PS4/PS5 Elden Ring | Shadow of the Erdtree disponibile!

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Ma in che senso teletrasporto ovunque?
Penso come qualsiasi altro open world, apri la mappa e scegli il punto di interesse a cui teletrasportarti. Niente più lanterne/falò insomma
 
Si ma mi sembra assurdo se applicato al concetto di un soulslike

C'è sempre stato il teleport nei souls se ci pensi.

In DS1 c'era l'osso del ritorno ancor prima di sbloccare il teleport ad Anor Londo, tanto per citare un esempio. In DS2 teleport da subito, etc etc
 
Si ma mi sembra assurdo se applicato al concetto di un soulslike
i falò ci saranno comunque perchè serve il punto di respawn post morte immagino. Semplicemente quando si arriva a "un punti di interesse" (che può essere il falò anche) ti puoi teletrasportare.
E' un OW, ci mancherebbe altro che non si potesse fare, cos'è vuoi farti i Km a piedi/cavallo ogni volta che vuoi tornare indietro? :asd:
 
Si ma mi sembra assurdo se applicato al concetto di un soulslike
Bhe resta da capire in quanti punti puoi teletrasportarti e quanto è grande il tutto :asd:
 
Penso come qualsiasi altro open world, apri la mappa e scegli il punto di interesse a cui teletrasportarti. Niente più lanterne/falò insomma
Voglio sperare di no. Ottimale appunto un sistema di falò, lanterne o quello che vuoi, una volta attivati ti teletrasporti. Un pò come in Zelda.
O comunque voglio sperare non sia possibile teletrasportarsi in porzioni di mappa mai esplorate.
 
Si ma mi sembra assurdo se applicato al concetto di un soulslike
Obbligatorio in un open-world, sarebbe stata una martellata sulle palle non averlo
 
Voglio sperare di no. Ottimale appunto un sistema di falò, lanterne o quello che vuoi, una volta attivati ti teletrasporti. Un pò come in Zelda.
O comunque voglio sperare non sia possibile teletrasportarsi in porzioni di mappa mai esplorate.
Ma in quale ow ci si può teletrasportare in luoghi non visitati? :asd: non ne ho giocati troppo e non sono sarcastico ma così a memoria nessuno e non fa differenza questo :asd:
 
Voglio sperare di no. Ottimale appunto un sistema di falò, lanterne o quello che vuoi, una volta attivati ti teletrasporti. Un pò come in Zelda.
O comunque voglio sperare non sia possibile teletrasportarsi in porzioni di mappa mai esplorate.
Ovviamente potrai teletrasportarti solo in luoghi di interesse già scoperti, pensavo fosse scontato :asd:
 
In “Elden Ring,” the spiritual successor to the Dark Souls series, players will be given a powerful weapon: freedom of choice.
“We tried to give as much freedom as possible to exploration of the world,” FromSoftware spokesman Yasahiro Kitao said. “While we’re still in the process of testing and figuring out the final playtime, we feel this is going to vary quite widely from player to player depending on what sort of route they take through the world and what they find.”
It’s a world in which many encounters are optional — and one in which a dragon might surprise you, dropping from the sky to fight you as you cross a field on horseback.
The game will include areas called “legacy dungeons,” which appear to be classic Dark Souls-like challenge areas gated off in the overworld. Players won’t be able to summon their steed or fast travel their way out of these dangerous situations. One of these legacy dungeons included a multi-level, enormous castle that looked about as big as the Boletarian Palace that greets you in “Demon’s Souls," the first of the Souls-like genre. But in this castle, there are multiple routes through it. You could find a route behind the massive troll guarding the main castle gate, strike it with a sleep arrow, and sneak right past the snoozing security.
Kitao said players would be able to use customized markers to note where important crafting materials are or where a hidden powerful enemy may lie. You’ll now have access to a map. The map gets updated by finding map fragments throughout the world, and has the look of an actual illustrated parchment made by an actual cartographer who lives within The Lands Between. You can drop markers to note locations of tough enemies, NPCs, treasures, or dungeon entrances. As you’d expect, marked locations also place a beacon that’s easily visible in-game, allowing you to set your own waypoints when you’re looking for places to go next. You’ll find some optional encounters that will definitely test the player’s mettle which we’ve prepared specifically for these players that love a challenge,” Kitao said. “In typical From fashion, the story is told in a fragmented way, and we haven’t changed our principle in providing a world and narrative players can interpret for themselves.”
One of my takeaways from watching the open field gameplay was this feeling that you could encounter almost anything while exploring. In one section, the player approached a group of enemies gathered around a campfire, when all of a sudden, a gigantic Dragon swooped down in typical Souls fashion and took them all out in a single blow, which then prompted a massive boss fight. In another section there was a group of passive enemies walking along a trail escorting a giant carriage that could presumably be attacked and robbed of its contents, should you be skilled enough to survive the fight. In a different area, there was another carriage that was guarded, but this time by a large encampment of enemies that the player carefully snuck through without alerting the whole camp, even going as far as using a sleep arrow to silently pacify a guard.
:predicatore:

Sulla storia:
Like the studio’s previous game “Sekiro: Shadows Die Twice,” “Elden Ring” will have an easier-to-grasp main narrative, though the game will retain multiple branching paths and endings.
“We’re often told that our games have stories that are difficult to understand,” Kitao said. “This time, we’re not just talking about the story of the world. We feel that by focusing on the characters and the drama surrounding them, we’ll paint a clearer picture and help players become more immersed in the world than before.”

Sul salto ci avevo visto giusto all'epoca :asd:
The entire game, as well as its dungeons, are designed with jumping in mind, another holdover from “Sekiro.” In the legacy castle, there are hidden routes players can discover by jumping through the architecture. This design philosophy is a godsend for speedrunners, and another big reason why the game’s length is hard to pin down. All of these dungeons are handcrafted by designers, and not procedurally generated.
 
Sui dungeon:

Dungeons can be found throughout the open field and of course, they’re full of enemies, traps, treasure, and even illusory walls. The one dungeon that I got to see seemed very basic in its design, with a room that featured a bunch of guillotine traps, and then a treasure room that was guarded by a handful of enemies ready to pounce when you went for the treasure, but since the gameplay I watched was cut up and segmented, I never really got a feel for how big or substantial it really was.

The Legacy Dungeon however I did get a feel for, and it felt massive. Legacy Dungeons are the main attraction of each of the six main areas of The Lands Between, and I got to see the first of them, Stormveil Castle. This particular Legacy Dungeon begins with a choice, you can either head through the main gate and suffer through an intensely challenging route full of enemies aware of your presence, or you could sneak around the side through a secret entrance that takes you along a lesser guarded, but still very dangerous, path with narrow walkways that will punish one errant dodge roll with a fall to your death.

Stormveil Castle definitely brought to mind comparisons to the Boletarian Palace from Demon’s Souls, right down to a section lined with explosive barrels and an enemy looking to ignite them all with an explosion of their own. Moments like these felt more like homage than anything else, and what really stuck out to me more than anything else was how enticing exploration felt with all of the various paths that were left unexplored in my hands-off demonstration. Way off in the distance was a house all by its lonesome on a narrow cliff that had me wondering how I could get to it; when the player looked back towards the cliffside I saw all sorts of unexplored platforms and shinies; and with the ability to freely jump, I constantly wondered if I could jump across certain gaps and find something on the other side. I was told that Legacy Dungeons were built with this kind of freedom in mind, and that they were designed to be complex and multi-layered, which is exactly what I had hoped to hear.

Legacy Dungeons were designed to be complex and multi-layered.

The Legacy Dungeon capped off with the player reaching a rooftop that oversaw the main path the player could have taken if they went through the main gate and fought through the army that awaited them. Since the enemies were unaware of their presence, the player was able to use a sleep arrow to incapacitate the giant beast guarding the boss door, and make it through undetected.

Finally, I got a little tease of the boss fight against the giant multi-armed lord from the trailer, and it was about the Soulsiest boss they could have possibly shown, with gigantic sweeping attacks, earth shattering slams, counter attacks that come out while it reels from being hit, and eventually, a second form with a transformed Dragon arm that spewed fire and had an unblockable grab that just roasted the poor player. It looked absolutely brutal and I can’t wait to try it mysel

Madonna :bruniii:
 


E da tanto tempo che non mi emoziono cosi con i videogame, un genuino gioco pieno di lore, musica,design,gameplay e con una sana sfida.

Gesto bacio dello chef
 
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