Saga Tales of | Tales of Xillia Remastered - 31 Ottobre |

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Due cose il fatto che la difficoltà sia sbloccabile a più fasi sconfiggendo certi nemici e non tot nemici come in Graces F e Zestiria affossa la difficoltà del gioco, e la cosa si fa sentire tanto. La debolezza elementale è semplicemente troppo op nell'economia del BS e lo affossa, seppur sia interessante soprattutto a livelli più alti di difficoltà dove finalmente la strategia un po' si fa avanti. In sintesi comunque ancor più che dalle debolezze elementali è la difficoltà stessa che tarpa le ali al battle system.

Poi vabbè hanno migliorato tutta la gestione rispetto a Zestiria degli equip, che sono loot in stile MMORPG, io ci ho perso la vita dietro :asd: . Cast inarrivabile nella serie per quanto mi riguarda e buonissima trama :ahsisi:

 
La serie di Tales ha festeggiato le 20 milioni di copie vendute!

Ecco alcuni "premi" per il raggiungimento del traguardo:

Bandai Namco is running three campaigns to celebrate the sales milestone:

#1. Digital Sale – The digital editions of various Tales of series titles will go on sale. Specific titles will be announced at a later date. (Update: Steam sale is live.)

#2. Wallpaper and Icons – A free Tales of Vesperia: Definitive Edition wallpaper and set of Tales of series social network service icons are now available for download.

#3. Tales of Memories Twitter Campaign – Tweet out your Tales of memories with the hashtag ♯テイルズオブメモリー for a chance to be one of three winners of a Tales ofFestival 2019 pamphlet signed by the cast.
https://gematsu.com/2019/05/tales-of-series-sales-top-20-million

 
Ho finito Berseria ora.

Hanno leakkato un nuovo tales ora.

Because magic happens

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Ultima modifica da un moderatore:
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Se quella non è Lailah è una trollata epica :sard:

 
Stile interessante anche se dalle prime immagini non sembra proprio un Tales of.

 
totalmente rinnovato il BS, sono molto felice mi ha fatto una buona impressione

 
Qualche dettaglio in più su Tales of Arise (PS4, Xbox One, PC)

...Ma non stavano lavorando a un Tales per Switch?  :huh:

Tales of Arise is the latest chapter in the popular Tales Of Japanese role-playing-game franchise. With Yusuke Tomizawa (head of the God Eater franchise) at the helm of the Tales Of development team, the franchise and its latest chapter promise to deliver new storylines, gameplay dynamics, and worlds for players to explore.

Tales of Arise takes place in a solar system containing the two neighboring planets of Dahna and Rena. The inhabitants of Dahna have always paid reverence to their planetary neighbors on Rena – a planet they can clearly see in their sky – as a land of the righteous and divine. For the people of Dahna, legends and lore about Rena and its inhabitants have been handed down for countless generations, and through time, have become facts in their minds that have actually masked a cruel reality for the people of Dahna. For 300 years, the people of Rena have ruled over Dahna, pillaging the planet of its resources and stripping its people of their dignity and freedom. Tales of Arise begins with two people, born on different worlds, each longing to change their fate and create a new future for themselves and perhaps their people. Featuring an original cast of characters, a dramatic storyline, dynamic combat, breath-taking environments, with some classic Tales Of elements included; Tales of Arise marks a new beginning for the famed JRPG franchise.

In a press release, Bandai Namco Entertainment America senior global brand manager Stephen Akana said, “The Tales Of series is a foundational series within Bandai Namco Entertainment and Tales of Arise marks an exciting new beginning for the franchise with Yusuke Tomizawa taking the helm in leading the Tales Of development team. Tales Of games have always delivered wondrous worlds for players to explore, dynamic characters for players to meet, and challenging battles for players to fight. Tales of Arise promises to take these tenants to new heights and we look forward to players enjoying this new adventure.”

Here is the official fact sheet:

About

On the planet Dahna, reverence has always been given to Rena, the planet in the sky, as a land of the righteous and divine. Stories handed down for generations became truth and masked reality for the people of Dahna. For 300 years, Rena has ruled over Dahna, pillaging the planet of its resources and stripping people of their dignity and freedom.

Our tale begins with two people, born on different worlds, each looking to change their fate and create a new future. Featuring a new cast of characters, updated combat, and classic Tales of gameplay mechanics, experience the next chapter in the world-famous Tale of series, Tales of Arise.

Key Features

The Next Chapter – Experience the next chapter in the Tales of series, brought to life in stunning HD powered by Unreal Engine 4.

Dynamic Action – Dynamic Action RPG featuring an updated battle system that retains classic Tales of gameplay.

Rich Story – Rich story featuring a vibrant world and new cast of characters.

Stunning Visuals – High quality animation created by ufotable.


https://gematsu.com/2019/06/tales-of-arise-announced-for-ps4-xbox-one-and-pc

 
Magari il Battle system è più dinamico e immediato, nel senso che il combattimento magari parte all'istante sullo scenario senza la "rottura" dello schermo.
Il BS è stato aggiornato, probabilmente sarà come dici tu. Comincia ad ispirarmi un bel po' e il trailer mi ha fatto un'ottima impressione.

 
...Ma non stavano lavorando a un Tales per Switch?  :huh:
Era Vesperia DE. Nessuno ha mai detto che fosse un esclusiva o che fosse nuovo, i Tales in esclusiva non li fanno più (fortunatamente).

Comunque, penso proprio che su Switch arriverà tra i 6 e i 12 mesi dopo, come sta già succedendo per God Eater 3 e gli ultimi due SAO. Si vede che il gioco utilizza pesantemente UE4, quindi hanno bisogno di ritoccarlo un po' di modo che giri degnamente anche su Switch.

 
Una serie di estratti da un'intervista su Famitsu a riguardo di Tales of Arise.

  • The Tales of Arise project started long before Tales of Vesperia: Definitive Edition, which was announced one year ago.
  • As you might be able to tell from the video, this is a considerably challenging title, and when creating it we first had to take some time to rethink what the Tales Of series is and what it should be.
  • Our goal was “succession and evolution” while also confronting the traditions of the series.
  • As we were analyzing the main appeals of the Tales Of series, there were many parts that needed to evolve for the future. In order to maintain and expand the brand from here on out, we need to also attract the attention of young players. That being said, we are challenging ourselves to present something that dares to step back from the traditional conventions of the series in order to attract more players.
  • There will probably be some fans who only watch the trailer and feel a sense of uneasiness, but we had discussions regarding fundamental appeal of the Tales Of series and the points to carry over, and decided and planned our points of evolution based upon that. We will explain the details for each element at some point in the future.
  • With Tales of Arise, we cast away the dedicated engine we have used thus far. In order to realize rich lighting and atmosphere accompanied with unique, watercolor-like graphics and approachable character models, we based the game on Unreal Engine 4 while developing our own completely original shaders and the like.
  • The theme is to hopefully offer “a highly immersive experience.” As one representation of that, we are further enhancing things such as the performance and actions of the characters in order to have players feel as if, “this character lives in this world.” With that approach, we’re combining fields and characters depicted in a watercolor style, as well as increasing the body size of characters to look more human. We’re putting a particular amount of effort into motions. Like even if you turn around, the character will not instantly rotate—it’s more realistic in that the character will first twist their body before turning around.
  • Minoru Iwamoto, who works at Bandai Namco Studios, is the main character designer and head of art direction. This is the first mothership title in the series where both of those roles are filled by a single person. But because of that, there is a sense of unity in the game’s art in various respects. For example, by simultaneously working on both the world and costume designs, we can have a sense of unification even up to the cultural level. This is also part of the plan to offer “a highly immersive experience,” which is again the theme of this game.
  • For areas related to performance, such as a character’s facial animations or the camera work, we’re aiming for a level of 3D anime comparable to television and theater.
  • While it may appear that 2D anime is unnecessary with the upgrade to 3D anime, 2D anime is an important element of the Tales Of series, and plays a part in the great balance that is “succession and evolution.” While looking for a more effective utilization, we are designing the drama to be more exciting on both ends.
  • Development is being handled entirely by Bandai Namco Studios. Among our ranks are staff from Tales of Berseria, and some of them even worked on Tales of Phantasia. We have staff both new and old who love the series and are working on the game while discussing the “succession and evolution of tradition.”
  • The composer is still a secret, but will be introduced at a later time. We will have a theme song.
  • The planet on which the protagonist lives is Dahna, and the planet that floats in the sky above it is Rena. Dahna is a naturally rich planet, but is equivalent to the Middle Ages in cultural leve. Rena, on the other hand, is developed in science and magical arts, and invaded Dahna 300 years before the events of this game. With its overwhelming difference in power, Rena defeated and enslaved the people of Dahna. That has continued for 300 years, which is where our story begins.
  • The protagonist is from Dahna. How to over turn his people’s state of oppression is one direction the story takes. The protagonist’s armor and helmet are equipped due to his physical features. It should be noted that he has more than just his armor outfit, and will change to various costumes according to the situation.
  • The heroine is from Rena, and is a confident and attractive woman. With the power relationship between Dahna and Rena, she and the protagonist are not very good friends from the start. Their relationship begins in a setting where the people of Rena discriminate against the people of Dahna, and eventually leads to a great drama.
  • Battles are Tales-esque action battles against enemies and encounters. The theme here is to give new users the feeling of “an exhilarating battle.” We’re going for battles with more intuitive and speedier action that makes you think “this seems fun” just by looking at it.
  • In battle, you can unleash various actions according to the situation. There are also elements that raise skill level through long time use.
  • We’re upping the intimidation of enemy designs. This comes from the idea that “you should get a greater feeling of accomplishment from defeating an enemy.” While we also worry there some female players that dislike that, it is nevertheless important for RPG battles to evoke a sense of accomplishment when defeating an enemy.
  • That’s not to say that there won’t be cute-type enemies. It’s still a secret, but there is something like a mascot in this game.
  • The Tales Of series has many traditional elements, and the same can be said for action battles, but there are also dialogue scenes called skit and chat. Regarding those, we’re making each element while constantly having detailed discussions such as, “Why is that popular?” and “What kind of evolution do players want to see?”
  • We thought it was necessary to report on the team’s hard work and launched a blog to bring the series together. From here on we will communicate in detail via social media.
  • I can’t make any promises, but I would like to offer more opportunities to go hands-on with the game before release than we have before.
  • (Why did you choose the name Tales of Arise, when the “TOA” abbreviation is already attributed to Tales of the Abyss?) The code-name for this project was “Arise.” It is a word that came from the strong desire to revitalize to the series during development. After that, we discussed title ideas with our worldwide development and marketing staff, but everyone was in general agreement that “Arise,” the code-name that held our convictions, was the most appropriate title. So we decided that we should go with it to convey our enthusiasm for the series’ rebirth, even if we had to change the unspoken rule of the series’ abbreviation. Of course, it is also linked to the themes expressed in the story, and the word “Arise” adds to the sentiments of the protagonist and company who rise up to overturn their suppressive environment.
  • We want the abbreviation for this game to be “Arise” or “ToArise.”
  • I can’t say anything regarding the release date yet. While things are complete to a certain extent, there are still things that need to be brushed up, and there are many sections such as battles and drama parts that still need to be built.


https://gematsu.com/2019/06/tales-of-arise-is-a-series-rebirth-that-aims-to-be-a-highly-immersive-experience

 



 
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