PS4/PS5 Vampyr

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Comunque ho letto dei post sulla fobia della localizzazione io so al 100 % che è ita almeno in sottotitoli

 
Comunque ho letto dei post sulla fobia della localizzazione io so al 100 % che è ita almeno in sottotitoli
Ma infatti mica è doppiato in Italiano :asd:
Inviato dal mio SONY XPERIA Z3 utilizzando Tapatalk

 
Lo giocherei ugualmente in inglese, non è un problema per me, però in italiano sarebbe sicuramente più rilassante :sisi:

 
Mi sono accorto su Amazon, che la mia prenotazione di questo gioco è praticamente quasi di un anno fa :asd:

 
E visto che non c'era (come ovvio purtroppo....) ho anche creato una community italiana per Vampyr (basta cercare VAMPyR Italia). Se aspettate e giocherete l'rpg dei Dontnod unitevi pure ed invitate pure altra gente interessata al gioco.

 
Non capisco come facciano giochi come Fortnite et similia a riscuotere cosi tanto successo, mentre giochi come Vampyr, ( ma anche Prey e simili) ce li caghiamo in 5. Forse perchè in questi giochi bisogna applicarsi un pò di più col cervello? Cosi, la butto lì.

Senza offesa. Non prendetela sul personale.

PS A volte non biasimo chi decide di non localizzare.

 
Ultima modifica da un moderatore:
E visto che non c'era (come ovvio purtroppo....) ho anche creato una community italiana per Vampyr (basta cercare VAMPyR Italia). Se aspettate e giocherete l'rpg dei Dontnod unitevi pure ed invitate pure altra gente interessata al gioco.
Cosa buona e giusta, verrò sicuramente a dare uno sguardo.

 
Non capisco come facciano giochi come Fortnite et similia a riscuotere cosi tanto successo, mentre giochi come Vampyr, ( ma anche Prey e simili) ce li caghiamo in 5. Forse perchè in questi giochi bisogna applicarsi un pò di più col cervello? Cosi, la butto lì. Senza offesa. Non prendetela sul personale.

PS A volte non biasimo chi decide di non localizzare.
Perché Fortnite è gratis e va molto sui canali di videogame di ogni piattaforma :sisi:

 
Non capisco come facciano giochi come Fortnite et similia a riscuotere cosi tanto successo, mentre giochi come Vampyr, ( ma anche Prey e simili) ce li caghiamo in 5. Forse perchè in questi giochi bisogna applicarsi un pò di più col cervello? Cosi, la butto lì. Senza offesa. Non prendetela sul personale.

PS A volte non biasimo chi decide di non localizzare.
perchè fortnite è un gioco che non richiede applicazione per giocarci ed è alla portata di tutti . Vuoi mettere seguire il filo di mille dialoghi e avvenimenti? è lo stesso motivo per cui le serie tv con una forte trama orizzontale sono sparite .

 
Today, meet the orphaned Rufus Kingsberry from the East End Docks, and discover how he's tied to the social web of the district here: http://vampyr-game.com/choose-your-victims/citizen …

DbDeFkjXUAAbT0A.jpg


Meet Sabrina Cavendish, waitress at the Turquoise Turtle pub, and see how she's tied to the social web of London here: http://vampyr-game.com/choose-your-victims/citizen …

DbN6AUZXcAA_5oz.jpg


Meet Seymour Fishburn, whose quick anger has made him infamous even among the denizens of the rough Docks district. Get a glimpse of London's social web: http://vampyr-game.com/choose-your-victims/citizen …

DbesWS_XUAYqR04.jpg


More London citizens will be unveiled over the coming weeks. These 16 citizens are only a small sample of London's citizens. Stay tuned to the official website to get a glimpse of Vampyr's social web:

http://vampyr-game.com/en/choose-your-victims/citizen

Mmh...chi sacrificare....:icebad:

''Devastati dall'influenza, le strade di Londra sono desolate ma coloro che sopravvivono lo fanno con maggiore importanza. Analizza le loro abitudini quotidiane per conoscere le loro vite e le loro relazioni. Ogni personaggio con cui parli ha uno scopo nel mondo; un lavoro, una famiglia e una storia. Influisci su uno di loro, e toccherai gli altri ...

 


Hai bisogno di nutrirti per sopravvivere abbastanza a lungo per salvare la città, ma devi anche essere preparato a viverne con le conseguenze. Padri, proprietari di negozi, preti, assassini, ladri ... maledettia sia la scelta. Chi sacrificherai per il bene superiore?''


These are troubling times for Whitechapel, as the district is increasingly overwhelmed by victims of the Spanish Flu epidemic - helped little by the area’s rising levels of crime and poverty.


 
Ultima modifica da un moderatore:
Il sito ha tedesco e spagnolo, non l'italiano...

Avevo voglia di rimettere il dubbio nelle teste :rickds:

 
Il sito ha tedesco e spagnolo, non l'italiano...
Avevo voglia di rimettere il dubbio nelle teste :rickds:
Pure il cinese e tutto il resto...ma lo avevo già notato, tranquillo:asd:

 
Il sito ha tedesco e spagnolo, non l'italiano...
Avevo voglia di rimettere il dubbio nelle teste :rickds:
Manca anche il polacco, nel caso ce ne sia qualcuno qui meglio mettere il dubbio anche a loro:morris82:

 
Manca anche il polacco, nel caso ce ne sia qualcuno qui meglio mettere il dubbio anche a loro:morris82:
Vabbè, c'è il russo e il tedesco, è uguale :pffs:

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Intervista al narrative director:

https://www.well-played.com.au/interview-with-a-vampyr-fighting-your-moral-compass-drinking-districts-dry-and-hipster-haircuts/

[h=1]Interview With A Vampyr: Fighting Your Moral Compass, Drinking Districts Dry and Hipster Haircuts[/h]

French developers DONTNOD Entertainment have been creating a name for themselves over the past five or so years as self-professed ‘AA’ developers. As a tight and talented team, they count their smaller studio size as a strength as it makes them creatively flexible and able to forge their own path, with their own style. Their debut effort Remember Me was generally well received, but it’s their breakout series Life is Strange that has earned them somewhat of a cult following and has people eagerly anticipating the studio’s next big title, Vampyr. Recently we had the chance to sit down with Narrative Director Stephane Beauverger and ask him about what he thinks of sparkling in the sunlight, the difficulties of upholding the Hippocratic oath in the face of overwhelming hunger for human blood, and about the timeless classic Vampire Rain.











WP: Vampires have been a persistent force across the centuries and have appeared in all mediums of entertainment. Where does your image of vampires fit in? Are we talking classic aversion to garlic and crosses or will Reid sparkle in the sunlight?

SB: We have crafted our own lore, but “Vampyr” is partly a homage to the classic vampire figure. So, no sparking in the sunlight, but certainly an interdiction of entering an inhabited house without being invited first, as well as a fear of religious symbols.

WP: How long has Vampyr been in development for?

SB: About three years.

WP: What was the main source of inspiration for Vampyr’s premise? Why the Spanish Flu?

SB: We were searching for a chaotic era of scientific progress. 1918, with the end of World War I and the worldwide deadly Spanish Flu epidemic, was a great setting for us to tell the story of a scientist who becomes a vampire.

WP: How much research went into making Vampyr’s early 1900s London setting as authentic as possible?

SB: We spent months gathering articles and documentaries about medical facilities, how Londoners coped with the epidemic, what was the extent of general medical knowledge at the time, etc. We also did a lot of research into clothes, hairstyles (we’ve read some comments about the “hipster” hairstyle of the Hero, but that was actually a common haircut at the time – watch the TV show Peaky Blinders and you’ll see what I mean), architecture and lifestyles.











WP: In 2017 the game was delayed due to ‘technical issues’. Are you able to expand on that at all? How much of a benefit has the extra development time been?


SB: This delay allowed us enough time to finish up the polishing and balancing phase, much needed for a game of Vampyr’s scope.

WP: Both of your previous games featured female leads, was there a particular reason for going with a male lead in Vampyr?

SB: Yes. It was illegal at the time for a woman to be a doctor in England. Since our main character was an English surgeon and blood transfusion specialist who just came back from the war, he had to be male.

WP: From a writing perspective, what are the major differences in writing for a male lead as opposed to a female lead? If any.

SB: I don’t see any major difference. In a narrative game, consistency is the key feature to create an interesting character: consistency of flaws, attitudes and psychological traits. Otherwise you are just creating cliché or archetypal characters, and that’s almost never a good option for a lead. Thus, when you write down the character sheet of a hero or heroine, it is less a question of gender than a question of inner coherence and resonance.

WP: We see that Reid is conflicted between his desire for blood and his upholding of the Hippocratic Oath, so as a player we get to choose whether to do no harm or do a lot of harm. What are the benefits of playing as a saviour versus playing as a sinner? Is one playstyle harder than the other or do they both offer balanced rewards?

SB: Due to one of our core gameplay mechanics, it will be far more difficult to play as a compassionate vampire. To incentivise the player to take lives, the largest source of XP comes from the blood of London’s citizens. This means if you want to level up quickly and more easily defeat your enemies, the game incites you to drink blood. However, when you do this, you alter the delicate balance of London’s districts, already made fragile by the epidemic – you may even lose an entire district of the game (since everybody died, you lose the merchants, the secondary quests, etc.) if you kill too many people, too quickly.









[h=3]
You may even lose an entire district of the game (since everybody died, you lose the merchants, the secondary quests, etc.) if you kill too many people, too quickly
[/h]

– Stephane Beauverger, Vampyr Narrative Director​

 
 
 





WP: We saw in the pre-alpha footage that NPCs have certain blood quality. What does snacking on good quality versus bad quality blood mean in terms of gameplay? Does this feed into the experience system?

SB: Absolutely. From a vampire’s point of view, blood quality means more or less XP acquired when taking a life. And, because of the Spanish Flu epidemic, all citizens’ health tends to degrade with time. The good thing is that since Jonathan Reid is a doctor, he can craft drugs to enhance his patients’ health. He can even choose to keep his targets healthy before quenching his thirst. But that would be very Machiavellian

WP: Can you tell us about the implementation of RPG systems in the game? Do the saviour/sinner playstyles have their own distinct abilities?

SB: Not, there are no ‘good vampire’ skills versus ‘evil vampire’ skills. But, to gain the most efficient and powerful skills, you will need a lot of XP, and since most XP can be found in Citizen’s blood… That means to become a powerful vampire, you need to become a deadly predator

WP: We see a fair amount of melee combat in the pre-alpha gameplay you’ve shown off as well in the web series you guys have been producing around the game. How varied is the arsenal that Reid will have at his disposal and how customisable/upgradeable is it?

SB: Jonathan can use a classic RPG arsenal: blunt and slashing weapons, quick one-handed or slower but deadlier two-handed weapons, pistols, crossbows, shotguns. He can also use off-hand weapons like surgical knives or wooden stakes to inflict bleeding damages or stun his enemies. All these weapons have five levels of upgrade through crafting for greater damage and efficiency. Players can also craft additional effects for each weapon to finetune their combat styles: bullets with chemical damage, or a blade with less stamina consumption, for example.

WP: You’ve mentioned previously that Reid will fight a mixture of enemies, including humans, vampires and werewolf-like hybrids. Can Dr Reid befriend anyone during the campaign to assist him? Or is he fighting this battle alone?

SB: Jonathan is something of a loner and will fight his battles alone. But he will be able to find allies throughout the game, who will provide him information or give him access to rarer items or craft ingredients.

WP: In Life is Strange your dialogue choices could cause lasting consequences. Can we expect a similar system with Vampyr’s dialogue?

SB: Yes. Even if of a different nature and structure, many decisions made by the player through dialogues will have consequences on the main storyline. Another major pool of consequences is linked to the NPCs the player chooses to spare and those he chooses to sacrifice. And, contrary to LIS, there is no rewind in Vampyr. All decisions are final.











WP: In terms of scope, this game appears quite ambitious. How big are each of the districts? How many hours will it take to see all that Vampyr has to offer?


SB: According to our tests, it takes about 20 hours to finish Vampyr’s main storyline, and about 30 hours if a player spends time achieving the secondary quests, gathering the collectibles, and finding all the hidden secrets of the game.

WP: Are players able to travel between districts between missions or is the story on a fairly linear path?

SB: After the first hour of the game, which is more linear to give each player time to pass the tutorial and master their first vampire skills, the game becomes a semi-open world. That means players can freely roam wherever they want, even in the deadliest territories. Only one district of the game will be locked until the second half of the game, for storyline purpose.

WP: Without giving anything away, are you hoping that Vampyr can share the same success as Life is Strange and demand a sequel? Is Vampyr’s world built for multiple stories?

SB: Any game developer wishes their project will become a major hit. From a writing and narrative perspective, the lore of Vampyr has been created to be deployed in various setting and times. Vampires are – almost – immortals, so they can have many adventures in different eras and different parts of the world. As the Narrative Director, it is my duty to think about a possible sequel or DLC in advance of the game’s release. That’s part of the job.

WP: Have you played Vampire Rain and was this an inspiration during your work?

SB: Not at all.

WP: Australia was not immune to the Spanish Flu and also had a widespread outbreak. Did you ever consider Australia, in particular Melbourne, as an ideal setting for Vampyr? Could you ever see yourselves developing a game set in Australia?

SB: I’d personally love to develop a game set in Australia. When I was younger, I even wanted to live there. As I said before, vampires tend to be found anywhere and in all eras. So, I don’t see why Australia would be safe from these deadly bloodsuckers

 


WP:
Thank you for your time. Good luck with Vampyr’s launch.

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Questa è fantastica:asd: Non vedo l'ora.

WP: We saw in the pre-alpha footage that NPCs have certain blood quality. What does snacking on good quality versus bad quality blood mean in terms of gameplay? Does this feed into the experience system?

SB: Absolutely. From a vampire’s point of view, blood quality means more or less XP acquired when taking a life. And, because of the Spanish Flu epidemic, all citizens’ health tends to degrade with time. The good thing is that since Jonathan Reid is a doctor, he can craft drugs to enhance his patients’ health. He can even choose to keep his targets healthy before quenching his thirst. But that would be very Machiavellian.

 
Una settimana, dai che ci siamo :carletto:
cosa dovrebbero mostrare tra una settimana? :morristend:

 
Tanta roba davvero, ripongo tante aspettative su sto gioco e dalle parole degli sviluppatori sembrano ben riposte. Molto interessante ciè che dicono sulla ricostruzione del setting

 
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