[Wii] Dragon Quest Swords: The Masked Queen and the Tower of Mirrors (Square-Enix)

Aqui está um jogo que vai fazer a Wii voar das prateleiras japonesas, sim, ainda mais. Eu gostei do Journey of the Cursed King da PS2, é uma série de culto, embora este não pertença à main quest - esse será exclusivo para a DS.
Um jogo a seguir com muita atenção.
Mas este tem mão da Genius Sonority ;)

Que foi fundada pelo Manabu Yamana que foi responsável pelo DQV (1992) e DQVI (1995), considerados os melhores da saga.

A ver o que o homem consegue tirar daqui. :D


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Square-Enix has confirmed that by far, Dragon Quest Swords for the Wii is 80% complete. Unfortunately an exact release date isn’t available yet for Japan, but the game is expected to be released later this year.
Fonte: http://www.gamefront.de/

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Fonte: http://www.gpara.com/comingsoon/dqs/20070306/index.php
 
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Dragon Quest Swords datado para o Japão:
Fonte: http://www.neogaf.com/forum/showpost.php?p=5992484&postcount=74

Walpaper:


- There'll be many announcement, including new games, at the SE party, TGS and Jump Festa this year. Not only SE-fans, but especially Nintendo-fans should look forward to the SE party in May.

The Crystal Bearers on Wii, for which one has very few details, will exploit the Wii controller fully, Shinji Hashimoto recalls that Square Enix will make important advertisements of still unknown plays at the time of the Public Square Enix Party 2007 (May 12 and 13 next), Tokyo Game Show and Jump Festa, by specifying (with a smile) that the fans of Nintendo and Square Enix Public Garden should follow very close the Square Enix Party 2007 event next month. In addition, the Japanese magazine Gamelabo publishes in its heading rumours rather interesting information which relates to Dragon Quest IX: Protectors of the Sky on Nintendo DS, apparently, it would be possible for the player to transfer the monsters which it will have raised on Nintendo DS towards Wii, information to be taken with tweezers of course.
Fonte: http://www.gamefront.de/

Hmmm, para o mês anuncios novos de jogos Square para consolas Nintendo (Wii) ou avalanche de media dos que temos?

Conectividade do Dragon Quest IX com a Wii... A confirmar-se será via Dragon Quest Swords?

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espero que este jogo tenha suporte widescreen :)
Tudo indica que sim uma vez que acredito já o ter visto a correr em 16:9.

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O HUD está centrado dentro do que parece uma moldura 4:3 ao contrario das imagens 4:3 onde fica encostado aos cantos.

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Boxart Japonesa:

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Não sei se é final.
 
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Este Dragon Quest tem um ar muito Europa Medieval (especialmente França). Os jap têm um fascínio pelo nosso continente... XD

Estou definitivamente interessado no jogo. On-rails RPG parece-me promissor, ainda mais porque vamos ter (espero) uma boa precisão de movimentos com o comando da Wii. E o art design e gráficos também parecem muito bons... Bem, é esperar para ver!
 
Este Dragon Quest tem um ar muito Europa Medieval (especialmente França). Os jap têm um fascínio pelo nosso continente... XD

Estou definitivamente interessado no jogo. On-rails RPG parece-me promissor, ainda mais porque vamos ter (espero) uma boa precisão de movimentos com o comando da Wii. E o art design e gráficos também parecem muito bons... Bem, é esperar para ver!
eles adoram a europa medieval com os nossos castelos e tudo. vê-se até no zelda
 
Hands on do IGN:

Hands on: Dragon Quest Swords
We swing the Wii remote around in the playable build at Square Enix Party 2007.

This weekend I had the opportunity to play a few minutes of the first Square Enix game for the Nintendo Wii: Dragon Quest Swords. There were more than two dozen kiosks dedicated to Dragon Quest Swords at the Square Enix Party in Japan, and after a short wait in a very long line it wasn't that extensive a wait to get a bit of hands-on with the Wii adventure.

The demo began with a trek through the woods. All the action of Dragon Quest Swords is seen from the first-person viewpoint of the lead character, chosen at the start of the adventure (either male or female), and control is handled via the Wii Remote exclusively. By holding the B button down, the character will move through a rigid on-rails path through the forest. Enemies will leap in from off-screen or out from behind trees and boulders, preventing forward motion; when this happens, these enemies must be taken out before the game allows you to continue on.

In battle, the B button activates the shield -- the on-screen pointer turns into a wooden shield that will block attacks if players anticipate where the attacks are heading. So, if an archer fires an arrow at you from a distance, your character will have a premonition of where it will hit with a flashing icon before the arrow's fired. Hold the B button and point the remote to the location on the screen and the shield will block the attack. Sounds easy, but when three archers fire their arrows at the same time to three different spots on the screen, you'll need a quick hand to swipe the shield across your view to prevent getting hit.

Attacks are handled by the Wii Remote's motion. The game recognizes up/down, side-side, and diagonal attacks, and it did a good job reacting to those moves...but only if you were more exaggerated. Quick flicks of the wrist in the different directions seemed to confuse the game -- left-to-right swipes frequently turned into diagonal slashes in the completely opposite direction, for example. The game definitely likes the full range of motion. Why do you need specific swipe directions? Because the enemies will leap out in horizontal, vertical, and diagonal groups, and you'll get multiple hits if you swipe your sword across them properly.

Locking on is an important part of the sword combat, as you'll need to hit multiple enemies on the upper or side portions of the screen. The Wii Remote, by itself, wouldn't know what part of the screen you're trying to attack when you're swiping, so hitting the A button will plant a reticule on the screen where you clicked it. Once the target is on the screen, any swipe will slash to that spot. This comes in extremely handy when you've got five slimes in a row hovering at the bottom of the screen -- simply click on one of them and whack 'em sideways to wipe them out in a single shot.

The game puts equal attention on offense and defense, so you'll have to block attacks from evil vomiting zombies before you can whack them with the remote. Some characters -- like the end boss -- have very Punch Out! like attack patterns where you'll have to block in succession; withstand the attacks and wear him out, and you can counter with attacks of your own.

There are also special attacks that you can perform. When you encounter an enemy that's doing nothing but blocking your swipes, hitting the 2 button on the Wii Remote will pull up a menu where you can select the more brutal attacks. To pull them off you'll need to follow the on-screen menu -- the one I tried was an attack where you had to hold the remote up to ready the strike, then slam the remote down as quickly and rapidly as possible to pull off the brutal assault. Since the demo only gives you enough power for one special attack, I didn't get to try the other one in the menu.

At certain points in the woods you'll have your choice of different paths to choose -- they're represented by arrows that you click on with the Wii Remote and A button. Treasure chests will also get underfoot while you progress along the path...again, clicking on the A button will open them up and reveal the goodies inside. Goodies that'll automatically get added to your inventory.

Square Enix limited attendee playtime to only a specific portion of the game's early part -- once players got to the final boss (the rock-like beast that was shown in the concept render movie during the Electronic Entertainment Expo in 2006) and defeated him, the hands-on demonstration ended and it was off to the rest of the show.

Overall, the demo offered a good amount of fun...but it's, in its current form, a simple design that's far from a game that's going to reach classic status on the Wii system. It definitely has merit as a Wii-specific design that uses many of the unique elements of the Wii remote, and had a lot of keen nods to the Dragon Quest series with its monster-infested forest. It also didn't look all that bad on the widescreen LCD displays at the show, running at a smooth and consistent 30 frames per second rate.
Fonte: http://wii.ign.com/articles/787/787980p1.html

Hands-on do Game|Life:
Dragon Quest Swords was originally scheduled to be a launch title for Wii. Maybe Square Enix was just kidding all along, but it's probably for the best they're releasing it in two months' time rather than at launch -- the Wii needs new content, this is well-suited to the audience, and it's likely benefitted highly from the extra nine or so months of development time. I had a perma-grin plastered on my face playing Dragon Quest Swords. The demo, far from getting repetitive or tiring as you use the Wiimote as a sword to slash enemies, was challenging, well-paced, and had lots of variation.

In a nutshell, you're walking along a straight path in a 3D world by pressing Up on the Wiimote's D-pad. You can hold B to run, but you don't do much of anything until a group of enemies approaches. At this point, you stop moving forward and a battle begins. You can't target enemies until they move up to the front of the screen. At this point you can slash the Wiimote vertically to hit enemies in the middle of the screen, or horizontally to hit enemies in the middle of the X-axis. Slash perfectly and you can take out a whole row of enemies at once. But this only works when enemies are right in the center -- if they're scattered around the screen you can hold A to lock-on, and then your slash will be targeted in that direction.

This alone would be fun. Rather than force you into 1:1 sword movements, it's a simple gestural-based control system. And it works. But things quickly get even more complicated. Enemies start launching attacks at you, and you have to hold B to make your shield appear, then move it into position to block the attack. Soon, the enemies themselves start blocking your attacks and you have to wait for them to attack, parry, and then hit them during the opening.

The vibe I got from this was actually very similar to Punch-Out. Maybe it's because I've been playing Punch-Out recently, but at any rate that's how the anticipate/block/attack pattern felt. Especially when I was up against a Golem who was throwing punches at me.

You'll be able to buy different shields with different shapes, which will better help you block. Since my shield started to break apart as I used it, I imagine you'll have to replace them often. Maybe you'll be able to get shields that don't break very easily but are small, and shields that break like crazy but are huge? I'm speculating but that sounds like what they'd do.

At any time, you can open a menu and use healing items that you find in treasure chests as you move along. The zombie enemies in the demo vomited purple slime which poisoned you, a condition that saps your HP gradually just like in every other RPG ever. Antidotes will clear it right up. It's likely that you can buy these in towns as well, but the demo experience at the Party was limited to a battle road.

Dragon Quest Swords is out on July 12 in Japan and I am so there.
Fonte: http://blog.wired.com/games/2007/05/handson_dragon_.html

Muito positivo.

Trailer da Jump Festa 2007:

-> http://www.youtube.com/watch?v=fMx6r_1NeIQ


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esperava por um rpg mais puro, este deve ser basicamente um hack 'n slash on rails?
ah bem, nada como deixar sair e experimentar
 
Bem ... eu sou um "ignorante" no que se refere a jogos para as consolas nintendo.
Mas espero q este, e outros jogos, originalmente falados em japonÊs qdo forem "convertidos" para o ocidente tenham o possibilidade de manter o audio japonês com legendas em inglês.
 
Bem ... eu sou um "ignorante" no que se refere a jogos para as consolas nintendo.
Mas espero q este, e outros jogos, originalmente falados em japonÊs qdo forem "convertidos" para o ocidente tenham o possibilidade de manter o audio japonês com legendas em inglês.

Não sõu ignorante nos jogos Nintendo, mas tenho as mesmas esperanças que tu :D
 
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Dragon Quest enlivens the living room

Television commercials will be televised from 2007 July 1st onwards in order to prepare the game's launch on 2007 July 12th.

There will be 5 different versions, spanning over two kinds of approaches, some showing only gameplay, others showing Wiimote interaction.

The commercials will play through a variety of programs including animation broadcasts on the nationwide channels and it'll start being televised later on cinemas, from 2007 July 14th onwards.
Fonte: http://www.famitsu.com/game/news/2007/06/29/103,1183097219,74240,0,0.html

Está quase... Espero que a Nintendo tenha stock aos magotes.

Novo anúncio de TV: (o primeiro, de cinco)

-> http://www.jeux-france.com/downloads7952_video-dragon-quest-swords.html


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Fonte: http://www.famitsu.com/game/coming/2007/06/25/104,1182761576,73955,0,0.html

Video novo:

-> http://www.jeux-france.com/news20742.html

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Fonte: http://www.famitsu.com/game/coming/2007/07/02/104,1183361124,74355,0,0.html
 
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depois de ver esse vídeo, nem sei o que achar do jogo. neste momento a mecânica tanto pode ser divertida e envolvente, como secante. o pormenor dos ataques parece engraçado mas pode fartar e ser bastante simplista não?
 
Não gostei, ODIEI a nova jogabilidade, deviam ter feito à «old school» e depois inovavam com a jogabilidade fora dos combates...não gostei muito :'(
 
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