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[member='PacBoy'], Если учесть, что пока что на Wii U хороших игр кот наплакал, w101 все же может немного приподнять продажи Wii U.

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Миямото и Реджи — мы не действуем «безопасно», разговор о новых IP и данных продаж

 

The following comes from a Kotaku interview with Shigeru Miyamoto.

Kotaku: One of my senses is that the games [you have at E3] are fun but they feel safe, like this is not a Nintendo taking risks this year. Is this a safe year for you guys?

Shigeru Miyamoto: So I don't look at this as us playing it safe, because, whenever we make a game, we're striving to create new experiences for people. Certainly from outside the company and even internally we have a lot of staff members who are talking about, we should create new [intellectual property, as in characters or series]. To me the question really comes down to: What is new IP and, by definition, what is a new game? And I think there's a lack of understanding about the difference between the two.

And so, from my perspective, a lot of people say, 'Oh, you should make new characters and those would be fun games,' but creating a new character doesn't necessarily mean the game is going to be fun. You really need to be focusing on creating a new gameplay experience that's fun and unique.

And so even with a game like Pikmin 3 where our focus is on perfecting the Pikmin game design, we've really finally felt like we've created a new gameplay style even within the Pikmin franchise.

Kotaku: Sure. To me, it seems that each of the big franchises that you have is a formula. Super Mario side-scrolling games are a formula. Pikmin is a formula. Luigi's Mansion is a formula. Animal Crossing is a formula. Every time you release a new one, you're perfecting that formula or tweaking that formula. For me, something like Luigi's Mansion or Pikmin feels fresh because I haven't seen it from you—Nintendo—in 10 years, whereas a Mario Kart or a Donkey Kong Country game that Retro is working on, I feel like I just played that formula last year or the year before. And I sense that from our readers as well, that they feel not so much that they're looking for new characters but that some of these formulas...we feel like we're getting them again and again very rapidly. And that's where the sense that maybe you're playing it safe comes from. Do you see that?

Miyamoto: So I guess when you explain it that way I could see how maybe some people might see it as a somewhat conservative approach, but we're always focused on creating those new gameplay elements. When it comes to those new franchises, we can look at something like Nintendogs. And, because in Nintendogs the character was a dog, people didn't really view that as new IP from Nintendo, and it was. And with Wii Fit, the same thing, people didn't really look at that as new IP.

I think, from my perspective, we're always trying to do new things, so even if we're doing it within the same formula it's still a new experience. And, apart from that, I'm also working on a lot of other projects where I'm experimenting with new things. And some of them may be things like the Louvre museum project that I've worked on. I think perhaps there's a misunderstanding about the difference between of new IP and new experiences.

Kotaku: Right. Don't get me wrong. Dillon's Rolling Western was a new character. Pushmo was a new character. I pay attention. I know you guys are actually creating new characters. It's more that—the Donkey Kong game stands out to me—I feel like I just played that. And so, Mario Kart, I feel like I just played that, and I know those series well enough that I can see one difference here and one difference there. I've only played the games for five minutes, so I don't know all the differences, but that's where it feels like to me like, this year, this isn't the Nintendo that was taking huge risks by introducing the Nintendo Wii or the DS or Wii Fit as a piece of software, but instead it feels like, 'Oh, I know all these franchises already, and so I'm seeing small iteration in franchises that I just a year or so ago.'

Miyamoto: Yeah, I guess I understand there are some who wish we brought something new or some different ideas to E3, but at the same time, I also feel that people don't tend to recognize what we have done that is new. Because even something like Nintendo Land that I thought was very fresh and offered unique ways to play games, people don't recognize as being a new IP or taking a risk simply, because we didn't build a new story around it or introduce a new character around it. Whereas if we had taken that gameplay and had done it that way, people would have recognized it as a new IP. So I guess to a certain degree that is a little bit of the frustration.

The following comes from Reggie Fils-Aime.

Kotaku: What do you think? Are you playing it safe?

Fils-Aime: I don't think we're playing it safe. I hate to say it...

Kotaku: [laughing] You don't...you don't hate to say whatever you're about to say...

Fils-Aime: You know that I like you a lot. I think that's actually a superficial analysis. And here's why I say that. When you look at the depth that's in Super Mario 3D World, the use of the different characters, the fact that different characters have different capabilities, the fact that it's a multiplayer game in a 3D space that EAD Tokyo does so well... that experience is a phenomenal experience. Donkey Kong Country Tropical Freeze, I think it's superficial to look at that game and say, well, it's just Donkey Kong Country. No it's not. New levels, new enemies, new ways to player underwater, I mean there's a lot more richness in that game. I could literally go through point by point.

Kotaku: You would agree these are existing franchises that, if you know in advance what Mario Kart is like, you sort of know a lot of what Mario Kart 8 will be. It's that plus a new thing or a couple of new things or something like that, as opposed to when a Wii Fit comes out and it feels like it's radically out of left field and it feels like something different. So it's that in aggregation that it felt like familiar, familiar, familiar, familiar...

Fils-Aime: I think then what you're getting at is we are launching games within highly successful franchises. Mario Kart is a highly successful franchise. A franchise that on average I think the number is greater than five million units per SKU [version]. Super Mario does on average something like three million units per SKU. So these are big powerful franchises. And that is true that versus, Wii Sports or Wii Fit that were at the time brand new franchises that have also sold exceptionally well. All I can tell you is that, first, we've got some new franchises that we're about to launch. The Wonderful 101, I think, can be magic in a bottle, and we're continuing to work on other new franchises.

link



Реджи появится в ток-шоу Late Night with Jimmy Fallon, можете оттвитить ему вопрос с хэштегом #nintendoreggie

99bb843b4708.jpg

Изменено пользователем VLQ

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[member='Krill'], в основном W101 купят ребята уже имеющие консоль, потому что

на Wii U хороших игр кот наплакал

Но это не та игра из-за которой толпы побегут в магазин за Wii U. 

 

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[quote name='Shaitan' timestamp='1371621079' post='3389441'] Почитал сейчас медиаплан Nintendo по российскому рынку [/quote]

Он где-то в открытом доступе? Мне тоже хочется почитать.

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[member='VLQ'], ты его не видишь в моем списке, поскольку я не считал W101 систем-селлером. 

 

Чтооооооо opr0JDBF.gif

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Какой же марио карт красивый em23.gif

 

http://www.youtube.com/watch?feature=player_detailpage&v=UwETgVz44Qo

 

Ну почему ССБ и карт в 2014 будет... Я же не выдержу em28.gif

http://www.youtube.com/watch?v=WN1qZw9mrTM

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[quote name='VLQ' timestamp='1371657384' post='3391033'] а вообще я трейлер w101 посмотрел больше раз чем все остальные вместе взятые, VIEWTIFUL! На втором месте Донки Конг. [/quote]Никак не пойму что с этого 101 все так прутся, по трейлерам вообще ни о чем... Или это из-за студии разработчика?

Консоль возьму наверно в конце года вместе с переизданием Зельды. 

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[member='PacBoy'], [quote name='PacBoy' timestamp='1371658984' post='3391126'] Но это не та игра из-за которой толпы побегут в магазин за Wii U.  [/quote] Может и так, но я все же поверю в лучшее  :icon_smile:

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Сакурай про кастомизацию в Super Smash Bros., элементы случайности, сравнение Melee и Brawl, о жанре файтингов и не только
 

Coming from a GameSpot interview with Masahiro Sakurai.

"I like to think of Smash Bros. as a game with lots of interesting accidents. For example, you might have a terrain change that signals incoming damage from a hazard. Those sorts of things are fun to anticipate and react to while fighting."



On character customization

"Perhaps the best way to think of it is: it's not the strength of the attacks that change--their power--but the directionality of those attacks will change with customization."



On tripping

"I think we're going in a direction where we're not going to include [tripping] this time around."



On random elements

"When you boil things down to pure competition, it's not always the most engaging experience. For example, think about the 50-meter dash. This is something that really comes down to speed. You see a lot of people progressing in a linear direction, and the person who is fastest in the beginning is quite often going to be the winner. It's predictable--and while it is pure competition, it's not necessarily engaging in the same way as events with unpredictability. As developers, we have to think about all of these circumstances when designing fighting games."


On Melee vs. Brawl

"When I began working on the first Smash Bros., there was a great focus on [highly-technical] fighting games, and that's something we've seen branch off into sort of a niche direction. Now, those types of fighting games have a very high barrier to entry for new players, while Smash was always meant to appeal to lots of people from different gaming communities. When you look at fighting game forums, you'll see a preference for Melee, and yet, I think there are lots of people in the silent majority who don't post online who prefer Brawl. Ever since I started working on the Kirby series, I've always thought about the needs of the less vocal, beginning players of games."

On game speed

"I would say that the speed of gameplay [in the next Smash Bros.] is going to be a little bit less than Melee, but a little bit more than Brawl. One of the best ways to look at the fighting game genre is thinking about this pinnacle--this peak--we've built up to where these games have become more of a hobbyist [genre]. I think that trend might be reaching an end."

On the fighting genre

"I think the idea of the fighting game genre can be somewhat limiting. People have defined in their own minds what constitutes a fighting game, and that can be such a specific set of characteristics that when other people are viewing a game from the outside and they learn it's a fighting game, they may predetermine it's not for them simply because of what they expect from it as a fighting game.

When planning the development of a new game, I always take a lot of care to discuss the concept and try to define it as best I can. For example, I like to think of Smash as a four-player battle royal action game. You'll notice that's a lot longer than saying it's a fighting game, because 'fighting game' is a completely different label. You can talk about a fighting game or an action game or a racing game, but as soon as you define your game specifically in those terms, you start limiting your creative range because you're thinking of the limitations of that genre. Perhaps the best thing we can do now is start with a concept rather than a genre. If we can do that, perhaps we can grow the whole idea a little bit."

Link



http://www.youtube.com/watch?v=pOfzJ2yFKyI http://www.youtube.com/watch?v=6WPbTyjVzwU



http://www.youtube.com/watch?v=NQHPhwn9rc8 http://www.youtube.com/watch?v=b6iU1msLF9M



Сакурай — у нас нет времени, чтобы добавить всех персонажей из Brawl в Super Smash Bros. for Wii U/3DS
 

Coming from a NowGamer interview...

"I can answer that: no. We don’t have the time to fully recreate every single character who’s been in Smash Bros at this point. Adding new characters is not a simple addition – it’s really multiplication. The amount of work, adding a character is multiplied and becomes bigger and bigger as you go. We can’t because of the amount of work it takes. However, I do believe I understand that each character has its own set of fans out there who really like that character. So we’re not going to cut characters out of the way, we’re going to put in as many characters as we can, we really want to do that, because it's good for the fans and good for all of us. But in the event that we do have to cut some characters, I’d like to apologise in advance to those fans." - Masahiro Sakurai

Link

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Геймплейный трейлер Bayonetta 2 в 1080p@60FPS:


http://vimeo.com/68728563

 

Перед просмотром его необходимо скачать, в веб-плеере будет только 30 кадров в секунду.

Изменено пользователем OffensiveBias

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Геймплейный трейлер Bayonetta 2 в 1080p@60FPS:

http://vimeo.com/68728563/download?t=1371730563&v=172225051&s=8a7c8668c7c440f4ef98cb7909724fa5

Судя по всему Вимео не вынес всей эпичности данного ролика... (((

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[member='Sharu'], я пытался запостить прямую ссылку на скачивание, но движок форума не дал мне этого сделать.

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