Hunter_17
Power Member
Nem todos andam em guerra uns querem só destruir o que resta, e os outros protegem as pessoas indefesas, acho eu.E a pouca gente que sobreviveu anda em guerra? xD...
Consulta o Portal de Jogos da ZWAME. Notícias, Artwork, Vídeos, Análises e muito mais.
Nem todos andam em guerra uns querem só destruir o que resta, e os outros protegem as pessoas indefesas, acho eu.E a pouca gente que sobreviveu anda em guerra? xD...
Nos combates penso que as unidades deveriam estar bastante mais detalhadas. Dá a sensação que estão com blur, que estão desfocadas.
No entanto, também acho que os mapas podiam estar mais detalhados quer a nível das unidades, quer a nível do próprio mapa. Como está é perfeitamente funcional, mas podiam dar um visual mais apelativo ao jogo.
Fonte: http://www.1up.com/do/previewPage?cId=3165258&sec=PREVIEWS1UP: Days of Ruin is a stark departure for the Advance Wars series in a number of ways -- a darker storyline, simplified and streamlined gameplay.... What lead to the decision to make so many changes, and why did you feel this was the right time to do so?
Hitoshi Yamagami and Masaki Tawara: Actually, we struggled with this issue a lot. Throughout our work on the series we spent each and every day adding what we thought were new elements to the latest games, but the response from consumers was consistently "the games are fun, but not much is different." And our response was "What should we do?! We are making huge changes..." So, we decided to seek advice from the product development group at Nintendo of America and realized that we, as Japanese people, don't know much about the reality of "war."
Fundamentally, war is very graphic and dark. But our scenarios and game worlds were always very light-hearted, and completely different from reality. That's when we thought maybe we'd been looking at this from completely the wrong direction. So this time we decided to develop the new Advance Wars using a more realistic concept of war, yet still keeping some of the same flavors of previous Advance Wars titles. As a result of that decision, we came up with this new visual style and scenario. Don't get me wrong; we didn't set out with the intention to change things in any specific way. The world we created is merely the result of us sitting down and re-thinking our conceptions of war.
The creation of this world also resulted in changes to the game system. The key to realistic battle is speed. We were very confident with the gameplay quality we'd created. We didn't believe we needed to make major changes to the fundamental gameplay. So we kept the basic game rules the same way but adjusted the way the game was arranged, and that increased the tempo of the game and produced a sensation of speed in battle.
As you can see, everything started from us rethinking our concept of war. We want the fans who love the series to enjoy the arrival of the new generation of Advance Wars, which allows them to use more realistic strategies.
1UP: As much as fans loved Dual Strike, there were complaints that it got too complicated at times, and that the CO powers and Tag Team supers were unbalanced. How much of the back-to-basics philosophy came from internal considerations at Intelligent Systems, and how much was due to feedback from fans?
HY & MT: As for consumer opinions about Dual Strike, some users actually liked the game because of its complexity. While it's true some people did feel CO powers were too much, others liked that kind of balance. We didn't make system changes because we thought the previous title wasn't good enough. We only tried to create the system best suited for our new concept. However, merely simplifying the system would only make the game less enjoyable than the previous title. Therefore, we knew we needed to develop a simpler system based on game rules with depth that did not sacrifice a sense of speed. We did listen to consumer feedback, but mainly about what types of new elements they were looking for, especially Wi-Fi features, rather than focusing on their opinions about the previous system.
1UP: Could you give us some specific examples of where you thought Dual Strike became too complicated or too unbalanced, and how bringing it back to the core gameplay mechanics will improve the experience?
HY & MT: It seems to us that everyone had a different opinion about Dual Strike. As far as we are concerned, we believe Dual Strike was well balanced. As we mentioned earlier, this time around, we adopted much simpler rules with a good sense of speed to let players enjoy unique strategic gameplay. For instance, as you fill the CO power gauge, the area in which your units strengthen grows larger. On the other hand, if you choose to use the CO power right away, you get the immediate benefit of that CO power. By giving the user this choice, it introduces simple yet extremely interesting strategic elements.
1UP: Was there ever any consideration of keeping the Tag CO battles, or the dual screen missions, and attempting to balance them better, rather than stripping them out completely?
HY & MT: We decided not to use the Tag CO battles in this title not because they weren't well balanced, but because they weren't well suited for what we are trying to do with this project, which is to represent a more realistic war. The development team had discussions on what the appropriate role of commanders is in real war. That's how we came up with the concept of the "CO Zone." In an actual war, the better a commander is, the wider his range of influence is. So in this title, a CO can strengthen the units who are in his or her command range. The affect differs depending on the CO's abilities.
However, this feature alone may be more realistic but perhaps not that fun. So we prepared unique CO powers for them just like we had in previous titles. As for dual screen missions, we didn't use them this time for the same reason -- they weren't compatible with the sense of speed we were trying to achieve with this title.
1UP: The story is a surprisingly dark departure for a series that's had a very light and playful tone until now. Is this darker tone simply a result of wanting to try something different, or was there more to the decision?
HY & MT: First of all, the previous three titles shared a similar mood. While this provided some fans with a sense of security, we felt that more and more players were leaving the series because they felt new titles didn't have enough new elements to make the games exciting. So, we decided to completely change the tone of the game this time. Let's be clear that we didn't just change the mood haphazardly, but changed it in such a way as to create a memorable world with a powerful story that would, in a way, betray what the fans were expecting from the series. I mean "betray" in a positive sense, though.
Also, as we mentioned earlier, while we tried to present a more realistic representation of war, our desire to maintain the game's tempo and simple rule set forced us to seek realism outside of the graphic style itself. That's why we toned down the color schemes and used a grittier look when we created the units and characters. In addition, all the in-game music is streaming play, so players can enjoy dynamic sound during the game.
1UP: The story takes place after a meteor strike takes out 90% of the world's population, and sends the Earth's climate into chaotic upheaval. Is there an environmental message Intelligent Systems is trying to make behind that, or are we just reading too much into it?
HY & MT: We are concerned with environmental issues, but we were not focusing on them when we developed this title. In an extreme situation such as the end of the world, how do you think you would react? Just surviving each day would be tough enough, but on top of that, if a war broke out it would truly be a hopeless and desperate situation. We want our fans to be immersed into that kind of an extreme story, and connect with it.
1UP: One exciting new feature in Days of Ruin is online play. Did that factor into the decision to simplify the gameplay mechanics, in order to make Days of Ruin more of a balanced, competitive multiplayer experience?
HY & MT: We developed both single-player mode and online play with the same amount of focus. We believe the game structure for the single-player mode is satisfactory, and the players can enjoy unique online gameplay as well. We think simulation games of this type are more exciting to play with friends face-to-face, but on the other hand, because the competition can be so heated, you run the risk of ruining friendships. In fact, I almost lost one of my good friends over a simulation game. But with Wi-Fi play, you can battle against someone you've never met, so you can play without holding back at all. Also, I believe it's appealing that you can play it in a short time.
1UP: We know you'll be able to exchange custom maps with players online. How will that work with the DS lacking a hard drive or any other external memory options? How many will you be able to store on the game card?
HY & MT: In this mode, you can not only exchange maps with friends, but also download other players' maps through the server. We call this download system, the Map Center. Players from all over the world can upload their custom maps to the Map Center and they can download maps at any time, too. On top of that, they can evaluate these downloaded maps, and send their feedback to the Map Center. By doing so, good quality maps stand out, and the users can download those high quality maps selectively. By the way, the maximum size of an uploadable map is 10x10. Technically, it's possible to register much bigger maps, but we intentionally set the size limit so anyone can feel free to upload and download maps. We also tested and proved that you can create really fun maps within this 10x10 size.
I personally am planning to download new maps at home before I leave for work, and play those maps during my commute on the train. Unfortunately, the game is not available in Japan yet, so I need to wait a little longer. You can save up to 50 custom maps on your cart.
1UP: Can you talk about the changes made to the touch screen controls? Are the options a little bigger, so you're less likely to accidentally click the wrong one, making a unit wait instead of attack for instance?
HY & MT: Enlarged maps have enabled us to draw each unit and terrain in more detail, and at the same time, made the touch-screen control even more intuitive. For other parts, we tried to improve or solve issues we had in the previous title including the control issue you pointed out.
1UP: Will we ever see the return of Orange Star, Blue Moon and all those great CO characters, or maybe another entirely new setting?
HY & MT: Of course we are already developing ideas for the next title! We are not sure if we are going to use Orange Star in the next one, but I can at least tell you now that we are planning on providing you even bigger surprises than those in Days of Ruin in the future.
Sorte a deles... já existem mais alguns videos de gameplay nalguns sites.
Eu só peço à concentra para distribuir o jogo a horas.
pelo que li tem voice chat , para se mandar umas postas de bacalhau contra os amigos ^^
Já tenho o Days of Ruin. Está um absoluto espectaculo.
Como é que ja tens o jogo?
Aquelas perguntas que já se sabe qual vai ser a resposta......
Ou importou dos States, ou importou de outro lado mais directo.
Os jogos da DS são uma tentação do caraças, porque em tamanho são minusculos e um gajo se quiser em 5 minutos tem o jogo....
Estás muito optimista. Dia 28 até nem era mau.achas mesmo que isso vai acontecer? para ai dia 28 é que o deves ter.