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stupendo:stema:


 
Bello poco da dire, assolutamente da tenere d'occhio.

I colori mi piacciono molto, lo screen postato sopra è "originale", spero però che non sia una sorta di "arena game" dove dover uccidere solo i nemici e ciao.
Beh dal video gameplay del TreeHouse sembra una cosa simile.

Struttura a missioni in grosse arene in cui mazzuoli mob e Boss,prendi sbloccabili e customizi il mecha.

 
Ultima modifica da un moderatore:
armored core non mi ha mai fatto impazzire, ma questo nuovo approcio più action mi attira parecchio

 
ormai nn ha senso vedere il treehouse per tre giochi...mi vedo il filmato quando esce :rickds:

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visto...sembra una figata! una sola cosa mi preoccupa...la telecamera e l'eccessiva lentezza dei movimenti...ma magari erano loro che nn erano buoni ahha

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fortunamente nn è roba tipo 1vs1 contro mech ma i sono i mobetti e i mega boss...il combattimento sembra anche abbastnza vario e lo stile mi gasa abbestia! il pezzo che prende la macchina e gliela tira che spettacolo! :rickds:

 
Action Puro coi Robottoni... Boh...:the:

ACTION PURO... COI ROBOTTONI... CUSTOMIZZABILI :phraengo:

Chissà se avrà anche la curva di difficoltà di AC :asd: (penso di no, o comunque selezionabile)

Salvo scivoloni (sopratutto sui contenuti!!!) è un Day One scontatissimo (per me):asd:

 
Beh dal video gameplay del TreeHouse sembra una cosa simile.

Struttura a missioni in grosse arene in cui mazzuoli mob e Boss,prendi sbloccabili e customizi il mecha.
Uhm magari il gameplay sarà molto divertente e andrà benissimo anche così, non amo i robottoni ma esteticamente è egregio, da tenere d'occhio senz'altro.

Quindi è un'ip Nintendo? Se si va comprato al D1.

E si, vi autorizzo a darmi del fanboy :sard:

 
Quindi è un'ip Nintendo? Se si va comprato al D1.
E si, vi autorizzo a darmi del fanboy :sard:
L'IP è di Marvelous Inc. pubblicata da N :sisi:

 
L'IP è di Marvelous Inc. pubblicata da N :sisi:
Oooook, allora passo almeno finché non calerà un po' :sard:

 
Oooook, allora passo almeno finché non calerà un po' :sard:
E fu così che N per correre ai ripari acquistò l'IP, obbligando Boss ad acquistarla al D1 in Collector Edition:sard:

Comunque Robottoni - Personalizzazione - Cell Shading è troppo stiloso per non prenderlo al D1 :Onilink:

 
E fu così che N per correre ai ripari acquistò l'IP, obbligando Boss ad acquistarla al D1 in Collector Edition:sard:
Comunque Robottoni - Personalizzazione - Cell Shading è troppo stiloso per non prenderlo al D1 :Onilink:
Non ce la faccio, mi stanno proprio sul gozzo :sard: Magari perché non ho mai trovato un gioco decente però, gli Armored Core non mi piacciono (giocai a suo tempo un po' uno su PS3) però ZOE lo amavo (ma vabbé lì c'è Kogeeeema :sard: )

 
Non ce la faccio, mi stanno proprio sul gozzo :sard: Magari perché non ho mai trovato un gioco decente però, gli Armored Core non mi piacciono (giocai a suo tempo un po' uno su PS3) però ZOE lo amavo (ma vabbé lì c'è Kogeeeema :sard: )
ZOE :tragic:

Io sono l'opposto in questo senso: mi triggero se vedo robottoni (sopratutto negli ultimi anni) :rickds:

(E infatti sto godendo con un riccio che ci sia "anche" Robot Ridley in Smash [come skin ovvio])

 
quindi come bayo2 e 3 in pratica...
Bayo 2 è proprietà (anche) di N. :sisi: (Bayo 3 pure probabilmente)

Bayo 1 invece (per esempio) è proprietà SEGA, e pubblished by N.

Da vedere ovviamente se qui oltre a pubblicarglielo hanno stretto anche un accordo di esclusività (ci starebbe!) :sisi:

 
Bayo 2 è proprietà (anche) di N. :sisi: (Bayo 3 pure probabilmente)Bayo 1 invece (per esempio) è proprietà SEGA, e pubblished by N.

Da vedere ovviamente se qui oltre a pubblicarglielo hanno stretto anche un accordo di esclusività (ci starebbe!) :sisi:
aaa ok! allora nisba :stema: arriverà da altre parti probabile pc (anzi sicuro)

 
aaa ok! allora nisba :stema: arriverà da altre parti probabile pc (anzi sicuro)
Per il momento lo considerò esclusiva temporale, anche se potrebbe non uscire mai su altre piattaforme

Comunque per me questo gioco è un'epic win, sperò solo che non siano un dito in culo da manovrare i mach XD

 
[h=2]Daemon X Machina producer on the gameplay, graphics, world setting, more[/h] [h=4][/h]
daemon-machina-656x369.jpg


Japanese website 4Gamer was recently about to speak with Daemon X Machina producer Kenichiro Tsukuda. The Switch exclusive was announced during E3 last month.
As the two sides chatted, Tsukuda spoke about the gameplay, graphics, world setting, and more. Find our full translation below.

Thank you so much for meeting with us today! So, E3 was the grand debut of Daemon X Machina – you know, the tag-team of you and Mr. Kawamori is creating quite a storm on the internet. It’s reminding people of the Armored Core series. What kind of game is this project going to be?
 
Tsukuda: Daemon X Machina’s biggest feature is definitely going to be its real-time equipment acquisition system: you can take equipment from your enemies and take your favorite pieces from battle. Even if your equipment doesn’t initially suit you, you can find equipment that better suits your needs in your immediate surroundings. If something catches your eye while playing and you think “Hmm, I want that!” you can just take it! It’s quite an interesting game.
 

About the “equipment” you can steal, is it just going to consist of weapons?
 
Tsukuda: No, actually – not only can you steal weapons, but parts for your mecha as well. This is all happening in the middle of battle, so naturally things are going to be destroyed. If you use the parts you steal from enemies, however, you may be able to fix the damaged parts of your own mecha.
 

How many types of parts are going to be available in your mecha – your “Arsenal?”
 
Tsukuda: Well, you have parts for the head, the chest, and the legs. You also have one weapon for each hand, as well as one on the shoulder; and on the mecha’s back there are two more replacement weapons, one for each hand. There’s also one additional part, but it’s a bit special, so we’ll talk more about it when we release more info in the future.
 

So basically, you can carry five weapons onto the battlefield at once?
 
Tsukuda: Yes – your Arsenal is essentially your armory.
 

An absolutely massive enemy appeared during the game’s preview. Could you even take parts from something like that?
 
Tsukuda: As for that, you’ll have to wait and see!
 

The preview showed Arsenals engaged in a mid-air battle; is the player going to be able to fly?
 
Tsukuda: You can fight both on the ground and in the air, yes.
 

This game is going to be focused around using mechas, can you tell us about the direction you went in, in terms of the game’s action and the mecha’s ease-of-use?
 
Tsukuda: Going into it, I thought “I want this to be able to play as smoothly as possible.” Your Arsenal isn’t necessarily a robot, per se, it’s something more akin to like a suit of armor, or “outer gear” – it moves in-time with the movements of the passenger. Because it’s a mecha, it won’t really rely on “hard” directions or movement – rather, its behavior is going to be dictated entirely by how the pilot (and by extension, the player) operates it. For example, when you fire a gun, or have the mecha’s arms open up to take in parts, the player will be able to see how it directly mimics the player’s movements.
 

So, Shōji Kawamori is responsible for the mechas’ designs, Yusuke Kozaki is doing the character designs, and Bandai Namco’s Junichi Nakazu and Rio Hamamoto are responsible for the music… How exactly did you decide on these members?
 
Tsukuda: Kawamori-san is a fantastic mecha artist, so I felt like it was necessary that he join the team! Kozaki-san has been deeply involved in Marvelous Inc.’s games – No More Heroes, for instance. I felt that Kozaki-san’s character designs would work well in this game too, so I requested that he join us. As for Nakazu-san and Hamamoto-san: they both write great music, so we consulted with them to ask if they would join us!
 

The game’s graphics… They’re a bit unusual for a project like this; they’re almost comic book-ésque. What made you decide on that kind of art direction?
 
Tsukuda: When drawing mechas for games, one generally goes in a more photorealistic direction; we’ve become pretty familiar with a lot of mechas from things like anime and comics, I think. This time we wanted to challenge ourselves with something like that by expressing that kind of art style through the game, and it suited the game pretty well, in fact! It was pretty interesting, actually: with this style, the range of what we were able to express expanded considerably. For example, we tried shading using the color black: it didn’t look out of place at all in fact, rather, the game looked like an illustration out of a comic book! Thanks to that, no matter where the player is in-game, their Arsenal will still look cool.
 

Can you tell us a bit about the game’s world? From the preview it all looked kind of abandoned.
 
Tsukuda: In the game’s world, the moon is crumbling and half of it has fallen to earth – humanity is facing its own extinction. Moreover, through the fall of the moon, humanity discovered a new kind of energy called “Femto.” Femto’s influence caused the robots with built-in AI to attack humans, of whom the last have built a wall around where they live. On the other hand, Femto is an incredibly rare resource that has opened up an incredible amount of possibilities for humanity. The player character is a mercenary who fights for that Femto.
 

What kind of weapon is the mercenary’s Arsenal, exactly?
 
Tsukuda: The player is a part of a group of people – called the “Outers” – given special abilities through Femto. Those same abilities “take away these peoples’ humanity.” These “Outers” are the only ones who can pilot the Arsenals. The Arsenals move by utilizing the energy that the Outers have and amplifying it.
 

Ahhh, so the Outers treat them as external armor. In the Treehouse Live presentation, we got to see a little bit of what gameplay looked like, including characters voiced by Mr. Tōru Furuya and Mr. Shūichi Ikeda manning their own Arsenals. I can’t help but bring that up, as somebody who loves the genre!
 
Tsukuda: We really admired them as voice actors, and absolutely had to have them do some work for the game! Their performances suit their characters notably well. Over the course of the game you’ll meet plenty of other mercenaries – some friends, some enemies – that will play an active role in the story.
 

Since the game is on a console like the Nintendo Switch, will it be possible to get together with friends and play? Will there be any multiplayer functionality?
 
Tsukuda: There will be multiplayer; right now, we’re considering how we want to implement it, though.
 

To wrap things up, do you have anything you’d like to say to the mecha fans that are eagerly awaiting the release of the game?
 
Tsukuda: We’re still working and focusing on various aspects of the game, but in the end, I think it’ll definitely be something that meets your expectations. I hope you all enjoy it! So far, we have another update for you all in the works, and it isn’t too far off in the future, so please stay tuned. We’re doing our best to work towards a 2019 release.
 

Again, thank you very much for today.
Translation by provided by Nico Thaxton on behalf of Nintendo Everything

 
[h=2]Daemon X Machina producer talks more about the game, teases Gamescom reveals[/h] [h=4][/h]
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Nintendo UK published its own interview with Daemon X Machina producer Kenichiro Tsukuda today. Tsukuda spoke more about the game, including the story and visuals. He also teased reveals that are planned for Gamescom 2018 later this month.
The full interview can be read below:

Could you tell us a bit more about what sort of game DAEMON X MACHINA is?
 
DAEMON X MACHINA is a fast-paced action game – you play as a pilot known as an Outer, and fight in battles using the Arsenal mechs you equip. As an Outer, you’ll fight against enemies in lots of different missions, while customising the weapons of your Arsenal.
 
Because they’re mechs, you have complete control of them on land and in the air. You can also obtain equipment from enemies in real-time, and then decide accordingly what sort of tactics would be best, and change your equipment on-the-fly.
 

Mr Tsukuda, you have quite the pedigree in the mech action genre, having worked on titles such as the Armored Core series. How are you looking to make this the best mech action game out there?
 
One way we hope to achieve that is by making it appropriate for the age we’re now living in. The environments in which people are playing are always progressing and changing – we see advances in hardware, and now with Nintendo Switch, people can play both at home and on-the-go, and also online.
 
By adding features that players will be able to enjoy, not just within the game, but rather tailored for each of these individual environments, we hope to create a game that lots of people will be able to enjoy.
 
In terms of gameplay, we’ve made it so that you can fight with the style you want – you can get new equipment and change it in real-time on the battlefield, so you can alter your tactics at any time. We’re also working to make it so that you can train up and customise your mech, and strengthen it beyond mere equipment. This means that anybody should be able to play in the way they want, without having to rely entirely on their skills.
 

What sort of story are you looking to tell in the game?
 
The story is set after the moon has fallen and the world has changed. Your immediate enemy is AI (Artificial Intelligence). When the moon fell, mankind built walls called Ovals in order to limit the disaster. In order to rebuild, they made machinery and networks controlled by AI.
 
However, due to the power of energy particles called Femto that spread when the moon fell, the AI was mutated, and became an enemy of mankind called Arms of Immortal.
 
Meanwhile, powerful individuals emerged, wanting to monopolise the power of this new Femto energy, and so planned to drive the evil AI out from the Ovals. Some humans, known as Outers, obtained special powers from the Femto.
 
They’re hired as mercenaries by those powerful individuals and fight against the AI in Arsenals. The player character is one of these mercenaries, and will uncover the mysteries of the world.
 

Speaking of which, the Arsenals in DAEMON X MACHINA seem to be fairly versatile machines. Could you tell us a bit more about what they can do?
 
The mechs in the game move by tracing the movements of the Outer piloting them. This means that the strength of a mech also depends on the physical abilities of the Outer. That’s a part of the game’s setting, but I also feel it’s important to consider gameplay equally as well.
 
So, we made it so players can equip lots of different weapons and fight in the way that they want. By giving them so much control of movement on land and in the air, players have a lot of freedom in battles. The mechs also have lots of other abilities, but I’ll save that for another time…
 

Fans of Fire Emblem: Awakening and Fire Emblem Fates might recognise Yusuke Kozaki’s name. He’s working on the character designs for this game, so we can probably expect to meet some interesting folk along the way, right?
 
There are all kinds of characters in the game. There’s someone who watches in the wings, and will come to help if your character gets into a sticky situation. We have two brothers who search battlefields for weapons and parts to sell, and another character with a dark past.
 
The characters you meet will sometimes be your allies, and sometimes your enemies. Mr Kozaki is currently working on the character designs, so I hope to be able to show them to you and talk a bit more in the future.
 

In the trailer from Nintendo Direct: E3 2018, we saw some seriously cool looking mech concepts which Mr Kawamori worked on. How is he approaching his designs this time around?
 
They’ve been designed with the concept that the player character – the Outer – would equip, or rather wear, the mechs. So while it’s still armour, by designing both more muscular looking parts and more armoured parts, Mr Kawamori could achieve a kind of “mech as a character” design that only he could pull off.
 

Speaking of visual design – the game has quite a unique visual identity when compared to other games in the genre. Could you talk about what led you to pursue this art style?
 
With so many different games out there, you kind of develop a fixed concept of what a game in a particular genre should look like. However, games are also creative works, so I feel we have the freedom to have an individual style.
 
So although this is a mech action game, instead of going for photorealism, I wanted to try our hand at a more comic- or anime-like visual style. The staff agreed with me, and so that’s the approach we’re pursuing.
 

Mr Tsukuda, we hear you’ll be making an appearance at gamescom this year…
 
During Nintendo Treehouse: Live at E3 2018, I showed how Outers can get out of their Arsenal. At gamescom 2018 I’m hoping to show what more you can do with that feature. Also, I think it will be an opportunity to show some new aspects to the gameplay that we haven’t explained yet. I hope you’re looking forward to it!
 

We certainly are! Thank you very much for your time today, Mr Tsukuda.
 
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