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Pokémon New Pokémon Snap | SG: 8 | Disponibile

Polmo

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Ovvio.
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Ma perche ti senti tirato in ballo?
Non mi riferivo specificatamente a te ma a chi sosteneva non fosse su binari e che non avessi prove oer dire il contrario (quando era palese palese)
Ma sei intervenuto tu ora sentendoti tirato in ballo :asd:
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Aspettero ubo sconto a prezzi onesti per il gioco che si propone di essere (probabilmente mai :asd: )
Oh no! Era un Bait :urlo:

Ma comunque tutti lo avevano capito che sarebbe stato a binari :asd:
 

Mr. Green Genes

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Che fosse su binari era ovvio dal primo trailer. Come se non bastasse il suo predecessore.
 

Polmo

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Dal sito Gamestop e Amazon è a prezzo pieno, ma in un altro store famoso di videogiochi online è a 50 euro invece di 60 :sisi:
 

Polmo

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Anteprima!

-Voice Acting nelle cutscene
-Ogni area ha delle varianti con pokémon diversi e percorsi alternativi da prendere
-Si potrà interagire con i pokémon lanciando frutti e sfere luminosi, ma anche scansionando l'area con una apposita funzione
-Mano a mano che si guadagnano punti nelle aree, esse si riempiranno sempre più con nuovi pokémon
-Si potranno usare i giroscopi per mirare
-Le foto potranno essere scattate anche senza Zoom
 
Ultima modifica:

HarimaCaco

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Non c'è nulla che giustifichi il prezzo esagerato del gioco... Speravo in qualche feature bomba, ma sembra tutto piuttosto statico e pilotato.
 

Polmo

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Proprio un bel trailer :sisi:

Mi piacciono anche alcune delle interazioni viste, certo Seviper in una isoletta nel mare fa un po' strano, però magari lo inseriranno assieme ad uno Zangoose nella foresta :phraengo:

Mi dispiace un po' che probabilmente hanno ridotto le interazioni in cui i pokémon si fanno "male" con la pester ball, ma sembra che con la mela comunque si possano fare in alcuni casi interazioni simili.

Su Eshop c'è scritto che il peso sarà di 7.1GB per chi va in digitale.
 

Polmo

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Intervista al director
GC: Why has it taken so long for a new Pokémon Snap game to appear, given how popular the original was? Was there never any push to create a new game for the Wii U – which seemed especially suited to the camera motif?
HS: When I started on this project, I had heard there had been a couple of attempts at making a new Pokémon Snap before. The idea of photography has changed so much in the last 20 years, combined with the new Nintendo Switch hardware, that we thought it was the perfect time to create a new version of Pokémon Snap, and that’s why we started the project.

GC: A lot of the most successful Pokémon spin-offs seem to be ones that show pokémon as they would be if they were in the real world, such as Detective Pikachu’s city locations; when doing the same in New Pokémon Snap did it require a lot of consultation with Game Freak in order to get the portrayals right – and were there any new pokémon behaviours created just for this game?
HS: Since the objective of New Pokémon Snap was to observe the ecosystem of pokémon, we aimed to create the world where wild pokémon would actually live. We designed pokémon’s actions and behaviours from all angles, like ‘What would it do alone?’ or ‘What would the relationship be like if it lives with a different pokémon in the same place?’ We reached out to Game Freak, through The Pokémon Company, to review the pokémon settings to make sure it felt natural to the characters. You can see a variety of actions, ecosystems, and relationships between pokémon that are unique to the Lental region, alongside some rival Pokémon relationships that fans already know about.

GC: How do you choose which pokémon to include in the game? Do the environments come first and you try to add appropriate creatures or do you design the levels to suit pokémon you know you want to feature?
HS: My vision was to create a world where you can actually imagine wild pokémon thriving in their natural habitats and ecosystem. At first, we thought about pokémon’s natural habitats and fascinating landscapes and climates. Then, we narrowed down our choices by balancing out how different pokémon would live in these habitats and their relationships within each environment. After we selected appropriate climates, environments, and pokémon we designed the details of courses that players will research. To create a world where you can take beautiful photos of pokémon in their world, some pokémon behaviours are designed to make the most use of the characters in the backgrounds, and some levels have been designed to show the relationships directly between pokémon.

GC: Did you watch real-world wildlife videos or documentaries to help with depicting pokémon in the wild? If so, what elements proved most helpful?
HS: We created the behaviour and reactions of pokémon by imagining what they would do as living creatures. In doing so, we would reference various ideas such as the inherent nature of pokémon, their actions from other Pokémon titles, as well as the behaviour and characteristics of animals of a similar lineage in the real world. For example, I believe you could tell how natural they look and feel when you see a four-legged pokémon or when you observe a bird pokémon.

GC: I’ve always thought of the original as a lightgun game, just with a different kind of shooting, is that how you see it? Do you try to create a similar style of pacing and set pieces to those sorts of games?
HS: I agree that Pokémon Snap is sort of like a shooting game, but unlike a regular shooting game it does not have a game over. It is a game that you can experience 360 degrees all around, over and over, whilst looking for pokémon and snapping photos of them. The feeling, I think, is more like a theme park ride. It was on my mind when I designed the pacing and environments within the game – my aim was that through repeated plays you make more discoveries and therefore your Photodex gets filled up more and more.

GC: When studying the original game what struck you most about how it has held up after all these years? What elements did you feel it was essential to keep and which did you feel most needed updating?
HS: What attracted me the most was the simplicity of the game, in which you can observe pokémon’s everyday life, that you don’t get to see anywhere else, and the photos of pokémon are given an easy-to-understand evaluation. New Pokémon Snap kept the concept of the Nintendo 64 Pokémon Snap as its foundation but updated how you interact with photos, which is something that has changed dramatically over the past 20 years. Players cannot only take photos but also can edit and share them online, in-game, and in the real world on social media.

GC: Pokémon Snap had a strong puzzle element to it, in term of some of the things you had to do in order to get certain pokémon to appear or perform specific actions, is that something you’ve expanded on in the new game and how involved does that aspect get?
HS: New Pokémon Snap has many puzzle elements to take a variety of photos. As players will observe the pokémon’s ecosystem very closely we paid strong attention to detail when creating interactions between pokémon, which can be triggered by certain items. Because information is shared so quickly nowadays, we intentionally added some more complexity. I hope players enjoy discovering them. The purpose of the Photodex is to register a photo from one to four star category based on the rarity, for each pokémon. Generally, higher stars rankings would require more puzzle elements.

GC: Sword/Shield has started to introduce a more sandbox style of gameplay, where you move around pokémon that are going about their own business in the game world. Was it possible to introduce anything similar in New Pokémon Snap, considering it’s still on-rails?

HS: This is a game that requires players to redo challenges to capture missed photo opportunities in research courses, so pokémon’s behaviours are basically always the same. However, some pokémon do move around freely. We aimed to balance out these game elements with pokémon’s living environments. While keeping these game elements, we wanted to add a twist on it, so we have added research levels to each course. You can now see different behaviours of various pokémon when your research level has increased in the different courses.

GC: How involved does the scan function get in terms of how it affects pokémon and backdrops? Is it more akin to a ‘use’ button or detective vision?
HS: You can activate the new scan function with the press of a button. It scans in the direction that the camera faces up to a certain distance. The scan function shows you hidden pokémon or clues. If you further analyse the area with the scan, you might be able to find hints for photos or alternative routes. You can also use it to bring out some reactions from pokémon, as some pokémon may react to the scan’s sound and signal.

GC: How many variants does each course tend to have and how much can they differ from the initial route? How long might it take a player to see all the routes in a single course?
HS: I cannot reveal how many research courses are available, but each environment is completely different and you can take photos of all the pokémon living there. Even on the same course, depending on whether it’s day or night time, pokémon you find vary and those same pokémon can behave differently. It’s hard to say how long it might take a player to see all the routes in a single course, but each course length is a few minutes long. Although that is not that long, we’d like a player to experience the fun of playing any specific course again and again, looking for all the pokémon in 360 degrees around them to fill up their Photodex.
 

zaza50

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zaza50

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Trailer bellissimo, se non siete allergici agli "spoiler" (Se così vogliamo chiamare vedere delle location e delle interazioni :asd: ), guardatelo.
 

Daisuke

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Si vede che non c'è (solo) GF dietro :trollface:
 

Magico

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Esce anche la stampante brandizzata, per chi vuol farsi ancora più del male :sard:
 
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