Game Bloodborne | From Software/Sony Japan Studio |

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E' più godibile giusto perchè non lagga e il bs è stato nerfato(che comunque è tanto), per il resto è la stessa roba se non peggio

 
In addition to his recently published interview with Famitsu, Bloodborne director Hidetaka Miyazaki of From Software also sat down to have a lengthy chat with Japanese publication Dengeki about his upcoming PlayStation 4 game. While some of the details are reiterating things that we’ve already covered about the game earlier this week, Miyazaki nevertheless had plenty of new things to say about the design philosophy of the game, its influences, and what to expect in broad terms with regards to how he envisions it will play, so read on for our translated summary of what transpired during the interview.

 


Miyazaki starts off the interview by discussing how the game was conceived. As it was stated previously, development on Bloodborne commenced soon after work wrapped up on the Artorias of the Abyss DLC for the first Dark Souls game back in 2012. Sony approached him asking if he wanted to work on another game with them for their then-upcoming PlayStation 4, an offer that he happily accepted as someone already keen to collaborate with them again. As such, he states that Bloodborne had always been planned to be a PlayStation 4 game from the start. Nevertheless, while he concedes that similarities between it and Demon’s Souls are bound to manifest in this new game because of how the latter was created under analogous circumstances, he doesn’t consider it to be a direct successor and as such never intended it just simply be Demon’s Souls 2.


 


In terms of the fundamental ideas that are said to lie at the heart of the game, Miyazaki offered three key concepts that are said to inform the identity of the game. The first of these is the ability to have fun while exploring the unknown, which he says not only applies to the actual gameplay, but also to how players experience the world, storyline, and the mysteries belying Yharnam, the city in which the game takes place. The second core concept that he brings up is that of the feeling of fighting to the death. While it most directly has a hand in the combat, particularly in boss and PVP fights, Miyazaki contends that it’s also something that’s tonally carried throughout the game world. The easiest comparison, he claims, is to horror games, although he’s not striving to make a game of that ilk per se and that overall, he’s atmospherically looking for something that resembles the Tower of Latria in Demon’s Souls. Nevertheless, he says that the end goal for combat is to imbue players with a greater sense of fear and of the grisly nature of fighting so that they feel that much more satisfaction when they do manage to come out on top. Finally, Miyazaki mentions that online connectivity is important to the game like it has been in the Souls series, but deigned to go into specifics other than to say it’s rooted in the idea of “free, yet shared exploration.”


 


Miyazaki also commented on titling the game “Bloodborne” specifically, stating that it’s meant to be a reflection upon the game world at large, but that he wants players to explore and play around with the game so that they can figure out the particular significance of the name for themselves. Conversely, he was more forthcoming about the potential that the Gothic/Victorian-inspired setting of Yharnam offers him as a creator. Akin to how Demon’s Souls went the medieval route because the combat flowed in a more passive manner, as typified by the game’s array of iconic swords and shields, Miyazaki believes that the Victorian-laden trappings of Yharnam are a natural fit for Bloodborne’s comparatively more proactive combat style. Indeed, in his eyes, the prominent use of metalwork coupled with clothing made of fabrics helps convey the game’s philosophy of forcing players to be more engaged in fighting compared to his previous works. According to him, the setting is also what enables him to add guns to the game without needing to turn it into an outright shooter. Visually speaking, he also says that the game is loosely modeled after Eastern Europe, with some research trips conducted in Romania and the Czech Republic.


 


Furthermore, Miyazaki also says that there are technological motivators behind going with Bloodborne’s particular aesthetic, as he hadn’t been able to produce such a world on console hardware prior to the PlayStation 4 and now has the raw technological power to make it happen to his satisfaction. The mechanized nature of the setting is something he wants to take full advantage of the game with various tricks and gimmicks, a desire that extends as far as the weapons, remarking that the weapons will be imaginative and diverse in their capabilities. The gun in the E3 trailer, he mentions, can change shape and such distinct characteristics are present throughout the game’s weaponry, with the focus therefore being on figuring out how to best utilize a given weapon’s gimmicks, rather than just the latent properties of more straightforward weapons occupying conventional tropes.


 


With regards to whether Bloodborne has much in the way of normal humans roaming about, Miyazaki answered by saying that they’re rare. Indeed, as a result of the endemic disease discussed previously that’s rampantly turning people into beasts, the townspeople go on nightly hunts, with their weapons compromising those that players themselves will use, but they otherwise predominantly keep to themselves behind closed doors. In a sense, he argues, given the circumstances, even the so-called “normal humans” might have their own share of abnormalities to contend with deep down. The protagonist, meanwhile, as mentioned before, is a traveler from a far-off land in search of ancient medical procedures that the town is said to host.


 


In line with the game’s emphasis on proactive fighting, combat is said to be about forcing openings and getting done what needs to be done before the opposition has a chance to get what they’re after. Being passive like in a Souls game, Miyazaki warns, serves to only get players killed that much faster. Guns in the game are meant to be especially emblematic of that approach, with the shotgun that’s been shown being particularly fitting given how its primary usefulness is, as expected, in close quarters. Indeed, it can be used for a variety of purposes such as getting enemies to let their guard down, counter attacks, and engaging groups of enemies, among other things. While long-distance attacks aren’t without their uses, Miyazaki implores that they aren’t the primary function of guns and that allowing for that would detract from his desired set of combat dynamics, especially since, again, he doesn’t want the game to be played like a shooter.


 


In terms of consumable items, Miyazaki says that he isn’t quite ready to delve into very many specifics, but he does explicitly mention that the team is looking into making it possible to using HP healing items with just a single button press in order for them to not detract from combat. However, on the flip side, he wants to avoid a common pitfall that he perceives in other games that make healing items the default selectable item where the strategic usefulness of other types of items are rendered comparatively ambiguous, although he doesn’t provide specifics about how he intends to combat that particular issue.


 


When pressed about how the game will treat player deaths, Miyazaki said that he doesn’t want to make such an inevitability a huge deal. Rather than use death in Bloodborne as a form of punishment, Miyazaki hopes that it will instead prove to be a motivational catalyst for players and compel them to keep trying to tackle challenges again and again. Death, then, is less meant to be something intended to make players feel helpless, but rather heighten that sense of just barely making it out of fights alive when they do manage to win against an enemy.


 


Miyazaki also touched upon character customization, saying that the protagonist has a selectable gender and that their face can be fine-tuned, with the overall extent of customization likely falling somewhere in line with what Demon’s Souls had available. He mentions that he’s looking to expand upon what that game had to offer, but explains that the timing wasn’t yet right to discuss the matter. Beyond that, character growth is confirmed to be a natural part of the game, although he remained mum on what that specifically means in Bloodborne beyond what he already discussed earlier regarding the game’s weapons.


 


Towards the end of the interview, Miyazaki talks about how he has a keen interest in the PlayStation 4′s online features and while online connectivity will be a big part of Bloodborne, he doesn’t intend to leave more solo-oriented players out in the cold, either. In particular, he says that he’s rather intrigued by the PlayStation 4′s Sharing functionality and that he and Sony are looking into how to fit it well into the game.


 


Finally, while the game is still only due somewhere within spring 2015, Miyazaki states that the development team is planning for it to be a simultaneous worldwide release.


Fonte: http://gematsu.com/2014/06/bloodbornes-victorian-inspirations-influence-setting-gameplay

 
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Sony Computer Entertainment Japan and Asia released more information about the setting and story of the upcoming PS4 exclusive Bloodborne by From Software, directed by Demon’s Souls creator Hidetaka Miyazaki.

 


It’s the 19th century, the Victorian Era. Located in a remote mountainous region far away from the rest of civilization, there’s the ancient city of Yharnam. It’s a gloomy city where the indigenous faith has given birth to prejudice, but it’s also known as a center of ancient medical learning.



However, the city is now affected by the horrifying epidemic commonly named “the plague of the beast,” and is now known as a cursed place.



Today in the city of Yharnam the “Beast Hunt” happens every night, and the streets are filled of the smell of blood, beasts and death. There’s a peculiar atmosphere, as the crowds performing the “Besast Hunt” wander around the city. They walk around with bleary, confused eyes, with their weapons and torches in their hands.



Enemies of different shapes and sizes attack the hunters. Some are much larger than humans, and have sharp claws. For an enemy attacking with a speed that doesn’t seem natural given its size, it’s crucial to be always alert and ready to react. From here, a ghastly, desperate struggle for life and death will begin.


 


One thing is for sure: with a premise like that, the elements for a terrifying experience that will very possibly surpass Demon’s Soul are all in place. We’ll have to wait and see if the story will live up to the legacy of its predecessor, but so far so good.


Fonte: http://www.dualshockers.com/2014/06/18/ps4-exclusive-bloodborne-gets-more-information-about-its-terrifying-story-and-setting/

 
Scan e info. Tutto da Dualshockers (http://www.dualshockers.com/2014/06/19/ps4-exclusive-bloodborne-gets-more-story-information-bizarre-secrets-teased-new-famitsu-scans-inside/)

Partiamo con le info:

Today the latest issue of Weekly Famitsu was released in Japan, and it included a nice and detailed introduction on the backstory and setting of the upcoming PS4 exclusive Bloodborne, which is being developed in collaboration between From Software and Sony Japan Studio under the direction of Demon’s Souls’ creator Hidetaka Miyazaki.

 


While some of it was included in the blurb released yesterday, there are a lot of new elements to ponder.


 


The game is set in the 19th century under the reign of Victoria. The “Ancient City of Yharnam” is positioned on the border of a huge valley.



Although the townspeople have grown to be prejudiced due the natives beliefs of the gloomy town, there are an ancient and unique ways of medical learning in the city.



Everyone knows of the dreadful endemic disease known as “The Beasts Disease” and also of a certain cursed area.



Every night in Yharnam an event known as the “Beast Hunt” happens, where the town’s streets are full of the smell of Beasts, blood and most of all death.



The mob of “Hunters” who wander the city begin to look and act strangely all of a sudden and go into an uncontrolled frenzy. The frenzied men then grip onto their weapons whilst the light of the Torches can be seen in their murky melted pupils.


 


“Hunters” hold a Torch in one hand and a weapon in the other. The beasts are great in strength and fast on foot. It is best to watch the beasts movements and think of the best strategy of how to take them on.



There are those that burn the bodies of huge beasts. A cruel feast unfolds under the beautiful moon, but what do these people have in common with the beasts? That answer is unknown at this very time.



Many bizarre secrets are hidden within the dark depths of the Ancient City of Yharnam. The “Hunters” who hunt the beasts all have very unique and special weapons to chase down the beasts.



There are people who hunt down the beasts for a living, and they are called “Hunters.” Their equipment includes a unique weapon that has the shape of a Saw mixed with a hatchet as well as a Shotgun to take down the Beasts.



Armor is obsolete and so Hunters use a different battle technique to fight their battles. The shotgun is used for far away encounters whilst their unique weapon is used for up close battles. This is how the Hunters fight. When the time comes to overcome dangerous situation, they must persevere to stay alive in many life and death struggles.


 


A despair filled battle of life and death begins against grotesque enemies.


 


Terrifying-looking enemies will suddenly attack the Hunters. Giant enemies as far as the eyes can see with extremely sharp claws.



Giant enemies will be speedier than you ever thought they would be, and you will need to be alert in order to take them on.



From here on out, bet your life as your ghastly battle for your life will begin…


 


The article also mentions that the number of online players is still to be determined.


 


One element is particularly interesting, and that’s the mention of the possibility of the mob burning the beasts might have something in common with them. One thing is for sure: Bloodborne‘s backstory and settings do indeed seem to hide many secrets, and we’ll probably learn about some of them in the next few months, while others we’ll probably have to be uncovered by playing the game.


Alta risoluzione:

http://cdn.dualshockers.com/wp-content/uploads/2014/06/Bloodborne_Famitsu_Scan_01.jpg?57efa4

http://cdn.dualshockers.com/wp-content/uploads/2014/06/Bloodborne_Famitsu_Scan_02.jpg?57efa4

Bassa risoluzione:





 
Ultima modifica da un moderatore:
Mi chiedo se il concetto di 'classe' rimarrà anche in questo titolo o verrà abbandonato...secondo la descrizione dovremmo impersornare gli hunter nel gioco, giusto?:unsisi:

 
Io presumo che diverse meccaniche subiranno diversi cambiamenti...tipo ora le schivate dovrebbero essere ancora più preponderanti di prima...

 
There are those that burn the bodies of huge beasts. A cruel feast unfolds under the beautiful moon, but what do these people have in common with the beasts? That answer is unknown at this very time. Many bizarre secrets are hidden within the dark depths of the Ancient City of Yharnam.
Il setting mi attizza in modo mostruoso

 
Game Director Hidetaka Miyazaki actually explained how that will work in an interview on 4Gamer, also mentioning that it’s bound with one of the main themes of the game, which is “exploring the unknown” (the others are “a battle to the death” and “new online gameplay”).
About the theme “exploring the unknown” I spoke about earlier, I believe the concept should be applied to gameplay elements. The tactical factor of the new “active battle” is part of that, but we also want to include unknown elements in various areas of gameplay, for instance in character builds and the strategy the player will use. We’d like players to have fun stumbling their way through the game and finding out those unknown elements.

For example I can explain this by talking about the weapons that can be used together with the gun and that we define “gimmick weapons” . In the CG trailer shown at E3, we introduced the saw-cleaver weapon. That weapon has an unique shape and can also transform, and its features also change depending on the transformation.

Using those different transformations is an integral part of gameplay, and there are even unique attacks with special effects that can be executed only while the weapon is in the middle of a transformation. I think that there will be a lot of room for exploration on how to master those weapons.

Looks like Bloodborne will have plenty elements to distinguish it from the previous Souls games, and this definitely seems to be a major one. Miyazaki also seems to imply that the game will take a radical steer away from the linear approach, so I wouldn’t be surprised if the freedom of exploration extended to the game’s world as well.

Miyazaki descrive le peculiarità dell'arma presente nel video dell'E3.//content.invisioncic.com/a283374/emoticons/sisi.gif

 
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