Switch Fire Emblem Warriors

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Il sistema di upgrade è paro paro a HW :asd: non so se sia un bene o un male...quello di HW ha un solo grande, enorme difetto: la straziante quantità di grinding richiesta per arrivare ai massimi livelli...spero degenerino di meno riguardo questo aspetto, ma ci credo poco

comunque fiquo, finalmente un trailer riassuntivo di ciò che abbiamo visto fino ad ora, i video da 20 minuti mi avevano sfiancato :chris:

se c'è una cosa che veramente non mi piace del gioco fino ad ora, al di là delle scelte riguardanti il roster (sul quale però è presto per esprimersi), sono le ambientazioni: ho veramente l'impressione di avere di fronte quasi tutti assets riciclati e lievemente reskinnati presi di peso da Hyrule Warriors, e la cosa non mi va tanto giu'

 
Più tardi guardo.

Sinceramente all'E3 non mi aveva entusiasmato, ma mi sono divertito molto con HW, quindi sono interessato anche qui.

 
The details on Female Robin getting addedND: We’ll start right away, and we’d like to hear about the newly confirmed appearing characters. You announced [characters] from Awakening again this time, but we’ll start with Female Robin (Reflet)!

Usuda: The Robin we told you about before was the male version, but someone said, “Since Robin is an avatar, you must be able to select between male and female after all!”

Hayashi: At the beginning when we created the story, we already decided to make Robin appear as a male though.

ND: Why would that be?

Hayashi: Because we also think there are many who would think of Robin as a male.

Usuda: In the general poll, Male Robin also had a higher position. And if I say it further, Corrin (Kamui), which is the avatar for Fates, has the female one with the stronger impression, so that can also be a point of contrast.

Hayashi: However, in the end, we as players do want to be able to use both male and female versions!

Usuda: The Robin that appears in the story has been fixed to be male, but if you progress through a certain replayability feature, there’s a system that lets you choose Female Robin too.

Hayashi: That’s one of the benefits from the replay value. In cut-scenes and other places, basically Robin will be male. But we asked all of the voice actors to consider both male and female versions when [their characters are] talking with Robin.

ND: Ability-wise, are there no differences between the male and female versions?

Hayashi: That’s right. They are not separate characters, so in the total number of appearing characters, male and female Robin are not counted separately.

Cordelia and Chrom; how will their relations be in this game be?

ND: And Cordelia (Tiamo) appearing here was such a surprise!

Usuda: We announced Cordelia because we wanted to quickly tell everyone about Pegasus Knights appearing here.

ND: How were the details on Cordelia getting added?

Hayashi: For the slot of Pegasus Knight from Awakening, there was also a suggestion to add Sumia instead.

Usuda: Because there will be Pegasus Knights from other titles too, so if we were to have two of them from Awakening… so with that reason, we had Cordelia appear instead, since she got more votes in popularity polls.

ND: What kind of character will Cordelia be like in this game?

Usuda: She was a character who was really easy to create! Despite being a genius that can do anything, you cannot omit comical words from her, such as her being told that her ‘javelin looks bland’. Because her presence is a beauty recognized by anyone, we properly created her model to be beautiful as well.

ND: What we’re wondering about is, ultimately, her relation with Chrom. Cordelia in Awakening wasn’t rewarded in many aspects…

Hayashi: That point of not getting rewarded may have been the secret to Cordelia’s popularity.

Usuda: We have another reason why we decided to add Cordelia, it’s because we want to write her conversation with Chrom.

ND: In that case, can fans look forward to conversations between Chrom and Cordelia, which are going to be exclusive in this game?

Hayashi: It won’t mean that a new relationship between them is going to develop, but I think you’d get to enjoy the situation itself, where those two get to talk with each other.


Correlations between the story and appearing characters


ND: Among the Awakening members that have been announced, Cordelia is not part of the Shepherds, so her position is also a bit different. How is she going to get involved in the story?

Usuda: Setting-wise, everybody will already have known each other when they enter the Fire Emblem Warriors world. In order to find Robin, who has gone missing in an unknown land, the other members are exploring the forest and met our protagonists there. Cordelia is out scouting by using her mobility, and found Robin getting caught inside a battle at the Temple… that’s the story development.

ND: Did you think of this game’s story after having decided on all appearing characters?

Hayashi: That’s right. It also includes points on where certain characters will join as partners.

Usuda: About the original characters who aren’t playable, while we were writing the story ‘we needed a character with this certain role’, when those occasions came, we added the new characters.


Fixation on Pegasus Knights ‘sense of flight’


ND: We’ve asked about Cordelia, so now we’d like to hear about Pegasus Knights in general in this game, in more detail. We think their trait of flying in the sky is a big element, but how are you going to make use of that in Fire Emblem Warriors?

Usuda: While expressing the fact that they are ‘characters who fly at all times’, we aim for them to still feel good to play as with Warriors-style action. We especially had hardships in expressing the sense of flight. If they fly too high, their attacks won’t hit in the first place… (laughs)

ND: In the original games, they can fly very high after all.

Usuda: Ultimately, we made it so that when they’re attacking with their regular combos they would fly at a lower altitude. And when they’re moving around they’ll fly higher. Also, if you can juggle the enemies high, you can attack them single-sidedly with aerial combos. In this case, it’ll be an exclusive place for Pegasus Knights!

Hayashi: We’d like to re-enact Pegasus Knights’ ‘strong habits as a unit’ here.

Usuda: Flying in the sky is their advantage, but if you just let them go forward while relying on their mobility, there may be some places where they’d struggle.

ND: I see. Does flying in the sky while moving around become their advantage then?

Usuda: There are shortcuts that can only be taken by Pegasus Knights, such as deep valleys. You can also do things like… having another character ride them with Pair Up, then cross the valley and drop them on the other end afterwards.

ND: Were the Pegasus Knights a big factor when you were creating stages?

Usuda: I think the people in charge had hardships there. For example, they could no longer delimit maps with rivers. Because Pegasus Knights could easily cross rivers by flying.

Hayashi: If you could fly through anything it wouldn’t become a proper game after all, so we’d delimit them with mountains and walls that cannot be crossed [even by Pegasus Knights.

Usuda: To make it easier to understand that walls ‘cannot be crossed by even Pegasus Knights’, we tried raising their height, but it ended up becoming rather too high…

Hayashi: The sense of closure is really great with that one (laughs).

Usuda: By the way, in the Orders screen, we needed the controls to ‘match the cursor on the units’, so when we were creating stages we would write the grid positions first, and then make the maps to fit those.
:sisi:

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The method of including strategic features exclusive to Fire EmblemND: You’ve been implementing a lot of features exclusive to Fire Emblem in the systems, including the Pair Up system which came up in our discussion just before.

Usuda: When I first heard of the talks for Fire Emblem Warriors, the first thing that came up in my head was an image of character unit icons being lined up on a 2D map. That’s exactly what we have in the screen where you give orders in this game.

ND: I see.

Usuda: In the end, you will want to give individual orders to everyone. [You’d order] things like… ‘This character should attack this place’ or ‘should proceed through this route’. In order to reproduce that ‘desire that come out when you’re playing a Fire Emblem’ in a Warriors game, we added systems like the Weapon Triangle, effective damage, character change, and flying units. Warriors games have been about tactical actions, so they have superb compatibility with Fire Emblem’s strategic elements.

ND: We imagined including elements from the strategy simulation genre of Fire Emblem would be difficult, unlike Zelda which has stronger action elements from the start, but turns out that is not the case.

Usuda: Yes. Before we actually move [characters] in the game, we wrote scenarios on paper: Draw a map, place allies and enemies there, and discuss about things like ‘this character should proceed like this’. We had discussions so deep that ‘we might be able to make a board game with just this’. In my opinion, this game has the highest strategy element even among the legacy Warriors series.

ND: So there is a need to set up the strategy to properly think about things like the compatibility of the Weapon Triangle.

Usuda: However, that is the point where you can have various methods to play it.

Hayashi: Time stops in the pause menu, so if you think deeply like in Fire Emblem, there will be rewards for contemplating it. However, in an action game like the Warriors series, I think there are people who feel ‘stopping time to think’ would be an obstructive feature. In order to fulfill the needs of both Fire Emblem and Warriors fans, we have included a system where you can leave characters to move somewhat automatically on their own accord.

Usuda: People who aren’t good with action games can clear it just by thoroughly working on strategies, and those who want to fully enjoy action can set ally orders to automatic and keep on fighting. Those people will surely be able to find a playthrough method that fits them.

Hayashi: We always thought ‘not to force things too much’.

Usuda: We considered that by having a broad selection of choices in the option settings, like the option to turn the level up scene or on off, which we have talked about in the previous interview.

Please taste the nervousness from the lost/permadeath system!

ND: Can you also choose whether characters can be lost or not?

Usuda: It’s impossible for a Fire Emblem game to not have a permadeath feature, isn’t it (laughs). Even in Awakening and Fates, you could choose between Casual and Classic.

Hayashi: So we definitely need to put it in (laughs). However, in the Warriors series, characters will grow little by little, so having them become lost with just an instant mistake would be too harsh. So although it doesn’t mean we’re putting in limitation play modes, we do prepare Casual and Classic modes as one of the option selections.

Usuda: Of course you can also play it on Classic and aim to beat the game without making everyone lost.

ND: Can you switch between Casual and Classic in the middle?

Usuda: If you change from Classic to Casual, all lost characters will be revived.

Hayashi: On the contrary, we’ve made it so that it would be impossible for you to switch from Casual to Classic. We hope you choose the mode that fits your play style.

ND: For example though, if you lose everyone but the protagonist, then he/she would have to fight all on his/her own, right?

Usuda: Of course that will be the case. I had experienced it well in [the original] Mystery of the Emblem though (laughs). So I hope you get to taste the ‘nervousness on the battlefield’ with the lost/permadeath system.

Hayashi: In scenes like rescuing a character, you could also opt to intentionally ignore them like in past Warriors games, but I think you’ll get the feeling of ‘having to rescue them at any costs’! There will also be the need to work more on strategies.

Usuda: You can also heal allies with staves, so you should use them effectively.

ND: Is the staff one of the weapons here?

Usuda: In this game, it will appear as one of the healing items. There is a difference between Vulneraries that will heal the character themselves, and Staves that will heal allies.

ND: So making precise character changes might be important too. Up to four characters can be controlled in the battlefield, but can you sortie four or more characters at once?

Usuda: There are also maps where you can sortie even more allies. The player can control up to four of them, and the other allies shall fight by giving orders to them. Furthermore, some maps may have cases where new allies are added in the middle.


Various weapons are appearing from each Fire Emblem game


ND: Regarding the weapons, there are many weapons based on the original games, like the Armorslayer.

Usuda: There are weapons with varying traits, from the basics like Bronze-Iron-Silver, to Pole Axe and Dragon Lance.

ND: So a variety of weapons from each Fire Emblem title will appear here.

Usuda: However, for the ‘Legendary Weapons’, we limited them only from titles that appear in this game. Because those Legendary Weapons are things that have a meaning in contrast to the characters.

ND: Speaking of which, in the screenshots we have right here, there is a ‘2P can participate’ text. So there is a co-op support for TV and Tabletop modes, but will it be split-screen?

Usuda: Yes, both players will play on the same screen with split-screen. Also, the Switch version supports [Joy-Con] share playing.

ND: I see. This time we heard a lot of things with a focus on the systems, but our time is up soon. So please leave a message for our readers.

Usuda: I think we’ll have a chance to show new videos soon, but please take a look at the depth of the strategy! I think all of our players will get many chances to find new ways of playing that not even I can think of. The systems have an emphasis on strategy, but of course we’re not lagging back on the action either. This time the basic setup is a 1080p resolution at 30 frames per second, but in the option settings, you can also set a 720p resolution with 60 frames per second, so I hope all gamers who want an emphasis on action can look at it as well.

Hayashi: We have about one more month until release, but for the playable characters, we’re going to follow up with continuous announcements, so please look forward to them! Other than Fates and Shadow Dragon characters, we still have non-character features we want to tell you about, so please anticipate them.
:sisi:

 
No vabbè, hanno implementato il permadeath :rickds: fantastico :rickds:

EDIT: e comunque confermato anche che Robin/Daraen femmina è solo una skin e non vale nel conteggio dei personaggi

 
No vabbè, hanno implementato il permadeath :rickds: fantastico :rickds:
EDIT: e comunque confermato anche che Robin/Daraen femmina è solo una skin e non vale nel conteggio dei personaggi
Vale anche per Corrin?

 
Odio i personaggi a cavallo in questo genere di giochi, il cavallo che fa la giravolta in quel modo davvero non si può vedere...:facepalm:

 
Vabbé c'è gente di 46 kg che con uno spadino di mezzo metro ara una ventina di persone contemporaneamente :rickds:

 
Vale anche per Corrin?
Non lo dice, però secondo me vale lo stesso discorso...praticamente dicono che nello story mode del gioco canonicamente appaiono Robin/Daraen maschio e Corrin femmina, scelti secondo il genere preferito per i rispettivi personaggi nei sondaggi di popolarità...quindi tutti i dialoghi dei pg sono attualmente costruiti intorno a questo fatto (tutti i pg che nella storia si rivolgeranno a Robin/Daraen lo faranno al maschile, e al femminile per Corrin immagino)

tuttavia, rigiocando la storia sarà disponibile la possibilità di cambiare i pg (penso a piacere) e quindi di usare anche le versioni dell'altro sesso...da quel che ho capito stanno valutando se implementare la cosa direttamente nello story mode comunque

Odio i personaggi a cavallo in questo genere di giochi, il cavallo che fa la giravolta in quel modo davvero non si può vedere...:facepalm:
A me l'unica cosa che ha sempre dato fastidio dei personaggi a cavallo di questo genere di giochi è il fatto che per attaccare debbano necessariamente avanzare, un sistema che mostra il fianco soprattutto nelle battaglie vs i boss o contro i generali nemici...da quel che ho visto nei video mi è SEMBRATO di vedere che qui questa caratteristica sia scomparsa/attenuata, e che comunque il moveset a cavallo sia decentemente vario...ma aspetto di giudicare pad alla mano, spero non li cannino perché i pg a cavallo di questo roster mi piacciono tutti :stema:

 
Ultima modifica da un moderatore:
Quali altre modalità ci sono oltre allo Story mode?

 
Ultima modifica da un moderatore:
Non ci credo, prego che sia vero :predicatore:

 
Non ci credo, prego che sia vero :predicatore:
L'hai fatto tu questo video? :sard:

btw, se questo fosse il roster finale, sinceramente sarei un po' deluso...varietà/scelte originali 0 proprio :/

 
L'hai fatto tu questo video? :sard:
btw, se questo fosse il roster finale, sinceramente sarei un po' deluso...varietà/scelte originali 0 proprio :/
Hanno inserito le più bone, il FE definitivo :ivan:

Ah ma per esserlo bastava la presenza di Lucina-chan :ryo:

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Fates, Fates everywhere






 
Ultima modifica da un moderatore:
Fantastico Xander come sempre :gab:

Non mi ricordo, il doppiaggio sarà solo quello giapponese?

 
Fantastico Xander come sempre :gab:
Non mi ricordo, il doppiaggio sarà solo quello giapponese?
Mi pare di si, ma non vorrei sbagliarmi con un altro gioco.

 
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