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Yepnon ho visto il trailer, ma ci sarà pure ruboniglio?![]()
Se non lagga (sicuramente si) ci sarà da divertirsi.sembra stupendo! l'online è una figata assurda.. day one sicuro
Considerando che è mezzo asincrono, secondo me per una volta sarà stabileSe non lagga (sicuramente si) ci sarà da divertirsi.![]()
Mah speriamo anche se non me ne frega più di tanto visto che lo giocherò probabilmente in singolo o in locale.Considerando che è mezzo asincrono, secondo me per una volta sarà stabile![]()
È presente, hanno operato per una soluzione mezza asincrona.Mi ragguagliereste sull'online?.
Dai lillo guarda il video! Vogliamo le tue considerazioniMi ragguagliereste sull'online?.
Polmo ma la stampa ha provato il gioco?![]()
Polmo ma la stampa ha provato il gioco?![]()
When the team behind Super Mario Bros. Wonderwas in the prototyping stage of the game, it had no due date. "I wanted to prevent people from saying, 'We won't make that deadline, so that's why we didn't do it—we can't do it,'" producer Takashi Tezuka says. For the game's director, Shiro Mouri, it was a very clear, and very positive, sign. They did not intend to make this game halfway.
But now, Tezuka says, that's not enough. Old Mario games were about mastery, where players would have to try difficult levels again and again until they got good enough to survive. Now, the Nintendo team's task is to create an environment where players have more freedom to decide how they want to play.
That freedom became one of the game's two guiding principles, and appears in-game in a few ways. Players can choose which courses they want to tackle first, and even walk around the world map in some areas instead of being kept to a straight path. They also have a dozen characters to play, including regulars like Mario, Luigi, and Peach, and new playable characters like Daisy
Wonder also introduces badges, which give players different abilities like invisibility or revival when equipped; some are meant to appeal to more advanced players. During development, the team considered giving players the power to use two or three at a time, or even to change badges mid-level, but ultimately nixed it. "It felt more like maybe something that you would see in a Zelda title," says Tezuka. "It didn't really feel very Mario-esque … Mario gameplay is a lot more straightforward and simple."
If players want to retry a level again for any reason, they can always experiment with new badges. "If someone plays through a course, finishes it, moves on, and never comes back, that makes me a little sad," says Tezuka. "I really want players to play courses again and again
The team's other big priority was to fill Wonder with secrets—the kind players will want to brag about finding. "Something we talk about within the teams: Don't actually make a maze," says Mouri of the game's puzzles. "We just need something that looks or feels like a maze." It's basic stage design: Teach players something about how to play, whether it's a hazard or a gimmick, then give them the chance to put it into practice.